EXTRAS
Silent Streets

The level was created shortly after the release of Silent Hill 2 Remake, which inspired me to try to capture a similar atmosphere. I tried to mark the start of the level as a logical continuation of the previous stage. The player must reach the Eastside Hotel, but it’s locked - they first need to find a key to the door. There are enemies placed throughout the level to create a sense of unease and build tension. Lighting plays a major role here, as does the thick fog covering the streets of a small American town.
Old Mine Camp (WiP)

This level is currently work in progress but I can tell it is inspired by the Witcher series.
The level takes place in an abandoned mining settlement that people recently tried to restore to life. Once thriving, the place fell into decay after strange events began to unfold. Workers disappeared, and fear spread among those who stayed.
Check out the slideshow below:
The goal of the level is to explore the settlement, uncover what happened to its people, and face the evil lurking below. The environment combines open exploration with tense, confined spaces inside the mine, gradually building mystery and unease.
among the cornfield
Unreal Engine for Fortnite

Level entirely made in Unreal Engine for Fornite.While following a forest path, the main character comes across a corpse by a tree. He then reaches a cornfield, in the middle of which stands a camp. Moments later, he hears people screaming and the sound of shotgun blasts. Without hesitation, he decides to run toward the disturbing, chaotic noises.
When designing the level, I wanted to use the tall cornfields to emphasize the settlement’s isolation and the dangerous, unknown surroundings.
The level combines elements of exploration and combat. Its flow was meant to resemble a classic quest from an open-world game.
MORE ABOUT ME!
Filip Pogodziński - Level Designer
Games have been a big part of my life since childhood, and exploring many different genres helped me understand what makes gameplay feel engaging and memorable.Today, I focus on designing levels that tell stories through space, atmosphere, and pacing - experiences that captivate players and stay with them long after the game ends.I’m also a lecturer who teaches future game developers the fundamentals of Unreal Engine and Level Design.
Check out my games!
My small personal projects