Michał Pikulski
piqulsky.bsky.social
Michał Pikulski
@piqulsky.bsky.social
Creating games, procrastinating on too many ideas
Studying at Breda University of Applied Sciences
Just to finish up #blocktober I am posting last update on how the Quake level in Unreal ended up!

I have discovered a lot of problems in the previous blockouts regarding line of sights, something I severly overlooked. I had to make spaces with event-based logic to always provide visual feedback.
November 1, 2025 at 9:52 AM
#blocktober

I want to post some progress on how the Quake level in Unreal Engine is going.

I have saw that the hard difficulty and tricky positioning of enemies was causing players to fail. Instead of giving up, they tried again. Now I want to experiment with creating a satisfying challenge.
October 10, 2025 at 7:29 AM
From the very beginning I was set on creating a tower-based level, where player could understand that their goal is to reach the top.

Designing the tower offered to experiment with elevator combat as well as vertical navigation and combat. Progression upwards helped player orientation in tower.
October 1, 2025 at 6:37 PM
This was some early progress that I made in initial weeks on the grand hall. I designed it to take advantage of verticality and sidepaths.

You can see that I added stairs to the doors at the end. It was a great solution to get player into the room, since the doors are locked without a golden key.
October 1, 2025 at 6:29 PM
#blocktober

As part of my first assignment during Year 2 at BUas I have to create a Quake level in an Unreal Engine template that replicated the original game.

It is interesting in comparison to Trenchbroom since the freedom of engine allowed me to create breakable columns as a level ingredient.
October 1, 2025 at 6:22 PM
#blocktober

As blocktober has oficially started I will kick it off for me with WIP bits of a Trenchbroom Quake level that I picked up to learn how to use that tool.
October 1, 2025 at 6:03 PM
For the next six weeks I will be working in on a new game as a level designer. It is going to be a bloody beat’em up where the player can throw fascists around using telekinetic powers of a little girl’s voice.

I will be trying to meaningfully create oppressive experience in the levels.
May 16, 2025 at 6:55 PM
During the CMGT game jam that happened this week I have refreshed my Godot knowledge and created this simple game "Keep The Keep" where the player builds a fortress out of available buildings and tries to survive for as long as possible.

(had only 5 hours for it even though jam lasted a week)
February 7, 2025 at 6:09 PM