Code\Games I Made

I've been playing games since early childhood. I can clearly remember my first experience with computer game... I was five years old, a young innocent being living in a country under heavy transformation. I was at holidays with my grandfather, and in the guesthouse we were at, there appeared new gadgets... original Pong machines! Those green bouncing dots changed my life forever. As I grew little older, I owned Pegasus and spent LOTS of time playing all the games I get my hands on (pirated version of Mortal Kombat 2 was the king).

my desk at Breda

I didn't own, but spent massive time playing on Amiga, Commadore, NES and other consoles with my friends on their machines. My first PC was AT with 20 MHZ CPU, in times when 486DX was high-end and nobody ever heard about pentiums etc. And there I was, 8 year old at that time, with no english language skills, hacking my way through command line interface of XTree Gold and flying F16 in some ancient flight simulator, figuring the keys on my own. Boy, those were the times. But that was only beginning...

Then came first Pentium, then another one etc. Times changed, games changed, my machines also changed and were constantly upgraded. Now I own HP Pavillion dv7, Core 2 Due 2.26 Ghz, GeForce 9600M GT, 3 GB RAM, 320 GB hard drive, additional 22" HP Pavilion LCD, MS Natural Ergonomic Keyboard 4000 and white Wacom Graphire5. Even though it's laptop, I use it more like a stationary computer.

Back to games :-) Out of this love of playing games came passion for creating them. I wanted to become the Creator, make my own worlds, dictate crazy rules and see how people react to my products. But the only way to create your own, absolutely 100% independent game, is to write it by yourself. And since code is the foundation of game developing - without it no games would exist - at the age of 14 I dedicated myself to programming games.

But because games require lots of art like textures, models, logos, concept arts, music, sounds etc. it's not enough to be become badass programmer - you either have to make those assets by yourself, or have somebody else do them for you. Since nobody likes working for free, you would have to pay big cash for the people with good skills, and those that are willing to help you for free in 95% cases are beginners - so it's not easy to find people for team. Bearing this in mind, I educate myself so that I'll be able to create kickass games all by myself. Yeah, a long road lies in front of me...

What you see below is a list of most of my biggest / best / finished / playable games, created solely by me:

Ninja Cat and Zombie Dinosaurs

First commercial game that I completed, as a one man indie team. I am proud of it :)
I made everything by myself, including code, design and graphics. I used free sounds from the internet, and music track from Kostya Dolgushyn. I made one week prototype in C++, with my old engine Sculpture Clay 2.

Zombie Dinosaurs have invaded Paris! Ninja Cat needs to kill them with shurikens, katana and… keyboard. Type or die. Original idea, lots of action, addicting gameplay and polished execution.

You can play it on many game portals, including:

How to play: You don’t control the Ninja Cat. You type the letters that appear under dinosaurs. Be smart which dino you select. Select junctions to change the path on which you move. Collect powerups. Try to collect Stars… and stay alive!

Read longer how to play with tips and tricks.

Read more about the development, or press reviews:

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Herbata kto ty tak króliczek

Features two cute little white furry bunnies, which are controlled by players, and that fight with each other. Concept is similar to Liero, but final implementation differs from it in many ways. Three different weapons and five levels available by default (but you can create your own levels). Written in 3 weeks. Funky title is a play on words in polish and english. There's a problem with sound on 64 bit systems, it looks that FMOD's dll doesn't work on them.

Currently more than 2800 downloads on Sourceforge.

  • Release date: 1 may 2005
  • Platform: PC, Windows
  • Technology: C++, Sculpture Clay engine
  • Download: 7.2 MB .zip file

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Magic Pencil

Magic Pencil

Project that I've been working on silently over the whole 2009. At first it was just a homework for university (creating physical objects by drawing on the screen), which I turned into a creative expansion of Crayon Physics with new/more features, better tech and graphics etc. but after submitting it and passing uni requirements, I found myself continuing the developement process... and as time was passing on, things started taking their own, sometimes strange ways.

Magic Pencil was meant to be a game with quite a different gameplay than Crayon Physics - the player draws stuff on screen and anticipated outcome is similiar, however the gameplay feel and speed was supposed to be very different. Unfortunately, I made plenty of mistakes during production, entered feature creep stage and as a result of this, there is just too much stuff to rewrite/finish for me alone to be worth the effort. I decided to put this project on undefinite hold :(

  • Technology: Sculpture Clay 2
  • Tech features: drawing convex shapes that turn into rigid bodies, flxible story level and assets structure, AngelScript scripting language integrated, level editor built into game, particle effects, pie menu, custom GUI, data driven architecture
  • In game tools: pencil, pen, chalk, knife, lines/ropes, hand for moving objects
  • Result: feature creep, resolution independent lame graphics, zero (legal) sounds or music, stupid story, boring and unfinished gameplay :P

Scorched Bunnies

A simple game similiar to Scorched Earth, only in this one it's not the earth that's getting scorched ;) There are two bunnies that shoot each other with missles, turn by turn, on a randomly generated terrain. Bunnies control the angle and power of shot. Wind is blowing, and it can significantly alter the trajectory of shot. The terrain also gets destroyed.

It's a game for two players, and can be played by human or computer. The computer player uses a neural network to compute the angle and power of shot, taking into consideration the offset of players and wind speed and its direction. For more technically inclined: it uses backpropagation network, with 3 input, 10 hidden and two output neurons. The net has been trained offline with thousands of data samples of succesfull shots, that were generated by trying hundreds of thousands of random shots.

- left/right arrow to change the angle (hold ALT for fine tuning)
- up/down arrow to change power (hold ALT for fine tuning)
- space to shot
- F4/F5 cyclically changes the type of left/right player between CPU and human controlled
- R to restart game with new random terrain
- S to smooth the terrain
- escape exits game
- press Left Mouse Button to destroy terrain, and Right Mouse Button to create it at pointed place

Made for university, in around 2 weeks (most time spent on learning neural networks and implementing backpropagation algorithm). I admit it was inspired by the article from Game Programming Gems #2, although I wrote everything from scratch by myself.

  • Release date: 25 july 2010
  • Platform: PC, Windows
  • Technology: uses Sculpture Clay 2 engine for quick prototyping, with good results
  • Download: (I have to clean it up before allowing for download)

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Tetrowar is a clone of tetris. The one key thing which distinguishes it from other tetris clones, is rather high level of polish (IMHO of course), both of gameplay and visuals. Game is centered thematically around Manowar, band I was fascinated in at the time. Developing this game took me approximately 2,5 months.

Update (28.4.2008): I realized that game couldn't start because of missing mp3. Now it's all ok :-)

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Green Tanks Duel

A Yet Another University (TM) project, I've coded little game in html5/javascript. It's for 2 human players on one keyboard, and you can play it directly in browser over here. The keyboard mapping for each player appears at beginning, I'll just point out that there's a gearbox and to ride you have to change gears, but once you have changed gear, tank will continue moving at steady speed. You can rotate the turret and turn tank independently of each other.

Green Tanks Duel is rather slow paced and intended to be tactical, definitely not arcade. Game incorporates several realistic touches: tanks are much more agile at lower speeds (lower gears). Missiles fall down after certain distance. Also, tanks have more armor at front than back and sides. There are some environment obstacles which make the duel more interesting.

To play in comfort, Chrome 9 and other browsers with fast JavaScript implementations (Opera? Safari?) are recommended. FireFox 3.6 unfortunately is not one of them (FF 4 should be faster). Internet Explorer 8 and below don't support html5/canvas, IE9 should be ok. The size of battlefield depends on browser window size and directly influences performance. So if you experience slowness, you can shrink window size and refresh page.

  • Technology: html5, canvas element, javascript (you can view the source code, it's GPL)
  • Assets: green tank modeled from scratch in Blender 2.5, explosions, trees and stones found somewhere on hard drive, background textures from
  • Bugs: physics loop uses Euler integration scheme, which is pretty unstable... that's why tanks dissappear when dt is low
  • Release date: 17 February 2011, made in about a week

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My first "big" game in C++, which is a rather sophisticated pong clone. Pongowar is game which I created when I was under the impression of Manowar's music. Up to four players can play at once on one computer, you can change almost every little detail (graphics, sounds, menu, physic, AI etc.), game uses skins (just like Winamp!) and can be completely modified. You can also download game sources and create your own Pongowar.

It even got its own homepage, but now it's dead.

Note: it's compiled by DJGPP which produced .exe file, that can't be launched on x64 OS running on x64 processors (including mine!)... sorry folks, I'll recompile it sooner or later.

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Simple Arkanoid/Breakout clone written in less than 10 days as a project for university. Not very playable, has some stupid bugs, it's too hard and there's only one level available, but it wasn't even meant to be complete game, rather than a convenient way to test some technologies and experiment with engine design.
Game is licensed by GNU GPL, all sources are included, there's also UML diagram in docs\ which shows structure of "engine" I have written specially for this game. Sources of "engine" and game weight total 120 kb.

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And now the list of games I was working on commercially, for real evil money:

Fairytale Fights

I was working a year as a gameplay programmer for Playlogic on their UE3 based multiplayer hack n' slash made for PC/PS3/X360

I did everything from AI and UI, through physics and multiplayer, to bug removal and optimization. But my main specialization was camera, which turned out to be quite complicated due to artist freedom of shots, and hot-seat/multiplayer character of game...



I was working on this highly anticipated Wii game, half year in Nibris, as a gameplay programmer specializing in Wiimote input recognition.


ECHO the game

I was main programmer in this small Krakow gamedev startup called ECHO. We were 5-6 people working on 3d top-view tactical multiplayer shooter using Unity, which had a unique concept for fog of war.

I was coding the prototype, planning the company and designing game, communicating with artists, also did some negotiations with investor. However he wanted something else and on different platform, so after long discussions we changed the game completely. Unfortunately due to long time of working for free, key people resigned and ultimately we cancelled ECHO the company.

Last modified: 28.06.2013, 3386 days ago
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