Nikodem Tarasiewicz

Hello, I’m Nikodem


Video Game Programmer

About me

Game developer that graduated from University of Westminster trying to be productive and make games. I am localized in North London, and have been focusing on developing my programming and problem solving skills. Looking for opportunities to gain industry experience that will help me develop my skills even further and allow me to contribute work to a passionate development team.


Engines

Languages

3D Art

Tools

VR Wave Shooter Prototype


Role: Solo developer · Tools: Unity, C#

Wave shooter prototype coursework for University that is developed with Unity's XR interaction toolkit. Features a realistic and reusable interactive gun system.

Showcase

GIF 1 goes here
Interactive manual magazine insertion and ejection mechanic that stores and remembers the amount of bullets inside each magazine. Logic was implemented for the chamber aswell to allow one in the chamber if the magazine is ejected while the gun is loaded.
GIF 2 goes here
Reusable gun system that allows me to easily add new weapons by importing and configuring parameters via Unity's scriptable objects.
GIF 3 goes here
Wave system that grows harder with every new wave by dynamically changing spawner parameters and spawns harder enemies per wave with easy configuration to add more new enemies.

Procedural Generation & Game AI


Game AI Coursework · Tools: Unity, C#

Demo project containing self built A* path finder and a procedural terrain generator.

Showcase

GIF 1 goes here
A* pathfinding algorithm to find the shortest route between two positions while avoiding obstacles. Functions by creating a grid of nodes, checking which positions are walkable, and calculating movement costs to determine the most efficient route. Once the destination is found, it retraces the nodes using their parent references to build the final path, which the seeker then follows that path to reach its destination.
GIF 2 goes here
Perlin noise based terrain generator, creating different elevations and terrain colours based on configurable settings such as scale, octaves and persistence. Generates the noise and color map which then gets applied to the 3D Mesh, it uses an animation curve to control how the noise values influence the terrain's height.

UE5 Escape Room


Role: Solo developer · Tools: Unreal Engine 5, Blueprints

Simple horror themed escape room prototype made in Unreal Engine 5 for university coursework with focus on environmental design.

Showcase

GIF 1 goes here
Linear progression based puzzle where the player is to explore and interact with the environment until you reach the end and escape.
GIF 2 goes here
Randomized code generator that scatters each digit to one of the predetermined locations in the map.
Game available on itch.io

Mobile sidescroller


Role: Solo developer · Tools: Unity, C#

Sidescrolling level based mobile game where the objective is to fight your way past enemies through the level, collect coins, level up your character and defeat the boss.

Showcase

GIF 1 goes here
Stat system to allow player to upgrade and pick different spells to scale along with progression. Saves progress to the machine locally.
GIF 2 goes here
Multiple enemies with a reusable AI behaviour and state machines that makes it easier to expand and add more.
GIF 2 goes here
Ability system that cost mana and applies a buff to the player over a duration of time. Parameters can be adjusted to balance.

Dungeon Generator


Role: Solo developer · Tools: Unity, C#

Prototype dungeon generator along with a functional combat and inventory system

Showcase

GIF 1 goes here
Customizable procedural dungeon generator. Randomly generates a dungeon layout with a number of rooms based on set parameters. Rooms are double checked to make sure they are not overlapping, then they are connected with hallways using A* pathfinding using the manhattan heuristic to ugly prevent diagonal corridors and instead nice straight paths. The player is then spawned in the start room which is generated to be further away from the end point. Unique Rooms are randomly selected from the prefab array which can be expanded as simply as adding a new built prefab to the list.
GIF 2 goes here
Fully functional inventory system with a expandable hotbar that is able to drop and pick up items. Made with scriptable objects that accesses its data to display the weapon model on equipping and use the proper weapon stats.

Models


Some of the models i have created in my spare time with Blender