Games today are probably the most important cultural medium, an imagination catalyst and a field of social communication. Games convey not only their content, but also give the players a safe space for interaction that is described by rules.


But games are not only an area of my theoretical or professional interest, but also simply an exhilarating, good time. And at the end of the day the experience of having fun is an important value in itself!

As much in board games as in video games - the most important thing is respect for the Player's time. Unless a specific project assumes otherwise, the game must be easy to understand each step of the way - limited only to what is necessary to build a given gameplay. By respect for the Player's time I also mean always providing them with a fresh experience in a game as short as possible to deliver the intended feeling.

Tiny Mini Golf is a fully original project - a mini golf experience in the form of a "drawing" roll 'n' write game. Players draw courses for their opponents based on obstacles thrown on specially designed dice, and in the second phase of the game they take risky shots trying to finish the holes created by their friends.

The game is based on easy-to-understand golf rules, but also introduces freedom to create obstacles for other players at a level unseen before in other board games. The game has won awards in a BoardGameGeek Game Design Contest. But it's also a successful crowdfunding campaign that ended at 3842% of the initial funding goal. In addition to the design of the game itself, I took care of the key publishing tasks - from visuals, marketing, translations, to the accompanying web application and, most importantly, organizing the collaborations that made it possible.

Press D to Die in Space is a video game created in 48 hours during the PolyJam, which is part of Global Game Jam 2023. We play as an alien who makes a life-or-death escape from a merciless fog of oblivion.

It is the Player who decides when our hero will sacrifice themself - they may want to do it on purpose, because when the alien dies it is reborn as a baby, that from this point we control. The older the hero gets, the slower they become, but also the faster they gain victory points. This mechanic encourages the player to try their luck at surviving despite the difficulties of the alien's passing age. As it often happens in game jams - I participated in the whole development process - but I was directly responsible for the overall game design, music and sound design.

For years I have been creating and prototyping various games and even fan expansions to existing games. Thanks to this, I can easily present ideas in physical space, which facilitates communication and opens up the possibility of a non-standard approach to design. This also gave me a lot of ease in writing game rulebooks, but above all in initial formulation of game's rules - which is the basis of every existing game, regardless of its medium.

This channel and website about board games was born not only out of passion for games, but also of the need of the moment. The time of an overwhelming global pandemic seemed to be a good moment to talk about creative games that can give us a break from screens. For me, it was also an opportunity to more professionally try my hand in comedy – that was outside my comfort zone before – as well as in doing
a slightly more television-like, episodic format. It was also an opportunity to try my hand more in front of the camera, in addition to, as usual, being behind it. The channel was supposed to stand out with reviews-movies that show stories and emotions accompanying specific games. On top of that it was another opportunity for collaborative creative work – this time primarily with Magdalena Małachowska, Paweł Malinowski and a whole group of people who got involved in this project.

During my master's studies, I was particularly interested in a tension between the author's narrative and the interactivity. So I researched this subject in one of the final annual papers.
I looked at what forms can narration and interactivity take in various media of artistic communication – video games, role-playing games, board games, theater, stage improvisation, but also how it can manifest in traditional literature, film, painting, and, finally, stage illusion. The latter turns out to be of particular importance, as it represents a historical prototype for manipulating the viewer's attention and slipping in carefully planned content under the cover of “free”, individual reception.

Excerpt from this paper:

It seems obvious to us that we are interacting with the physical world. We are not surprised when a ball pushed by us starts to roll and a wall resists our bodies.
On the other hand, the sensual experience of this world is usually something that is laid on us, something external to us, something that does not depend on us. There is a reason that once upon a time magic was something that must have come from some outer, supernatural world and something that is in conflict with experience. Nowadays, magic has become illusion and it has the power to provide tangible evidence for the existence of a bridge between what we have so far called the real world and the subjective, interactive imaginary space.