black and white bed linen

Karol Woźniczak

Game Designer / Producer

I'm Karol, a game designer specializing in player-centric systems, economy balancing, and narrative design. With experience across indie and mid-size teams, I bring structure, creativity, and a keen eye for balance to every project I join.

Below, you'll find my portfolio showcasing some of my experiences as a game creator.

Art by Render Cube

EXPERIENCE

Trailer by Render Cube

Medieval Dynasty

Medieval Dynasty is an open-world survival and village-building game. Players establish their own settlement, explore the vast medieval landscape, and gather resources to survive harsh seasons. Whether managing their village, hunting for food, or forming relationships with other NPCs, they shape a legacy and ensure the prosperity of future generations.

Genre: City Builder, Survival, RPG, Life Sim

Engine: Unreal Engine 4

Team Size: ~45 (solo game designer)

Duration: July 2023 - now

Platform: PC (Steam, Epic Store, GOG), PS4, PS5, XONE, XSX

Awards & Recognition:

- Best Indie Game - 3rd Place, Digital Dragons Indie Celebration Competition 2021

- Grand Prize - “Most Evolved Game”, Nyx Games Awards 2024

Role and Responsibilities:

General Game Design

  • Redesigned the skill system to enhance cooperative gameplay.

  • Designed a new combat system, player marriage mechanics, and customization features (clothing dyeing, wall painting), alongside various quality-of-life improvements.

  • Created comprehensive lists of new items (furniture, decorations, weapons, clothing, etc.) and oversaw their implementation, supporting testing and integration.

Economy Design

  • Designed the novelty curve and player progression systems, fine-tuning experience gain, village technological growth, in-game rewards, and overall challenge pacing.

  • Balanced the economy by defining prices, production rates, and crafting rewards.

  • Tuned all in-game items – adjusting work efficiency, durability, costs, damage values, and their distribution across the world and quest system.

  • Defined global game difficulty: designed weather patterns (including dynamic temperature changes), animal stats (HP, damage, hunting rewards), and bandit archetypes (equipment and armor tiers).

Research

  • Analyzed the target audience and shaped design goals around their expectations and behaviors.

  • Conducted extensive testing and gathered reference materials to support system design across the team.

Production

  • Supported the production team in coordinating cross-departmental workflows and ensuring timely content delivery.

  • Reviewed and accepted feature work from other departments, providing feedback and maintaining design consistency.

  • Contributed to milestone planning by outlining deliverables, prioritizing tasks, and defining scope for upcoming updates.

  • Helped shape the content roadmap by aligning game features with player needs, technical constraints, and team capacity.

Train Yard Builder

Trailer by GameFormatic S.A.

Train Yard Builder is a first-person simulation game that lets players design and build detailed miniature train sets. Set within the cozy environment of the protagonist's grandfather’s house, the game offers a creative sandbox for constructing railway layouts complete with tracks, buildings, rivers, trees, and other natural features.

Players can customize and paint trains, drawing inspiration from real-world locomotives. As they progress, they unlock new components and larger workspaces, enabling ever more elaborate and ambitious designs. A story mode introduces narrative-driven quests—such as preparing models for a museum exhibit—adding gentle structure to the creative experience.

With its relaxing pace and nostalgic charm, Train Yard Builder offers an engaging and accessible experience for players of all ages.

Genre: Simulator

Engine: Unity

Team Size: 33

Duration: June 2024  September 2024

Platform: PC (Steam)

Role and Responsibilities:

General Game Design

  • Developed the full Game Design Document (GDD), establishing a clear vision for systems, pacing, and player experience.

  • Designed both the core gameplay loop and the narrative loop to support progression and emotional engagement.

  • Created all mechanics related to building, including placement systems, snapping logic, resource flow, and part unlocking.

  • Produced UI mockups to support user-centric iteration and communicate interface goals to the development team.

Bandit Brawler

Bandit Brawler is a first-person RPG set in a whimsical fantasy world filled with humor and mischief. Players take on the role of a brawler who wields a bow with specialized arrows, like explosive ones, and fights with various magical clubs, each offering unique abilities. As they roam through colorful towns, enchanted forests, and curious dungeons, they’ll engage in light-hearted side quests, ranging from helping eccentric villagers to overcoming bizarre magical challenges. With its playful combat mechanics and focus on fun over seriousness, Bandit Brawler delivers an entertaining and unpredictable adventure for those seeking a chaotic yet enjoyable fantasy experience.

Genre: Action RPG, Comedy Fantasy

Engine: Unity

Team Size: 30

Duration: June 2021 – June 2023

Platform: PC (Steam)

Role and Responsibilities:

General Game Design

  • Revised core gameplay systems to improve cohesion and overall player experience.

  • Designed a balanced player progression curve encompassing both skills and itemization.

  • Refined the game’s introduction to better teach core mechanics and improve onboarding.

  • Supervised the rewriting of Chapter One’s narrative to strengthen story cohesion and tone.

Combat Design

  • Redesigned the combat system to improve flow, player feedback, and balance.

  • Supervised the implementation of combat features to ensure quality and design alignment.

  • Prepared detailed documentation to guide development and support cross-department collaboration.

  • Gathered and analyzed reference materials to inform mechanics and maintain thematic coherence.

Quest Design

  • Created a new mission type that integrates all core gameplay mechanics.

  • Designed a mission scoring system to encourage player experimentation and replayability.

  • Collaborated closely with the Level Designer by testing and iterating on mission design.

Production

  • Organized team workflows to improve task delegation and interdisciplinary cooperation.

  • Tracked milestone progress to ensure timely delivery and alignment with the production schedule.

  • Compiled detailed reports to monitor development status and identify risks.

  • Oversaw the quality of implemented content, maintaining consistency with design and project goals.

Trailer by Titanite Games S.A.

Boxing Underdog

Trailer by Monologic Games

Boxing Underdog is a VR game centered around intense bare-knuckle fights within a semi-official league. Players step into the ring to face off against skilled opponents in gritty, underground arenas. With realistic physics and immersive hand-to-hand combat mechanics, each fight requires precision, strategy, and timing. The game focuses on the visceral experience of close-quarters brawling, where players must master various fighting techniques, adapt to their opponents, and climb the ranks of the league. Boxing Underdog offers a raw and immersive fighting experience for those seeking the thrill of unarmed combat in a virtual reality setting.

Genre: VR, Fighting, Sport

Engine: Unity

Duration: January 2023 – March 2023

Platform: PC (Steam), Meta

Role and Responsibilities:

Narrative Design

  • Created detailed enemy profiles, including backstories and personalities, to enrich the game world.

  • Developed a cohesive storyline integrating gameplay and narrative elements.

  • Wrote diverse dialogues for multiple characters, including the main hero and the judge.

We are Legion: Rome

Trailer by Titanite Games S.A.

We Are Legion: Rome is an immersive FPP action game that puts players in the boots of a Roman soldier, battling against the many enemies of the empire. Step into intense, visceral combat as you wield authentic Roman weaponry and face adversaries in sprawling battlefields, from dense forests to fortified cities. The game emphasizes the brutal reality of ancient warfare, requiring players to master a variety of weapons, shields, and tactical maneuvers. We Are Legion: Rome offers a gripping and gritty experience, where every fight is a test of skill, endurance, and the unwavering will to uphold the might of Rome.

Genre: FPP, Action

Engine: Unity

Team size: 15-20

Duration: June 2021 - December 2021

Platform: PC (Steam)

Role and Responsibilities:

Combat Design

  • Designed all core combat maneuvers, preparing references and documentation for developers and animators.

  • Led the design of each weapon type's combat style, ensuring that every weapon had a distinct purpose and unique flair.

  • Created and balanced enemy types that players would face in combat.

  • Supervised blind tests and implemented necessary adjustments based on feedback.

Dread Days

Art by Titanite Games S.A.

Dread Days is a thrilling TPP action game set in a world ravaged by an ecological catastrophe and overrun by swarms of man-eating spiders. Players step into the shoes of a Web Runner, a resourceful survivor equipped with magnetic boots and a crossbow, essential tools for navigating the dangerous landscape and confronting both the arachnid menace and a ruthless totalitarian regime. The game emphasizes stealth and environmental puzzles, challenging players to outwit their enemies and adapt to a hostile world where every step could be their last.

Genre: TPP, Action, Stealth

Engine: Unreal Engine 5

Team size: 15-20

Duration: July 2021 - February 2023

Platform: PC (Steam)

Role and Responsibilities:

General Game Design

  • Created the design for all game systems, covering traversal, stealth mechanics, and weapon usage to ensure a cohesive gameplay experience.

  • Planned the novelty curve, introducing new mechanics in alignment with the game's narrative for a smooth learning process.

  • Designed enemy AI, focusing on engaging behaviors and testing their interactions within various scenarios.

  • Collaborated with Level Designers to shape each location and develop intricate environmental puzzles.

Narrative Design

  • Wrote dialogue for various characters, enhancing their personalities and contributing to the immersive experience.

  • Planned cutscenes, ensuring a smooth integration of narrative elements with gameplay moments.

  • Created a cohesive game script that aligns with the overall storyline and character arcs.

  • Participated in voice actor recording sessions to ensure dialogue delivery matched the intended tone and atmosphere.

Production

  • Coordinated cross-disciplinary teamwork, aligning tasks and priorities to maintain consistent project momentum.

  • Delivered compelling documentation and presentations for publishers and grant committees, contributing to the successful acquisition of NCBR funding.

  • Structured and facilitated sprints, ensuring clear goals, measurable outcomes, and transparent progress tracking.

  • Led retrospectives that drove actionable improvements, strengthening collaboration and overall team efficiency.

Art by Portal Games

Neuroshima: Bohater Maxx

Neuroshima Bohater Maxx is an essential supplement for the Neuroshima RPG, offering players the chance to step into the role of a member of the formidable Steel Police. It introduces new rules for embodying morally complex characters, including those with a more villainous edge, and provides mechanics for intense hunts, allowing players to track down prey in the harsh, post-apocalyptic landscape. The supplement also expands on the role of Shamans, deepening the mechanics for these spiritual speakers who navigate the emotional and cultural currents of the wasteland. Additionally, it features systems for managing reputation and commanding subordinates, adding layers of strategic depth to the game.

Genre: Tabletop RPG, Sourcebook

System: Neuroshima

Team size: 3–5 (authors & editors)

Duration: January 2012 - December 2012

Platform: Tabletop

Role and Responsibilities:

Writing & Authorship

  • Co-authored short stoy published in a steampunk anthology, contributing original characters and narrative concepts.

  • Developed a storyline that expanded the setting’s lore and complemented the overall thematic vision.

  • Collaborated with editors to ensure stylistic and thematic consistency across the volume.

  • Participated in the creative process from draft to final version, adapting content to editorial guidelines.

Moloch: Ucieczka z Miasta Maszyn

Art by Portal Games

Neuroshima: Ucieczka z Miasta Maszyn is a campaign for the Neuroshima RPG, centered around a community of people living in Seattle, a city that has been under machine control for years. Players take on the role of leaders of an expedition, tasked with escaping this dangerous environment and reaching a safer place. The campaign offers intense scenarios where every choice impacts the survival of the group, blending strategic planning with the tension of a high-stakes escape from a machine-dominated city.

Genre: Tabletop RPG, Sourcebook

System: Neuroshima

Team size: 6-7 (authors & graphic designers)

Duration: 2007 - 2008

Platform: Tabletop

Role and Responsibilities:

General Game Design

  • Prepared a complete design for a new location, including its characteristics and backstory.

  • Developed the design for a new origin, introducing new skills tailored to enrich gameplay diversity.

Art by Van Der Book

Art by Michał Gralak

Art by Dark Orb

Wolsung: Antologia Tom I
Karhorra
Strigovia

Wolsung: Antologia is a collection of short stories set in a world reshaped by a Magical Industrial Revolution.The tales range from witty social intrigue to pulp-style expeditions and noirish mysteries, where archaic magic collides with new machinery. The anthology offers richly textured vignettes that blend style, danger, and inventive worldbuilding, capturing Wolsung’s unique fusion of fantasy and retro-industrial charm.

Format: Anthology, Short Stories

Setting: Wolsung

Role: Co-author (1 of 13 authors)

Publication date: 2015

Platform: Print

Karhorra is a tabletop RPG set in an alternate version of Earth during a dark Industrial Age, where progress casts long shadows. In this world, brilliant mathematicians known as savants wield reality-altering equations to combat unfathomable horrors lurking beyond mortal comprehension. Blending occult science, decaying machinery, and existential dread, Karhorra invites players into a grim setting where intellect is both weapon and curse.

Genre: Tabletop RPG, Sourcebook

System: Karhorra

Team size:

Duration: 2025

Platform: Tabletop

Role and Responsibilities:

General Game Design

  • Consulted on the core mechanics to ensure internal balance and thematic coherence.

  • Designed the Asylum system — a players' strategic hub for preparation, recovery, and research between expeditions.

  • Balanced weapon statistics and gameplay parameters to support both narrative and mechanical depth.

  • Collaborated with the Author to align rules with the world’s tone and metaphysical themes.

Strigovia is a Slavic-inspired universe for D&D 5e, where players can explore a world steeped in folklore and mystical traditions. Strigovia introduces a unique rune divination system, allowing players to seek guidance or glimpse potential outcomes by casting and interpreting runes. This ancient practice is woven into gameplay, enhancing the mystical atmosphere as players traverse haunted landscapes, navigate old-world curses, and uncover secrets buried in the shadows of Eastern European myth.

Genre: Tabletop RPG, Sourcebook

System: D&D 5e

Team size: 46 

Duration: 2024-2025

Platform: Tabletop

Role and Responsibilities:

General Game Design

  • Developed character classes, defining distinct mechanics and progression paths that enriched gameplay variety and seamlessly aligned with the game’s world.

  • Created a runic divination system, integrating it with the universe's themes and aesthetics, adding depth to interactions and enhancing narrative elements.

  • Established rules for playable origins and races, incorporating unique abilities, strengths, and limitations, enabling players to fully experience the distinctive traits of each background.

Role and Responsibilities:

General Game Design

  • Created rules for playing as the Steel Police, ensuring that they align with the lore and thematic style of the game.

  • Designed all new abilities and mechanics, tailoring them to complement the unique playstyle of the Steel Police faction.

Art by Dagmara Woźniczak

Ignotus

Art by Centrum Kultury Zamek

Art by Paulina Pawlak

Karhorra. Antologia Głodnych Umysłów.

Karhorra. Antologia Głodnych Umysłów is an anthology set in a world on the verge of a dark enlightenment. In this age, universities have replaced temples, and savants — priests of numbers — wield forbidden equations to battle horrors beyond reason. Their proofs are weapons, their logic the last defense against madness. Blending occult science, industrial decay, and cosmic dread, Karhorra explores the thin line between knowledge and corruption.

Format: Anthology, Short Stories

Setting: Karhorra

Role: Co-author (1 of 14 authors)

Publication date: 2026

Platform: Print

Unnanounced project

Unannounced Project about Greek Mythology

Genre: Adventure

Engine: Unity

Team Size: 10

Duration: January 2022 – May 2022

Platform: PC (Steam), Meta

Role and Responsibilities:

General Game Design

  • Prepared the full mechanical concept for the project, covering core systems, gameplay flow, and interactive elements.

  • Designed the game structure from start to finish, including pacing, feature progression, and player learning curve.

  • Created complete documentation enabling smooth implementation in-engine.

Level Design

  • Developed documents describing full location layouts, including maps, paths, encounter flow, and environmental logic.

  • Designed puzzles and interactive elements tailored to narrative beats and player progression.

  • Outlined gameplay beats and player choices.

  • Provided detailed documentation that guided the in-engine Level Designer during implementation.

Narrative Design

  • Defined the narrative structure supporting gameplay sequences and location design.

  • Developed story context and thematic pillars.

  • Integrated puzzles and mechanics into the narrative to ensure a cohesive player experience.

  • Maintained consistency between narrative tone, environmental storytelling, and mechanical design.

Art by Dawid Jasiorski

Art by Planeta Czytelnika

Role and Responsibilities:

Writing & Authorship

  • Contributed an original short story to a cosmic-horror anthology, shaping a narrative rooted in psychological tension and the unknowable.

  • Crafted lore elements that deepened the anthology’s overarching universe and strengthened its atmosphere of creeping dread.

  • Worked in coordination with the editorial team to refine tone, pacing, and thematic focus, ensuring cohesion across all stories.

Klasyczna baśń
w nowoczesnym wydaniu
Mini War

Ignotus is a narrative-driven horror born during a game jam and refined in the quiet hours ever since. The story follows an amnesiac wanderer trapped in a nightmarish realm, forced to climb a desolate mountain in search of truth — about this place, and about himself.
To survive, players must shift between two intertwined realities, using logic and perception to unlock paths that should not exist. Each puzzle reveals another fragment of the world’s fractured identity, pulling the wanderer closer to a revelation that may be far worse than the mystery itself.

Genre: Adventure, Puzzle

Engine: Unreal Engine 5

Team Size: 8

Duration: July 2022-now

Platform: PC 

Awards & Recognition:

- Steelworks Game Jam - Honorable Mention, 2022

Klasyczna baśń w nowoczesnym wydaniu is an anthology that reimagines traditional fairy tales through a modern, often unsettling lens. The collection spans tones from playful to macabre, each story unraveling familiar motifs in unexpected ways. My contribution delivers a stark, brutal reinterpretation of Little Red Riding Hood, stripping the tale to its raw psychological core and exposing the predatory nature of obsession. The result is a grim narrative that twists a childhood classic into something far more human — and far more frightening.

Format: Anthology, Short Stories

Setting: 

Modern Fairy-Tale Reinterpretations

Role: Co-author (1 of 9 authors)

Publication date: 2013

Platform: Print

Mini War is a fan-made setting and rules expansion for Savage Worlds, later published by Gramel. In this perilous miniature universe, players become living tabletop figures exploring the vast and treacherous terrain of an ordinary home. The upper floor offers a deceptively safe start, while each lower level grows more hostile. From encounters beneath furniture to clashes in stairwell shadows, danger lurks in spiders, rats, and forgotten toy soldiers waging endless plastic wars. Blending adventure and survival tension, Mini War turns a familiar house into a hazardous battleground.

Genre: Tabletop RPG, Sourcebook

System: Savage Worlds

Team size: 3

Duration: 2012

Platform: Tabletop

Role and Responsibilities:

General Game Design

  • Designed all core gameplay systems, including player progression and the novelty curve.

  • Defined system interactions and overall gameplay structure to maintain balance, pacing, and mechanical coherence.

Level Design

  • Created blockouts for selected levels, defining layouts, spatial flow, progression beats, and key gameplay challenges.

Narrative Design

  • Developed the game world, overarching story, and key characters to establish a consistent tone and narrative foundation.

  • Integrated narrative themes with gameplay systems to reinforce the intended player experience.

Role and Responsibilities:

Writing & Authorship

  • Authored an original short story for a contemporary fairy tale anthology, reinterpreting a classic motif through a dark, horror-inflected lens.

  • Developed the story from initial concept to final draft, aligning with the anthology’s modern reinterpretation theme.

Role and Responsibilities:

General Game Design

  • Created the complete game world, including factions, locations, and key NPCs, establishing a cohesive setting and tone.

  • Designed unique gameplay mechanics tailored specifically to the Mini War universe.

  • Developed original character creation rules.

  • Designed a full narrative campaign set in the Mini War world, which received 2nd place in the Quentin contest (2013).

Skills
Game Design
  • General Game Design

  • Economy Design

  • Combat Design

  • Puzzle Design

  • Narrative Design

  • Gamification


Production
  • Scrum Development

  • Project Management


Research
  • QA Testing

  • Usability Design and Testing

  • Research and Data Analysis


Player Psychology
  • Engagement and Motivation

  • Behavioral Change

  • Human-Computer Interaction


Languages
  • Fluent in Polish and English

About Me

Throughout my career, I've grown alongside the evolution of video games. As a child, I was captivated by arcade games and home consoles like the NES and Sega Saturn. With the rise of PCs and new console generations, I discovered the depth and artistry of video games, which quickly became my lifelong passion.

My youth was also shaped by a deep engagement with pop culture, especially board games and classic RPGs like Dungeons and Dragons and Warhammer Fantasy Roleplay. I had the chance to contribute to supplements and narratives for Polish RPGs like Neuroshima and Wolsung, which helped me build my understanding of interactive mediums.

I extended my study and exploration of games to a YouTube channel, where I shared my passion, analyzed different genres, and explored various design solutions. This led to a collaboration with Blizzard Entertainment in promoting Overwatch.

In the game development industry, I have held roles as a Project Manager, Producer, and Game Designer. I've managed teams of over a dozen people and designed both entire games and specific systems. My work has involved creating narrative elements, puzzles, and balancing gameplay mechanics. A highlight of my career was joining the team behind Medieval Dynasty, a very well-received game with numerous dedicated fans.

Despite many years in the field, games remain not only my profession but also a source of immense passion, one I approach with unwavering enthusiasm and curiosity.

Software and Tools
Game Development Engines
  • Unreal Engine 4 & 5


Productivity
  • Microsoft Office

  • Milanote

  • Miro

  • PureRef

  • GIMP


Production
  • ClickUp

  • Trello

  • HacknPlan


Source Control
  • Git

  • TortoiseSVN


Communication
  • Discord

Contact me

You can contact me via e-mail or LinkedIn.