Avitium Environments | 2025
Interior and exterior environments made for my senior thesis project, Avitium.
The primary environment of the game is the castle courtyard with a garden inspired by the royal gardens of multiple palaces in Warsaw. It was important to me that the castle and courtyard, especially at the start of the game, have an organized and opulent feel, contrasting the real situation of the kingdom.
The secondary environment is the knights’ barracks, where the main character and his fellow protectors of the kingdom spend their spare time. Here, it was important to me to showcase the difference in treatment between characters based on social standing - the main character and the general have large, single-person rooms, while the younger cadets all sleep in a large communal bedroom. All of that is put together by a large training room, which is the focal point of the building.
The buildings in the project were heavily inspired by the architecture of Gdańsk, Poland and its abundance of red brick, ornamental buildings.
I was in charge of the entire process of creating the environments, from concept art, through modeling, to texturing.






Rathskeller Interiors | 2023
Interior environments created for my most recent game project, Rathskeller.
The game is centered in a pre-industrial fantasy world, where the main character visits different taverns where he can start brawls.
Each of the interiors is themed around the main antagonist of the area, and subsequently around one of the stages of grief. Each visit to a tavern happens during different times of the day.
The first tavern is denial - the tavern the player goes to looks normal, unassuming.
The second is anger - this tavern is a known fighting ring, with posters advertising fights, as well as signs of previous fights scattered aorund.
The third is depression - an overgrown, mossy tavern that looks inviting but ends up being unsettling.
The final tavern is acceptance - set in the real world simultaneously with the character’s subconscious, it’s dark and sad.
The apartment is meant to represent the character’s state of living - barren and untidy.









Forest’s Beacon | 2023
Scene built around the theme of cults and conflict of faith.
Models were made using Maya, ZBrush, and Substance Painter. The lighting was set up in Unity.
The environment is meant to represent a battle between light and darkness and make the player question whether light is necessarily an indication of something good. The biggest challenge of the project so far has been making sure the lighting is overwhelming and imposing without losing texture detail.
My main inspirations for this piece were gothic churches from my hometown and the visuals of the games Baldur’s Gate III and The Thaumaturge.












Lost temples | 2022
Made using Maya, ZBrush and Substance Painter.
This 3D model was a key part in my development in environment art. Inspired by films such as The Abyss and Atlantis: The Lost Temple, it’s meant to show the enchanting as well as terrifying nature of ocean depths.
The architecture is inspired by old Greek and Roman temples, and the machinery of the submarine takes influence from steampunk settings.


Future Cities | 2022
Made in Autodesk Maya.
The inspiration for this piece was a world i designed for my Dungeons & Dragons campaign. It is a cyberpunk setting with architecture inspired by New York and the Polish city of Lodz.
The piece focuses entirely on geometry and lighting, with special attention to clear mesh layouts.


Cursed forest | 2023
This background scrolling plane was made for the game Leshy’s Curse, with the cursed forest being the main setting of the game. It is meant to look like it’s dying, and have the player slightly unsettled. The skull on one of the trees is a symbol of the main character - Leshy.