Game projects I build in my own time: a playable Unreal Engine prototype, a systems-driven tactics RPG in Godot, a survival game still on paper, and a tabletop campaign.
Each project keeps its design notes and its progress captures next to the work, so what a build actually does can be judged from the repository rather than from a description of it.
| Project | What it is | Built with | Status |
|---|---|---|---|
| Turnara | Tactical 3D RPG - grid-based turn combat with roguelike progression | Unreal Engine 5.6, C++, Blueprints | Playable prototype |
| DND | Top-down 2D tactics RPG run by systems instead of a DM - line of sight, sound, a world that moves while you are elsewhere | Godot 4, GDScript | In development |
| We Are Dwarves! | Open-world survival in the vein of Return to Moria | Unreal Engine 5, C++ | Concept only |
| Chains of the Frostbound Pit | Dungeons & Dragons campaign - arena slaves escaping into a frozen wilderness | Tabletop, D&D 5e | Design complete |
A tactical, turn-based RPG inspired by Dofus, rebuilt in 3D with roguelike progression on top. Grid combat, pathfinding and tactical AI are working and playable; the progression systems that make runs differ from one another are the current work.
Gameplay capture and technical detail: turnara/
A large-scale open-world survival game inspired by Return to Moria, dwarven myth and Tolkien, planned for Unreal Engine 5 with core systems in C++ for performance.
Pre-production. Nothing is built yet - it is listed here because it is what the Turnara prototype is teaching me to build.
A Dungeons & Dragons campaign in which the players begin as slaves fighting in an arena and have to escape into the frozen wilderness beyond it. Written for atmosphere and survival tension rather than set-piece combat.
The campaign design is complete and has been run at the table.
| Engines | Unreal Engine 5, Godot 4 |
| Languages | C++ for core systems, Blueprints and GDScript for the gameplay layer |
| Art and assets | Blender, Photoshop |
| Version control | Git and GitHub |
I build single-player games and care most about systems the player can read and reason about - the tactical layer, not the spectacle. Based in Poland, working toward doing this internationally.
Outside games I keep a separate portfolio of ABAP work at jakkwi/SAP.
| GitHub | @jakkwi |
| YouTube | @YahKoobs |
| Twitch | YahKoobs |
| jakkwiatk@gmail.com |