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My PortfolioAbout Me

MICHAL HUPKA

Level/World Designer

 MAIN PROJECTS

As a senior level/world designer I am responsible for planning, conceptualizing, grayboxing, testing, and polishing the open world of Gray Zone Warfare including 100s of small, medium, and large locations. 

Role(s): Senior Level/World Designer

Team Size: Various (Company size: 100+)

Development Period: 3 years (Ongoing)

Tools: UE5, Jira, Atlassian Suite, Miro

Platform: Desktop

High-stakes PvE-first open-world tactical shooter developed for PC.

Gray Zone Warfare

As a product designer on the ID engineering team I was responsible for creating the user authentication & identification flow for the financial product ecosystem provided by the company.

Role(s): Product Designer, Project Manager

Team Size: Various (Company size: 2000+)

Development Period: 2 years

Tools: Figma, Jira, Atlassian Suite

Platform: Desktop & Mobile

Authentication & identification system deployed across the whole company ecosystem.

Teya

As the lead producer for over 30 developers working on an educational game with NASA I was responsible for progress reports, backlog grooming, tracking of KPIs, and shareholder presentations. 

Role(s): Lead Producer

Team Size: 30

Development Period: 6 months

Engine: Unity

Platform: Mobile (IOS, Android, Windows)

Unannounced mobile app developed for the LSP division of NASA under Full Sail University.

NASA Mobile Game

As a lead designer on Shattered Ligths I was responsible for a team of 5 designers in terms of setting vision, creating work pipelines, maintaining documentation and building a large portion of the game.

Role(s): Lead Designer

Team Size: 19

Development Period: 10 months

Engine: Unreal Engine 4

Platform: PC (HTC Vive Pro, Oculus Rift)

A one-of-a-kind, room-scale VR horror game developed for the HTC Vive Pro and Oculus Rift.

Shattered Lights

As a design intern on Taxi Chaos I was responsible for planning out, grayboxing, testing, and iterating on a large portion of the game's map. I also maintained a sizeable portion of the design documentation.

Role(s): Design Intern (Level, Gameplay, UI/UX Design)

Team Size: TEAM6 Game Studios (25-35)

Development Period: 6 months

Engine: Unreal Engine 4

Platform: Nintendo Switch, Xbox ONE, PS4, PS5

A light-hearted, arcade-like, open-world racing game developed as an homage to Crazy Taxi.

Taxi Chaos

As a tech designer on Ghost Game, I was responsible for implementing many of the game's mechanics related to hunting the ghost and escalating horror elements as well as the intro cinematic.

Role(s): Producer, Tech Designer

Team Size: 9

Development Period: 2 Weeks

Engine: Unreal Engine 4

Platform: PC

First-person, single-player, horror game demo set in a victorian era mansion.

Ghost Game

As a producer on Side-Tracked I was responsible for maintaining our agile workflow through Scrum. Handling daily standups, sprint planning, backlog grooming, and retrospectives.

Role(s): Producer

Team Size: 18

Development Period: 8 Weeks

Engine: Custom Engine

Platform: Nintendo Switch

Top-down, Co-op shooter game developed for Nintendo Switch in a custom engine.

Side-Tracked

As a level/gameplay designer on Captain Canada I was responsible for grayboxing, testing, and polishing a puzzle-based level for the game as well as maintaining documentation on the whole project.

Role(s): Level/Gameplay Designer

Team Size: 4

Development Period: 8 Weeks

Engine: Unreal Engine 4

Platform: PC


First-person, platforming - puzzle game developed for PC.

Captain Canada

As a level/gameplay designer on Babooms I was responsible for creating the overall level layout and gameplay flow for the game as well as maintenance of the game desing document.

Role(s): Level/Gameplay Designer

Team Size: 12

Development Period: 8 Weeks

Engine: Unreal Engine 4

Platform: PC

Asymmetrical, multiplayer combat game for 4 players that try to blow each other up using hidden bombs and traps built for PC.

Babooms

ADDITIONAL WORK

Producer of a mobile platform game created in a game-jam style project in a team of 8 people over two weeks.

Propellorse

Producer on a two-week game-jam style project in a team of 8 people utilizing a custom-built controller to balance a character on a barrel.

Barrel Roll

Designed and built an Unreal Tournament map for beginner to intermediate players over a period of 8 weeks.

Unreal Tournament Map

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