{"profile":{"email":"maciej@gornicki.me","channels":[{"label":"YouTube","url":"https://www.youtube.com/channel/UCOIsPOp7u5iQFUhbHZi5Jzg"}],"portrait":{"url":"/media/maciej-gornicki-portrait.jpg","source":"https://www.artstation.com/dasp","width":240,"height":240},"role":"Art Director & Creative Director","location":"London, United Kingdom","intro":["I’m Maciej, an art director and creative director with 15+ years of experience across games, apps and product design.","I connect visual design with hands-on production: 3D, UI/UX, product design and technical art. I’ve led multidisciplinary teams and taken ideas from early concepts to finished digital and physical products."],"links":{"linkedin":"https://www.linkedin.com/in/maciejgornicki/","artstation":"https://www.artstation.com/dasp","studio":"https://gbdesign.studio/"},"collaborations":["Palantir","Roblox","Zynga","Wargaming","Nickelodeon"],"strengths":[{"title":"Art direction","text":"Developing a visual direction and carrying it from early concepts into production."},{"title":"3D & visual craft","text":"Creating characters, environments, materials and lighting for games and other digital experiences."},{"title":"UI/UX","text":"Designing interfaces, animation and interaction flows with the end experience in mind."},{"title":"Product design","text":"Developing digital and physical products, from interaction concepts to objects, furniture and spaces."},{"title":"Technical art","text":"Building shaders, effects and tools that connect art with implementation."},{"title":"Creative leadership","text":"Hiring, mentoring and guiding multidisciplinary teams, including remote and outsourced production."}],"experience":[{"role":"Co-Founder & Creative Director at gb Studio","period":"July 2015 – Present","location":"London, United Kingdom · Hybrid","description":"Co-founded and lead a London studio working across games, 3D and design. GB Design Studio is our kitchen and furniture visualisation arm. Our work includes Animal Park, UI/UX for apps and web, product design and 3D printing, photoreal renders, explorable 3D rooms and production drawings for makers.","source":"https://www.linkedin.com/in/maciejgornicki/"},{"role":"Art Director at MindTrust Labs","period":"August 2019 – Present","location":"London, United Kingdom · Remote","description":"Lead UI/UX and visual direction for a distributed product studio across apps, web, Roblox, Babylon.js and games. Help build and mentor the art team, develop visual strategies, and deliver 3D character work and performance optimisation.","source":"https://www.linkedin.com/in/maciejgornicki/"},{"role":"Senior UI/UX Artist at Wargaming","period":"August 2018 – August 2019","location":"Helsinki, Finland","description":"Led UI implementation and the internal UI team for a mobile title. Directed outsourced interface work and maintained visual consistency across design and in-engine delivery.","source":"https://www.linkedin.com/in/maciejgornicki/"},{"role":"Art Director / Consultant at Endgame","period":"2018","location":"Seattle / Helsinki · Freelance","description":"Advised on art direction and UX for Zombs Royale and unreleased projects. Reviewed interface flows, guided visual-effects improvements and identified mobile performance optimisations.","source":"https://www.linkedin.com/in/maciejgornicki/"},{"role":"Artist at Zynga","period":"March 2017 – August 2018","location":"Helsinki, Finland","description":"Created character and UI artwork for FarmVille 3. Developed sculpts, models, textures and custom shaders, supported Unity workflows, and produced offline renders for marketing assets.","source":"https://www.linkedin.com/in/maciejgornicki/"},{"role":"3D Artist / Level Designer at Reforged Studios","period":"October 2016 – February 2017","location":"Helsinki, Finland","description":"Created characters, environments, levels and UI for a mobile project. Wrote shaders for a custom engine running on Metal and coordinated outsourced art production.","source":"https://www.linkedin.com/in/maciejgornicki/"},{"role":"Technical Artist / Art Team Lead at Dazzle Rocks","period":"January 2016 – September 2016","location":"Helsinki, Finland","description":"Led the art team and supported artists with technical guidance. Worked across graphics programming, visual effects, tools and 3D modelling to maintain visual quality in production.","source":"https://www.linkedin.com/in/maciejgornicki/"},{"role":"Co-Founder at Fellow Games","period":"2015","location":"Turku, Finland","description":"","source":"https://www.linkedin.com/in/maciejgornicki/"},{"role":"Project Engineer at Turku University of Applied Sciences","period":"September 2014 – June 2015","location":"Turku, Finland","description":"Designed and programmed games and interfaces, and worked on graphics quality. Integrated technologies including Oculus Rift, Kinect, Leap Motion and augmented reality.","source":"https://www.linkedin.com/in/maciejgornicki/"},{"role":"3D Artist, Level Designer & Programmer at Intermarum","period":"June 2013 – June 2014","location":"Opole, Poland","description":"Created 3D content, levels and prototypes covering gameplay, AI, UI and editor tools. Contributed to graphics programming and managed builds and releases.","source":"https://www.linkedin.com/in/maciejgornicki/"},{"role":"Co-Founder at Kiwi Flying Mad","period":"August 2012 – June 2013","location":"Opole, Poland","description":"Co-founded the studio, created artwork from prototype to release, shaped game design and supported programming.","source":"https://www.linkedin.com/in/maciejgornicki/"},{"role":"3D Generalist / Artist at Digital Imaginary Studios","period":"January 2011 – January 2012","location":"Opole, Poland","description":"Modelled and textured 3D assets, with a focus on high-poly cars and industrial components.","source":"https://www.linkedin.com/in/maciejgornicki/"}],"practice":["My work spans character and environment art, interfaces, shaders and visual effects, alongside digital and physical product design. I’ve contributed to 10+ shipped titles across mobile, PC, VR and AR, including FarmVille 3 at Zynga, Battle Tanks at Wargaming and Paranormal Activity: The Lost Soul at MindTrust Labs. I also work on education apps, HoloLens 2 experiences and websites.","Through gb Studio, I bring that same craft to product design, 3D printing and architectural visualisation. GB Design Studio is our kitchen and fitted-furniture visualisation arm, creating photoreal renders, explorable 3D rooms and production drawings. Our work also includes Animal Park and the Clapton CFC lamp.","I move between creative direction and hands-on production: modelling, texturing, lighting, prototyping and implementing UI in Unity. I also build C# tools, develop gameplay logic and work with custom shaders and rendering pipelines.","Leading a team means helping people do their best work. I’ve hired and mentored artists, managed remote teams and coordinated internal and outsourced production. My personal projects keep me experimenting with new ideas across games and design."],"skills":["UX Design","3D Modeling","Product Design","Digital Sculpting","Environment Modeling","Hard Surface Modeling","Lighting","Low-poly Modeling","Particle Effects","Texturing","UV Mapping","Visual Effects","Game Design","Game Development","UI Design","Retopology","3D Scanning","High-poly Modeling","Level Design","Weapon Modeling","HLSL","Shaders","PBR Texturing","Texture Baking","C#","Unreal","CG","Stylized Art","GLSL","Art Direction","Creative Leadership","Architectural Visualisation","3D Printing"],"software":["3ds Max","Blender","Modo","Photoshop","Substance 3D Painter","Substance 3D Designer","Marmoset Toolbag","Unreal Engine","ZBrush","Unity","Marvelous Designer","xNormal","V-Ray","Arnold","Photoscan","Visual Studio","PopcornFx","Custom Engine","Octane Render","D5","Figma","Claude"],"recognition":[{"title":"Meet MAT · Honourable mention","detail":"Allegorithmic texturing contest, 2017","source":"https://www.linkedin.com/in/maciejgornicki/"},{"title":"Happiness · Honourable mention","detail":"Unity DirectX 11 competition, 2013","source":"https://www.linkedin.com/in/maciejgornicki/"}],"languages":"Polish · native / English · professional working proficiency"},"projects":[{"id":"gb-luminaire","title":"GB Luminaire Shop","categories":["Web","UI/UX"],"date":"October 28, 2026","description":"A shop for GB Luminaire, a small studio in north London that casts and finishes sculptural outdoor lights by hand. I designed the boards and built the site: the home page, the Lithic and Valir collections, a page for each piece, bespoke commissions, the about page, a basket, search and the order and policy pages.\n\nThe look is quiet on purpose. Warm grey paper, Cormorant Garamond headlines in lower case, small DM Sans labels, white chips laid over the photographs and one terracotta colour kept for the action that matters. The photographs do the work, so the pages give them room. The motion follows the same idea: the home photograph warms up like a dimmed light coming on, pages dissolve into each other, text settles into place and hovers are slow. All of it switches off for visitors who ask for reduced motion.\n\nOn a product page the sizes, photographs and accordions change in place, without a page load, and the address updates so Back still works. The desktop layout is the 1440 px board scaled to the screen, the tablet and phone layouts restack it, and on a phone the menu becomes a list of large serif names. Underneath it is plain HTML, CSS and a little JavaScript with no libraries and no outside requests: self-hosted fonts, responsive WebP photographs and 12 KB of CSS and script once compressed. Lighthouse scores performance at 99 to 100.","descriptionHtml":"<p>A shop for GB Luminaire, a small studio in north London that casts and finishes sculptural outdoor lights by hand. I designed the boards and built the site: the home page, the Lithic and Valir collections, a page for each piece, bespoke commissions, the about page, a basket, search and the order and policy pages.</p><p>The look is quiet on purpose. Warm grey paper, Cormorant Garamond headlines in lower case, small DM Sans labels, white chips laid over the photographs and one terracotta colour kept for the action that matters. The photographs do the work, so the pages give them room. The motion follows the same idea: the home photograph warms up like a dimmed light coming on, pages dissolve into each other, text settles into place and hovers are slow. All of it switches off for visitors who ask for reduced motion.</p><p>On a product page the sizes, photographs and accordions change in place, without a page load, and the address updates so Back still works. The desktop layout is the 1440 px board scaled to the screen, the tablet and phone layouts restack it, and on a phone the menu becomes a list of large serif names. Underneath it is plain HTML, CSS and a little JavaScript with no libraries and no outside requests: self-hosted fonts, responsive WebP photographs and 12 KB of CSS and script once compressed. Lighthouse scores performance at 99 to 100.</p>","thumbnail":"/media/gb-luminaire-home-e01ff2a5.jpg","assets":[{"type":"image","url":"/media/gb-luminaire-home-e01ff2a5.jpg","caption":"The home page: one photograph at dusk, a serif headline and a single terracotta button","width":2400,"height":1350},{"type":"image","url":"/media/gb-luminaire-collection-45c36fcf.jpg","caption":"The Lithic collection","width":2400,"height":1350},{"type":"image","url":"/media/gb-luminaire-product-5a9887d6.jpg","caption":"A product page: sizes, details in accordions and four photographs that swap in place","width":2400,"height":1350},{"type":"image","url":"/media/gb-luminaire-basket-ff0c0612.jpg","caption":"The basket slides in from the right over the dimmed page","width":2400,"height":1350},{"type":"image","url":"/media/gb-luminaire-valir-44fe1918.jpg","caption":"Valir, the collection still being cast, with a notify-me form","width":2400,"height":1350},{"type":"image","url":"/media/gb-luminaire-bespoke-992024ba.jpg","caption":"Bespoke commissions: price, lead time and the four steps","width":2400,"height":1350},{"type":"image","url":"/media/gb-luminaire-about-2076163d.jpg","caption":"The about page","width":2400,"height":1350},{"type":"image","url":"/media/gb-luminaire-making-edb44a6f.jpg","caption":"How a light is made, in four steps","width":2400,"height":1350},{"type":"image","url":"/media/gb-luminaire-phones-1709962a.jpg","caption":"On a phone: the home page, a product page, the menu and the about page","width":2800,"height":1500}],"source":"https://gornicki.me/projects/gb-luminaire/"},{"id":"gbdesign-studio-website-redesign","title":"GB Design Studio Website Redesign","categories":["Web","UI/UX"],"date":"October 27, 2026","description":"The studio website for GB Design Studio, a small London studio for design, art and code. As the studio’s Creative Director I planned, designed and built it, and the redesign went live in October 2026. It replaces the first version from earlier in the year, which put games, digital design and furniture visualisation on one long page.\n\nThe homepage opens with Good things, well made. and asks what the visitor is looking for: Interiors, Games & apps, or Brand & digital. Each answer leads to a page of its own, with its own headline, work and next step: See it before it’s built for kitchen and furniture design, Where play meets art for games, and Look good. Work smart. for brand and digital. Warm dark backgrounds, oversized type with red accents and tilted cards of recent work tie the pages together, and What We Do sorts the services into Design, Art & 3D and Code.\n\nUnder the surface it is a fast static site with a strict security setup. The aim is to get every visitor to the work that fits them quickly, and from there to a conversation.\n\nLive at gbdesign.studio","descriptionHtml":"<p>The studio website for GB Design Studio, a small London studio for design, art and code. As the studio’s Creative Director I planned, designed and built it, and the redesign went live in October 2026. It replaces the first version from earlier in the year, which put games, digital design and furniture visualisation on one long page.</p><p>The homepage opens with Good things, well made. and asks what the visitor is looking for: Interiors, Games &amp; apps, or Brand &amp; digital. Each answer leads to a page of its own, with its own headline, work and next step: See it before it’s built for kitchen and furniture design, Where play meets art for games, and Look good. Work smart. for brand and digital. Warm dark backgrounds, oversized type with red accents and tilted cards of recent work tie the pages together, and What We Do sorts the services into Design, Art &amp; 3D and Code.</p><p>Under the surface it is a fast static site with a strict security setup. The aim is to get every visitor to the work that fits them quickly, and from there to a conversation.</p><p>Live at <a href=\"https://gbdesign.studio/\" target=\"_blank\" rel=\"noopener\">gbdesign.studio ↗</a></p>","thumbnail":"/media/gbdesign-studio-home-e9a42d35.jpg","assets":[{"type":"image","url":"/media/gbdesign-studio-home-e9a42d35.jpg","caption":"Homepage — a bold headline, then a choice of three: interiors, games and apps, or brand and digital.","width":2560,"height":1440},{"type":"image","url":"/media/gbdesign-studio-services-51f3cb94.jpg","caption":"What We Do — design, art and 3D, and code, each with a one-line promise and its services.","width":2560,"height":1440},{"type":"image","url":"/media/gbdesign-studio-interiors-57aed138.jpg","caption":"Interiors — kitchen and furniture design for showrooms, makers and homeowners, with a fixed quote within 24 hours.","width":2560,"height":1440},{"type":"image","url":"/media/gbdesign-studio-games-a191ab80.jpg","caption":"Games and apps — game art, characters and UI art direction, with the studio’s own game, Animal Park.","width":2560,"height":1440},{"type":"image","url":"/media/gbdesign-studio-brand-a41a73c7.jpg","caption":"Brand and digital — websites, UI/UX, brand and product design, with the first version of this site among the work.","width":2560,"height":1440}],"source":"https://gbdesign.studio/"},{"id":"nook-website","title":"Nook Specialty Coffee Website","categories":["Web","UI/UX"],"date":"October 23, 2026","description":"A one-page website for Nook Specialty Coffee, a small café on Station Parade in Wanstead, East London. Instead of a template and stock photos, the page is set inside the café: cream plaster, sage wooden panelling, a green pendant lamp and trailing pothos in late sunlight, the same palette as the café’s own walls.\n\nThe menu is the centre of the page. It hangs on the panelling as three cream boards, with the drinks and their prices taken from the café’s printed menu. Dishes that have a photo on Nook’s Instagram carry a small camera mark: hover over one and a polaroid of it appears beside the pointer, tap it and the photo opens in a viewer. The same polaroids, captioned in a handwritten face, carry the café’s own photos through the rest of the page, and the logo was retraced as smooth vector paths, down to the coffee-bean o’s.\n\nEach screen size gets its own composition instead of a stretched one. Desktops show the whole room, tablets show its full width, and phones get a portrait version of the wall with the lamp and plant pinned to the top corners, so the heading stays clear; landscape phones still fit the heading and both buttons on the first screen. The site is plain HTML, CSS and a little JavaScript, about 1 MB in total with the menu photos loading only when asked for, and it respects reduced-motion settings. Opening hours link to Google rather than being copied, because the public listings disagree.\n\nLive at nook.gbdesign.studio","descriptionHtml":"<p>A one-page website for Nook Specialty Coffee, a small café on Station Parade in Wanstead, East London. Instead of a template and stock photos, the page is set inside the café: cream plaster, sage wooden panelling, a green pendant lamp and trailing pothos in late sunlight, the same palette as the café’s own walls.</p><p>The menu is the centre of the page. It hangs on the panelling as three cream boards, with the drinks and their prices taken from the café’s printed menu. Dishes that have a photo on Nook’s Instagram carry a small camera mark: hover over one and a polaroid of it appears beside the pointer, tap it and the photo opens in a viewer. The same polaroids, captioned in a handwritten face, carry the café’s own photos through the rest of the page, and the logo was retraced as smooth vector paths, down to the coffee-bean o’s.</p><p>Each screen size gets its own composition instead of a stretched one. Desktops show the whole room, tablets show its full width, and phones get a portrait version of the wall with the lamp and plant pinned to the top corners, so the heading stays clear; landscape phones still fit the heading and both buttons on the first screen. The site is plain HTML, CSS and a little JavaScript, about 1 MB in total with the menu photos loading only when asked for, and it respects reduced-motion settings. Opening hours link to Google rather than being copied, because the public listings disagree.</p><p>Live at <a href=\"https://nook.gbdesign.studio/\" target=\"_blank\" rel=\"noopener\">nook.gbdesign.studio ↗</a></p>","thumbnail":"/media/nook-website-hero-e2e6c557.jpg","assets":[{"type":"image","url":"/media/nook-website-hero-e2e6c557.jpg","caption":"The opening screen: the café wall, with the lamp on the left, the pothos on the right and the menu starting on the panelling","width":2400,"height":1350},{"type":"image","url":"/media/nook-website-menu-cb831d0e.jpg","caption":"The menu as three cream boards on the sage panelling","width":2400,"height":2113},{"type":"image","url":"/media/nook-website-menu-photo-c8935807.jpg","caption":"Hovering over the latte shows Nook’s own photo of it as a polaroid","width":1210,"height":1170},{"type":"image","url":"/media/nook-website-our-nook-5382789b.jpg","caption":"The café’s story, with a photo from its Instagram and the round logo as a stamp","width":1640,"height":880},{"type":"image","url":"/media/nook-website-visit-photos-b65b74f4.jpg","caption":"Photos of the café as tilted polaroids in the Visit us section","width":1640,"height":670},{"type":"image","url":"/media/nook-website-photo-viewer-3addd929.jpg","caption":"Every photo opens in a viewer that works with the keyboard","width":1200,"height":1120},{"type":"image","url":"/media/nook-website-phones-400218c8.jpg","caption":"On a phone: the portrait wall, the stacked menu boards, the story and the address with a map","width":2800,"height":1500}],"source":"https://nook.gbdesign.studio/"},{"id":"cream-oak-kitchen","title":"Cream and Oak Kitchen","categories":["Architecture"],"date":"October 22, 2026","description":"A kitchen designed and visualised for a client in Poland. The room is small, so the plan is a compact U: sink and hob along the main wall, a tall column on the right with an eye-level oven next to the fridge, and a small island by the window.\n\nThe client asked for the island to be a plain worktop rather than a breakfast bar, so it simply ends with the cabinet: no stools in the walkway, just extra prep space and drawers that face the sink. In the upper corner, where a blind cabinet would waste space, an open shelf with a rounded front holds plates and bowls. Oak backs and LED strips that follow the curve under each shelf make it the one open, lit moment in an otherwise closed run. An earlier version also had open shelves by the window; the client kept only this one.\n\nEverything else stays quiet: handleless cream fronts with recessed grips, wall cabinets that run to the ceiling, and a knotty oak worktop matched to the client’s sample (EGGER Halifax Oak), which continues up the splashback with the grain turned vertical. The black sink, tap and hob and the dark fridge add contrast. Each view is shown in daylight and in the evening, when the under-cabinet LEDs wash the oak.","descriptionHtml":"<p>A kitchen designed and visualised for a client in Poland. The room is small, so the plan is a compact U: sink and hob along the main wall, a tall column on the right with an eye-level oven next to the fridge, and a small island by the window.</p><p>The client asked for the island to be a plain worktop rather than a breakfast bar, so it simply ends with the cabinet: no stools in the walkway, just extra prep space and drawers that face the sink. In the upper corner, where a blind cabinet would waste space, an open shelf with a rounded front holds plates and bowls. Oak backs and LED strips that follow the curve under each shelf make it the one open, lit moment in an otherwise closed run. An earlier version also had open shelves by the window; the client kept only this one.</p><p>Everything else stays quiet: handleless cream fronts with recessed grips, wall cabinets that run to the ceiling, and a knotty oak worktop matched to the client’s sample (EGGER Halifax Oak), which continues up the splashback with the grain turned vertical. The black sink, tap and hob and the dark fridge add contrast. Each view is shown in daylight and in the evening, when the under-cabinet LEDs wash the oak.</p>","thumbnail":"/media/kitchen-poland-main-day-ea3666cc.jpg","assets":[{"type":"image","url":"/media/kitchen-poland-main-day-ea3666cc.jpg","caption":"Daylight view of the U-shaped kitchen, the small island and the tall oven and fridge column","width":2000,"height":1333},{"type":"image","url":"/media/kitchen-poland-corner-shelf-day-8a852311.jpg","caption":"The rounded corner shelf, with oak backs and LED strips under each shelf","width":2000,"height":1333},{"type":"image","url":"/media/kitchen-poland-island-day-1a23d6c0.jpg","caption":"The small island ends in a plain worktop, with no bar or stools","width":2000,"height":1333},{"type":"image","url":"/media/kitchen-poland-drawers-day-727e95fb.jpg","caption":"Handleless island drawers with recessed grips, in sunlight from the window","width":2000,"height":1333},{"type":"image","url":"/media/kitchen-poland-plan-3c253321.jpg","caption":"Plan view","width":1800,"height":2000},{"type":"image","url":"/media/kitchen-poland-plan-lines-5eb81d45.jpg","caption":"Plan view with the cabinet outlines","width":1800,"height":2000},{"type":"image","url":"/media/kitchen-poland-main-evening-16b42221.jpg","caption":"The same view in the evening, lit by the ceiling lamp and under-cabinet LEDs","width":2000,"height":1333},{"type":"image","url":"/media/kitchen-poland-corner-shelf-evening-9dd811dc.jpg","caption":"The corner shelf and oak splashback in the evening","width":2000,"height":1333},{"type":"image","url":"/media/kitchen-poland-island-evening-4a3f889c.jpg","caption":"The island and window in the evening","width":2000,"height":1333},{"type":"image","url":"/media/kitchen-poland-drawers-evening-390aa74e.jpg","caption":"The island drawers in the evening","width":2000,"height":1333}],"source":"https://gornicki.me/projects/cream-oak-kitchen/"},{"id":"besz-website","title":"besz.me Personal Website","categories":["Web","UI/UX"],"date":"October 4, 2026","description":"A personal website for Agnieszka Besz, VP of Engineering: essays on engineering, leadership and AI, case studies of the products and teams she has built, an about page and a CV.\n\nThe design is editorial and quiet. Headlines are set in a tall, condensed serif, with one word picked out in rust and underlined by a drawn line, over warm paper with small monospaced labels. Each essay gets its own illustrated diagram in the same soft palette, long essays carry a table of contents in the margin, and the case studies explain their systems with diagrams drawn in the site’s own style. On a phone the navigation folds into a single Menu button and the reading measure stays comfortable.\n\nUnderneath it is plain HTML and CSS with a little JavaScript, self-hosted fonts and a strict security policy: the pages load only their own files, with no outside scripts, fonts or embeds. It publishes itself: a commit to the site’s GitHub repository is picked up by a home server, which deploys it, checks every file byte for byte and rolls back on any mismatch.\n\nLive at besz.me","descriptionHtml":"<p>A personal website for Agnieszka Besz, VP of Engineering: essays on engineering, leadership and AI, case studies of the products and teams she has built, an about page and a CV.</p><p>The design is editorial and quiet. Headlines are set in a tall, condensed serif, with one word picked out in rust and underlined by a drawn line, over warm paper with small monospaced labels. Each essay gets its own illustrated diagram in the same soft palette, long essays carry a table of contents in the margin, and the case studies explain their systems with diagrams drawn in the site’s own style. On a phone the navigation folds into a single Menu button and the reading measure stays comfortable.</p><p>Underneath it is plain HTML and CSS with a little JavaScript, self-hosted fonts and a strict security policy: the pages load only their own files, with no outside scripts, fonts or embeds. It publishes itself: a commit to the site’s GitHub repository is picked up by a home server, which deploys it, checks every file byte for byte and rolls back on any mismatch.</p><p>Live at <a href=\"https://besz.me/\" target=\"_blank\" rel=\"noopener\">besz.me ↗</a></p>","thumbnail":"/media/besz-website-home-76db0c26.jpg","assets":[{"type":"image","url":"/media/besz-website-home-76db0c26.jpg","caption":"The home page: a headline with one word in rust and a drawn underline, beside the notebook illustration","width":2400,"height":1350},{"type":"image","url":"/media/besz-website-reading-ca84d1c2.jpg","caption":"Further reading: each essay gets its own illustrated diagram, with the leadership notes as a list beside them","width":2400,"height":1350},{"type":"image","url":"/media/besz-website-work-0f70f20f.jpg","caption":"A featured case study, the short introduction and the contact line","width":2400,"height":1350},{"type":"image","url":"/media/besz-website-writing-f0b536f9.jpg","caption":"The writing index","width":2400,"height":1350},{"type":"image","url":"/media/besz-website-essay-acf7ebdb.jpg","caption":"An essay opens with its title, summary and diagram","width":2400,"height":1350},{"type":"image","url":"/media/besz-website-essay-body-f56f3a22.jpg","caption":"Essay text, with a table of contents in the margin","width":2400,"height":1350},{"type":"image","url":"/media/besz-website-work-index-22b762db.jpg","caption":"Selected work, with case studies filtered by topic","width":2400,"height":1350},{"type":"image","url":"/media/besz-website-case-study-c366a074.jpg","caption":"A case study, with an architecture diagram drawn in the site’s own style","width":2400,"height":1350},{"type":"image","url":"/media/besz-website-about-22198177.jpg","caption":"The about page","width":2400,"height":1350},{"type":"image","url":"/media/besz-website-phones-531d3966.jpg","caption":"On a phone: the home page, the writing index, an essay and the about page","width":2800,"height":1500}],"source":"https://besz.me/"},{"id":"gornicki-website","title":"gornicki.me Portfolio Website","categories":["Web","UI/UX"],"date":"October 2, 2026","description":"This website: a portfolio of 100 projects, a journal and an about page, moved off ArtStation to its own domain in October 2026. It was rebuilt as a static site from the ArtStation export, and the old ArtStation addresses keep working: projects keep their ids and the old blog links lead to the journal.\n\nThe design leans on oversized Archivo Black type, acid-yellow accents and small monospaced labels on warm paper. The home page opens on a hand-picked selection in an editorial mosaic, with category filters and search. Project pages lead with one image at full width, then a two-column flow that keeps every artwork at its own shape, with a title card set in among the images; galleries of phone screens switch to an even grid, and every image opens in a full-screen viewer.\n\nIt is built to be fast without changing the look. Every page is written out as finished HTML, images are served as WebP in several widths so each screen downloads only what it needs, and the original fonts were cut down to the characters in use (2 MB to 154 KB). Files carry a content hash, so they can be cached for a year and an edit still shows up straight away. The site runs in a small container on a home server behind Cloudflare, with security headers and a publish script that checks every page after each release.","descriptionHtml":"<p>This website: a portfolio of 100 projects, a journal and an about page, moved off ArtStation to its own domain in October 2026. It was rebuilt as a static site from the ArtStation export, and the old ArtStation addresses keep working: projects keep their ids and the old blog links lead to the journal.</p><p>The design leans on oversized Archivo Black type, acid-yellow accents and small monospaced labels on warm paper. The home page opens on a hand-picked selection in an editorial mosaic, with category filters and search. Project pages lead with one image at full width, then a two-column flow that keeps every artwork at its own shape, with a title card set in among the images; galleries of phone screens switch to an even grid, and every image opens in a full-screen viewer.</p><p>It is built to be fast without changing the look. Every page is written out as finished HTML, images are served as WebP in several widths so each screen downloads only what it needs, and the original fonts were cut down to the characters in use (2 MB to 154 KB). Files carry a content hash, so they can be cached for a year and an edit still shows up straight away. The site runs in a small container on a home server behind Cloudflare, with security headers and a publish script that checks every page after each release.</p>","thumbnail":"/media/gornicki-website-home-80e72209.jpg","assets":[{"type":"image","url":"/media/gornicki-website-home-80e72209.jpg","caption":"The home page: the name set large, the rotating asterisk and the hand-picked Selected work","width":2400,"height":1350},{"type":"image","url":"/media/gornicki-website-category-df38a90b.jpg","caption":"A category view: the editorial mosaic, with the filter bar and search above it","width":2400,"height":1350},{"type":"image","url":"/media/gornicki-website-project-f3b2d04e.jpg","caption":"A project page: title, categories and write-up, then the lead image at full width","width":2400,"height":1350},{"type":"image","url":"/media/gornicki-website-gallery-09e7bc1f.jpg","caption":"The gallery below: a two-column flow that keeps each image’s shape, with the project card in the middle","width":2400,"height":1350},{"type":"image","url":"/media/gornicki-website-screens-c98497a5.jpg","caption":"Galleries of phone screens switch to an even grid","width":2400,"height":1350},{"type":"image","url":"/media/gornicki-website-viewer-943a409b.jpg","caption":"The full-screen viewer, with captions and thumbnails","width":2400,"height":1350},{"type":"image","url":"/media/gornicki-website-journal-ba4f0173.jpg","caption":"The journal, with articles brought over from ArtStation","width":2400,"height":1350},{"type":"image","url":"/media/gornicki-website-about-15db6866.jpg","caption":"The about page: portrait, brands worked with and areas of practice","width":2400,"height":1350},{"type":"image","url":"/media/gornicki-website-phones-44bc049c.jpg","caption":"On a phone: the home page, a category, a project page and the about page","width":2800,"height":1500}],"source":"https://gornicki.me/"},{"id":"kitchen-with-a-fluted-bar","title":"Kitchen with a Fluted Bar","categories":["Architecture"],"date":"October 1, 2026","description":"A kitchen designed and visualised for a client in Poland, opening onto the living room. The plan is a U: a run under the window with the sink, the hob on the side wall with drawers beneath it, and a peninsula that comes back into the room. A tall column on the opposite wall holds the fridge, a narrow pull-out, the oven and the coffee machine, so there are no wall cabinets and the window wall stays open.\n\nThe peninsula works from both sides. On the kitchen side it has three wide drawers under the worktop; behind them a raised bar top screens the worktop from the sofa. On the living-room side, push-to-open fluted doors cover shelves, and an LED strip at the plinth washes the floor. The end is a slab of the worktop stone that turns down to the floor. The coffee machine sits behind a door with a framed opening, so it shows through when the door is closed and slides out on a shelf when it is in use.\n\nThe design went through three rounds with the client. The June version had black stone, black handles and open bottle shelves by the glazed door. In August it became cream framed fronts with a brown stone top and copper handles. For the final round the client wanted a classic, neutral white: the fronts became flat matt RAL 9016, the worktop changed to Colonial Gold stone, and the splashback shrank to a 70 cm panel behind the hob. Along the way the hob was centred over the drawers below it, a pull-out cargo unit gave way to wider drawers, and the sink moved to the end of the window run next to the dishwasher.","descriptionHtml":"<p>A kitchen designed and visualised for a client in Poland, opening onto the living room. The plan is a U: a run under the window with the sink, the hob on the side wall with drawers beneath it, and a peninsula that comes back into the room. A tall column on the opposite wall holds the fridge, a narrow pull-out, the oven and the coffee machine, so there are no wall cabinets and the window wall stays open.</p><p>The peninsula works from both sides. On the kitchen side it has three wide drawers under the worktop; behind them a raised bar top screens the worktop from the sofa. On the living-room side, push-to-open fluted doors cover shelves, and an LED strip at the plinth washes the floor. The end is a slab of the worktop stone that turns down to the floor. The coffee machine sits behind a door with a framed opening, so it shows through when the door is closed and slides out on a shelf when it is in use.</p><p>The design went through three rounds with the client. The June version had black stone, black handles and open bottle shelves by the glazed door. In August it became cream framed fronts with a brown stone top and copper handles. For the final round the client wanted a classic, neutral white: the fronts became flat matt RAL 9016, the worktop changed to Colonial Gold stone, and the splashback shrank to a 70 cm panel behind the hob. Along the way the hob was centred over the drawers below it, a pull-out cargo unit gave way to wider drawers, and the sink moved to the end of the window run next to the dishwasher.</p>","thumbnail":"/media/kitchen-fluted-bar-living-room-5aea894c.jpg","assets":[{"type":"image","url":"/media/kitchen-fluted-bar-living-room-5aea894c.jpg","caption":"The kitchen from the living room: the tall column on the left, the window run, and the peninsula with its fluted bar front","width":2000,"height":1125},{"type":"image","url":"/media/kitchen-fluted-bar-u-view-0abd939e.jpg","caption":"Looking into the U: two columns of drawers under the hob and three wide drawers in the peninsula","width":1332,"height":826},{"type":"image","url":"/media/kitchen-fluted-bar-window-run-3a4a3b9b.jpg","caption":"The window run, kept free of wall cabinets, turning into the hob wall","width":2000,"height":1241},{"type":"image","url":"/media/kitchen-fluted-bar-hob-5f6500a1.jpg","caption":"The hob, centred over the drawers, with a stone splashback only behind it","width":1440,"height":892},{"type":"image","url":"/media/kitchen-fluted-bar-tall-column-f50d9ba4.jpg","caption":"The tall column: fridge, a narrow pull-out, the oven, and the coffee machine behind a framed opening","width":2000,"height":2000},{"type":"image","url":"/media/kitchen-fluted-bar-bar-1f777e18.jpg","caption":"The bar from the sofa side: push-to-open fluted doors and an LED strip at the plinth","width":1332,"height":826},{"type":"image","url":"/media/kitchen-fluted-bar-bar-end-2d12f521.jpg","caption":"The end of the peninsula, a slab of the worktop stone that turns down to the floor","width":2000,"height":1125},{"type":"image","url":"/media/kitchen-fluted-bar-coffee-open-f4b6866c.jpg","caption":"August version: the coffee door open, with the machine on a pull-out shelf","width":2000,"height":2000},{"type":"image","url":"/media/kitchen-fluted-bar-bar-open-df20a6ef.jpg","caption":"August version: the fluted doors open onto shelves on the living-room side","width":2000,"height":1241},{"type":"image","url":"/media/kitchen-fluted-bar-drawers-open-53f5c455.jpg","caption":"August version: the drawers pulled out, under the hob and in the peninsula","width":2000,"height":1241},{"type":"image","url":"/media/kitchen-fluted-bar-june-ed49c00b.jpg","caption":"The first version, from June: black stone, black handles and open bottle shelves by the glazed door","width":2000,"height":1125}],"source":"https://gornicki.me/projects/3ERAGm"},{"id":"studio-visualisation","title":"Cream Kitchen with a Glass Rack","categories":["Architecture"],"date":"August 22, 2026","description":"A kitchen designed and visualised for a client in Poland, in a narrow room of about 2.7 × 4.2 m. The worktop runs as a U around the window, with the hob, dishwasher and sink along the window wall, and the tall units stand on the opposite wall: an eye-level oven with an open microwave niche above it, the fridge-freezer and a tall larder.\n\nOdd leftover widths became storage instead of fillers: a 187 mm gap holds a two-level pull-out and a 327 mm one an open spice niche. On the short return the counter is open underneath, a corner for the dog’s bowls, and above it a wooden shelf holds twelve wine glasses by the stem, with an LED along its front edge so the light falls through the glass. The larder’s single tall door carries its own rack of jars and bottles on two castors, and the plinth under the wine unit has a gap so a robot vacuum can drive through.\n\nThe fronts are framed and matt cream (RAL 9001) with nickel bar handles. The client chose to leave the microwave niche open and the steel chimney hood unboxed. All wall units end on one line at 1.5 m, with a panel under them that hides the LED strips. The quartz worktop is mitred at both inner corners and carries on as the window sill. The same fronts continue into a hallway wardrobe with a lit, wood-lined niche for coats.","descriptionHtml":"<p>A kitchen designed and visualised for a client in Poland, in a narrow room of about 2.7 × 4.2 m. The worktop runs as a U around the window, with the hob, dishwasher and sink along the window wall, and the tall units stand on the opposite wall: an eye-level oven with an open microwave niche above it, the fridge-freezer and a tall larder.</p><p>Odd leftover widths became storage instead of fillers: a 187 mm gap holds a two-level pull-out and a 327 mm one an open spice niche. On the short return the counter is open underneath, a corner for the dog’s bowls, and above it a wooden shelf holds twelve wine glasses by the stem, with an LED along its front edge so the light falls through the glass. The larder’s single tall door carries its own rack of jars and bottles on two castors, and the plinth under the wine unit has a gap so a robot vacuum can drive through.</p><p>The fronts are framed and matt cream (RAL 9001) with nickel bar handles. The client chose to leave the microwave niche open and the steel chimney hood unboxed. All wall units end on one line at 1.5 m, with a panel under them that hides the LED strips. The quartz worktop is mitred at both inner corners and carries on as the window sill. The same fronts continue into a hallway wardrobe with a lit, wood-lined niche for coats.</p>","thumbnail":"/media/kitchen-cream-glass-rack-u-view-95463731.jpg","assets":[{"type":"image","url":"/media/kitchen-cream-glass-rack-u-view-95463731.jpg","caption":"The U-shaped kitchen: espresso machine and wine unit, the sink under the window, dishwasher and hob, and the tall larder on the right","width":2000,"height":1125},{"type":"image","url":"/media/kitchen-cream-glass-rack-window-wall-9abc7845.jpg","caption":"The window wall straight on, with the hood left as a steel chimney","width":2000,"height":1125},{"type":"image","url":"/media/kitchen-cream-glass-rack-return-ed1c9927.jpg","caption":"The short return, open underneath for the dog’s bowls, with the lit glass rack above","width":2000,"height":1125},{"type":"image","url":"/media/kitchen-cream-glass-rack-glass-rack-c280faa1.jpg","caption":"Twelve glasses held by the stem, with an LED at the front edge of the shelf","width":2000,"height":1125},{"type":"image","url":"/media/kitchen-cream-glass-rack-hob-side-dc8e9aa7.jpg","caption":"Looking the other way: the hob, the open shelf and spice niche, the larder and the fridge","width":2000,"height":1125},{"type":"image","url":"/media/kitchen-cream-glass-rack-oven-wall-752928ae.jpg","caption":"The tall wall: an eye-level oven with an open, wood-lined microwave niche above it","width":2000,"height":2000},{"type":"image","url":"/media/kitchen-cream-glass-rack-hallway-2e2d0e3e.jpg","caption":"The hallway wardrobe in the same fronts, with a lit niche for coats and room for shoes below","width":1220,"height":2440}],"source":"https://gornicki.me/projects/studio-visualisation/"},{"id":"little-haven-house-project","title":"Little Haven - House Project","categories":["Architecture","Personal"],"date":"April 10, 2026","description":"A design study for my own home in Poland, made before the renovation to explore the space and visualise the interior. The renovation was finished in 2025. From above, two dark-roofed buildings sit on a lawn with an L-shaped deck around a pool. From the garden, the house has vertical timber cladding, a black tiled gable roof and large glazed openings, with a timber pergola beside the pool.\n\nInside, the palette is warm and saturated: terracotta kitchen units, a terrazzo island with a waterfall end, plywood walls, oak floors, brass details and a wave-shaped pendant, beside a dark green wall hung with framed football shirts. A bathroom under the sloping roof pairs dark walls with a brass-framed reeded glass screen, wood-effect wall tiles and patterned floor tiles, opening to a wardrobe.\n\nPhotographs of the finished kitchen show what survived: the terracotta fronts, terrazzo, wave pendant and plywood walls. Some details changed: the island front became fluted, a marble splashback went in behind a lit oak shelf, and the stools became green velvet. I designed the kitchen and Halupczok built it. The study was rendered in D5 Render.","descriptionHtml":"<p>A design study for my own home in Poland, made before the renovation to explore the space and visualise the interior. The renovation was finished in 2025. From above, two dark-roofed buildings sit on a lawn with an L-shaped deck around a pool. From the garden, the house has vertical timber cladding, a black tiled gable roof and large glazed openings, with a timber pergola beside the pool.</p><p>Inside, the palette is warm and saturated: terracotta kitchen units, a terrazzo island with a waterfall end, plywood walls, oak floors, brass details and a wave-shaped pendant, beside a dark green wall hung with framed football shirts. A bathroom under the sloping roof pairs dark walls with a brass-framed reeded glass screen, wood-effect wall tiles and patterned floor tiles, opening to a wardrobe.</p><p>Photographs of the finished kitchen show what survived: the terracotta fronts, terrazzo, wave pendant and plywood walls. Some details changed: the island front became fluted, a marble splashback went in behind a lit oak shelf, and the stools became green velvet. I designed the kitchen and Halupczok built it. The study was rendered in D5 Render.</p>","thumbnail":"/media/original-a5c5217d842240df93fd.webp","assets":[{"type":"image","url":"/media/original-a5c5217d842240df93fd.webp","caption":"Final Effect","originalUrl":"https://cdna.artstation.com/p/assets/images/images/099/877/372/large/maciej-gornicki-fq7a0091-hdr-644.webp?1781207244","width":1920,"height":1280},{"type":"image","url":"/media/original-19c6b5e6db5f0373b247.webp","alt":"3D render of the open kitchen: terracotta cabinets, terrazzo island with four bar stools, and a large window onto the garden","caption":"","originalUrl":"https://cdna.artstation.com/p/assets/images/images/097/999/258/large/maciej-gornicki-image-3.webp?1775809640","width":1920,"height":1080},{"type":"image","url":"/media/original-bea141dfd61a56b82fe3.webp","alt":"Top-down render of the house, pool, timber deck and striped lawn, with a stepping-stone path winding through the garden","caption":"","originalUrl":"https://cdna.artstation.com/p/assets/images/images/097/999/260/large/maciej-gornicki-image-4-custom.webp?1775809648","width":768,"height":476},{"type":"image","url":"/media/original-9cbe1731b6ba0ef38672.webp","alt":"Render of a decking path along the timber-clad wall, leading to a slatted pergola and seating past a tall green hedge","caption":"","originalUrl":"https://cdna.artstation.com/p/assets/images/images/097/999/264/large/maciej-gornicki-image-2.webp?1775809657","width":1920,"height":1080},{"type":"image","url":"/media/original-4d8e7040b00877a4a908.webp","alt":"Close-up photograph of the kitchen sink corner: brass sink, black and gold tap, marbled splashback and a lit oak shelf","caption":"","originalUrl":"https://cdna.artstation.com/p/assets/images/images/099/877/374/large/maciej-gornicki-fq7a0247-hdr-229.webp?1781207248","width":960,"height":1440},{"type":"image","url":"/media/original-3a1b14cda8e9cedd8ebc.webp","alt":"Render of the house corner from the lawn, with a large window onto the dining room, black tiled roof and a globe light","caption":"","originalUrl":"https://cdna.artstation.com/p/assets/images/images/097/999/268/large/maciej-gornicki-image-3.webp?1775809671","width":1920,"height":1080},{"type":"image","url":"/media/original-7a02e2033534fd225d4c.webp","alt":"Garden render with a pergola lounge beside the pool, swimmers in the water and the timber-clad house behind","caption":"","originalUrl":"https://cdna.artstation.com/p/assets/images/images/097/999/272/large/maciej-gornicki-image-6.webp?1775809684","width":1920,"height":1191},{"type":"image","url":"/media/original-bcffaedf7b15f9710aa1.webp","alt":"Dim render of a home gym with a treadmill, squat rack and loaded barbell, and a window onto the pool deck","caption":"","originalUrl":"https://cdnb.artstation.com/p/assets/images/images/097/999/275/large/maciej-gornicki-image-7.webp?1775809694","width":1920,"height":1191},{"type":"image","url":"/media/original-21623af9f45292ae8640.webp","alt":"Render of the home gym looking out through glass doors to the pool and pergola, with a treadmill and dumbbell rack","caption":"","originalUrl":"https://cdna.artstation.com/p/assets/images/images/097/999/284/large/maciej-gornicki-image-8.webp?1775809703","width":1920,"height":1191},{"type":"image","url":"/media/original-1f8ddcd64f1aff08df6b.webp","alt":"Render of the sloped-ceiling bathroom: brass-framed reeded glass, wood-panelled shower wall and a walk-in wardrobe beyond","caption":"","originalUrl":"https://cdnb.artstation.com/p/assets/images/images/097/999/285/large/maciej-gornicki-scene-6.webp?1775809712","width":1332,"height":749},{"type":"image","url":"/media/original-c469f414ae7e3443f5d7.webp","alt":"Render of a bathroom with black terrazzo tiles, a brass-framed glass shower and a tall window onto the garden","caption":"","originalUrl":"https://cdnb.artstation.com/p/assets/images/images/097/999/287/large/maciej-gornicki-scene-8-1.webp?1775809715","width":1332,"height":826},{"type":"image","url":"/media/original-ea07d48a14885093b57f.webp","alt":"Wider render of the terrazzo bathroom from the doorway: backlit oval mirror, stone basin on a terracotta vanity, sunlit floor","caption":"","originalUrl":"https://cdna.artstation.com/p/assets/images/images/097/999/256/large/maciej-gornicki-image-1.webp?1775809628","width":1920,"height":1191},{"type":"image","url":"/media/original-714b68395e5ed1e7d1a3.webp","alt":"Second angle of the sloped-ceiling bathroom: navy walls, brass-framed reeded glass and a brass shower head, wardrobe behind","caption":"","originalUrl":"https://cdna.artstation.com/p/assets/images/images/097/999/292/large/maciej-gornicki-scene-9.webp?1775809720","width":1332,"height":749},{"type":"image","url":"/media/original-11d64b11f0e8f7ab53e9.webp","alt":"Wider exterior render from the lawn: timber cladding, black tiled roof, glazed corner and a deck path beside the hedge","caption":"","originalUrl":"https://cdna.artstation.com/p/assets/images/images/097/999/294/large/maciej-gornicki-scene-10.webp?1775809724","width":1332,"height":826},{"type":"image","url":"/media/original-e93e516da553afb86392.webp","alt":"Close-up photograph of a terrazzo worktop edge above a terracotta drawer front, lit by a thin LED strip","caption":"","originalUrl":"https://cdna.artstation.com/p/assets/images/images/099/877/378/large/maciej-gornicki-fq7a0263-hdr-754.webp?1781207251","width":960,"height":1440},{"type":"image","url":"/media/original-c99c63d8a1098c741d36.webp","alt":"Photograph of the kitchen with terracotta cabinets, marble splashback, terrazzo island, green velvet stools and a ribbon pendant light","caption":"","originalUrl":"https://cdnb.artstation.com/p/assets/images/images/099/877/379/large/maciej-gornicki-fq7a0271-hdr-788.webp?1781207253","width":960,"height":1440},{"type":"image","url":"/media/original-c1517b100875a40fee88.webp","alt":"Photograph of the kitchen from the island end, with green stools, a looped pendant light and a moss tree artwork on the wall","caption":"","originalUrl":"https://cdnb.artstation.com/p/assets/images/images/099/877/381/large/maciej-gornicki-fq7a0283-hdr-257.webp?1781207256","width":1920,"height":1280},{"type":"image","url":"/previews/gbdesign/assets/img/vis/terracotta-kitchen-photo-full.webp","originalUrl":"https://gbdesign.studio/assets/img/vis/terracotta-kitchen-photo-1500.webp?v=20260929n","caption":"Photo of the finished kitchen with a terrazzo island, green velvet bar stools and a wave pendant light","width":1800,"height":1200},{"type":"image","url":"/previews/gbdesign/assets/img/vis/terracotta-sink-photo-full.webp","originalUrl":"https://gbdesign.studio/assets/img/vis/terracotta-sink-photo-700.webp?v=20260929n","caption":"Photo of the finished kitchen: a brass sink and tap on a terrazzo worktop with a marble splashback and lit oak shelf","width":960,"height":1440}],"source":"https://gornicki.me/projects/OvAP0w"},{"id":"family-kitchen-with-a-fluted-island","title":"Family Kitchen with a Fluted Island","categories":["Architecture","Personal"],"date":"April 10, 2026","description":"A kitchen designed for close family, developed from the plans of their new house. It sits in an open-plan living and dining space under a vaulted ceiling, so the palette stays pale and the gable window leads: a long sink run under the window, a bank of tall units on the side wall, and an island parallel to the sink run, facing the living room.\n\nThe island carries the hob and two rows of drawers on the cooking side. On the living-room side its worktop overhangs by 28 cm for two stools, and the front is fluted, washed by an LED strip under the overhang. The tall wall holds the oven at eye level, a full-height pantry and the fridge-freezer, and ends in a bottle cabinet only 15 cm wide whose glass face looks into the living room. A matching glass cabinet for wine glasses stands at the other end of the sink run.\n\nThe fronts are handleless, with grip channels, under a slim wood-look worktop that matches the floating shelves, and the floor is a wood chevron. The evening view adds two small pendants either side of the window and shows the LED lines in the cabinets and under the island taking over after dark.","descriptionHtml":"<p>A kitchen designed for close family, developed from the plans of their new house. It sits in an open-plan living and dining space under a vaulted ceiling, so the palette stays pale and the gable window leads: a long sink run under the window, a bank of tall units on the side wall, and an island parallel to the sink run, facing the living room.</p><p>The island carries the hob and two rows of drawers on the cooking side. On the living-room side its worktop overhangs by 28 cm for two stools, and the front is fluted, washed by an LED strip under the overhang. The tall wall holds the oven at eye level, a full-height pantry and the fridge-freezer, and ends in a bottle cabinet only 15 cm wide whose glass face looks into the living room. A matching glass cabinet for wine glasses stands at the other end of the sink run.</p><p>The fronts are handleless, with grip channels, under a slim wood-look worktop that matches the floating shelves, and the floor is a wood chevron. The evening view adds two small pendants either side of the window and shows the LED lines in the cabinets and under the island taking over after dark.</p>","thumbnail":"/media/kitchen-family-day-0ce4c65a.jpg","assets":[{"type":"image","url":"/media/kitchen-family-day-0ce4c65a.jpg","caption":"The kitchen from the living room: the sink run under the gable window, the island with two stools, and the tall wall ending in the lit bottle cabinet","width":2000,"height":1241},{"type":"image","url":"/media/kitchen-family-evening-03e0f850.jpg","caption":"The same space in the evening, with the wood stove and dining table in view","width":2000,"height":1241},{"type":"image","url":"/media/kitchen-family-island-3f219672.jpg","caption":"A straight view of the island’s fluted front and the long sink run","width":2000,"height":1241}],"source":"https://gornicki.me/projects/0lydWe"},{"id":"clapton-cfc-product-design","title":"Clapton CFC Product Design","categories":["Product"],"date":"March 13, 2026","description":"I designed and produced a series of custom 3D-printed products for Clapton Community FC (CFC), taking digital designs into physical merchandise for the club and its supporters. My work covered product design, 3D modelling, rapid prototyping and small-batch production on 3D printers. The series began as a proposal to the club.\n\nEvery piece is built on the crest: the club name in black capitals around a white ring, a red-and-white hooped centre, two red arcs, and a black ridged rim like the edge of a coin. The series shown here is a light-up crest, fridge magnets in two sizes and a keyring. The lettering, hoops and arcs are printed in black and red and stand slightly proud of the white face.\n\nThe light is a deeper disc lit from inside, so the white face glows, and it runs from a cable. One image is a render of it on a plain white block; the rest are photographs of the printed pieces in use, on a shelf, on a fridge door and on a set of keys. I printed one light, 30 magnets and 30 keyrings on a Bambu Lab P1S.","descriptionHtml":"<p>I designed and produced a series of custom 3D-printed products for Clapton Community FC (CFC), taking digital designs into physical merchandise for the club and its supporters. My work covered product design, 3D modelling, rapid prototyping and small-batch production on 3D printers. The series began as a proposal to the club.</p><p>Every piece is built on the crest: the club name in black capitals around a white ring, a red-and-white hooped centre, two red arcs, and a black ridged rim like the edge of a coin. The series shown here is a light-up crest, fridge magnets in two sizes and a keyring. The lettering, hoops and arcs are printed in black and red and stand slightly proud of the white face.</p><p>The light is a deeper disc lit from inside, so the white face glows, and it runs from a cable. One image is a render of it on a plain white block; the rest are photographs of the printed pieces in use, on a shelf, on a fridge door and on a set of keys. I printed one light, 30 magnets and 30 keyrings on a Bambu Lab P1S.</p>","thumbnail":"/media/original-b4f926351d4ad9c95975.webp","assets":[{"type":"image","url":"/media/original-b4f926351d4ad9c95975.webp","alt":"3D render of a round Clapton CFC badge light with a toothed black rim, on a white block with a matching keyring beside it","caption":"","originalUrl":"https://cdna.artstation.com/p/assets/images/images/097/181/212/large/maciej-gornicki-untitled1.webp?1773407912","width":1920,"height":1080},{"type":"image","url":"/media/original-0aab059d9a6c4bd45244.webp","alt":"Photograph of the lit Clapton CFC badge lamp on a wooden shelf, seen at an angle with its cable trailing down","caption":"","originalUrl":"https://cdna.artstation.com/p/assets/images/images/097/181/832/large/maciej-gornicki-img.webp?1773409697","width":900,"height":1600},{"type":"image","url":"/media/original-3cda5cb735e0a66e4aa1.webp","alt":"Photograph of a 3D-printed Clapton CFC magnet on a steel fridge door, with a second magnet cut off at the edge of the frame","caption":"","originalUrl":"https://cdnb.artstation.com/p/assets/images/images/097/181/213/large/maciej-gornicki-whatsapp-image-2026-03-03-at-17-21-47-1.webp?1773407917","width":1152,"height":2048},{"type":"image","url":"/media/original-8cae3f53242b47352e18.webp","alt":"Side-on photograph of two Clapton CFC magnets of different sizes on a fridge, showing the ribbed edge and raised layers","caption":"","originalUrl":"https://cdna.artstation.com/p/assets/images/images/097/181/214/large/maciej-gornicki-whatsapp-image-2026-03-03-at-17-21-47-2.webp?1773407919","width":1152,"height":2048},{"type":"image","url":"/media/original-3c121a6ff31f52318d7a.webp","alt":"Hand holding a 3D-printed Clapton CFC keyring with house keys attached, grass blurred behind","caption":"","originalUrl":"https://cdnb.artstation.com/p/assets/images/images/097/181/215/large/maciej-gornicki-whatsapp-image-2026-03-03-at-17-21-47.webp?1773407922","width":1152,"height":2048},{"type":"image","url":"/media/original-f596ebbf1c08ef8d0ce7.webp","alt":"Photograph of the Clapton CFC keyring on a bunch of keys, lying on a round wooden table","caption":"","originalUrl":"https://cdnb.artstation.com/p/assets/images/images/097/181/217/large/maciej-gornicki-whatsapp-image-2026-03-03-at-17-21-48-2.webp?1773407926","width":1152,"height":2048}],"source":"https://gornicki.me/projects/EzkoAq"},{"id":"civility-ui-ux","title":"Civility UI/UX","categories":["UI/UX","Game Art"],"date":"March 13, 2026","description":"UI/UX design for Civility, made for Roblox, where I was Art Director. This collection brings together the interface screens and their different states: game details, a co-op lobby, inviting friends, a hub for picking a destination, quest results, badges and teleport prompts.\n\nEvery panel is built from the same parts. Frosted violet glass with a fine dot pattern sits over the game world, with soft mint and teal shapes blurred behind it. Titles are white capitals, each panel has a blue info button and an orange close button in its top corner, primary actions use a pink-to-coral gradient and secondary ones a solid violet. Rows, cards and buttons share the same rounded corners, so a friend list, a reward card and a confirmation bar read as one family.\n\nThe co-op launch gate shows how the states work: two named roles, Guardian and Sparkbearer, each either filled by a player with a ready tick or shown as an empty silhouette, with a count of players joined and a countdown. Placeholder text and grey cubes stand in for the final content. These screens shipped in the first version of the experience; later versions moved to Roblox’s built-in UI.","descriptionHtml":"<p>UI/UX design for Civility, made for Roblox, where I was Art Director. This collection brings together the interface screens and their different states: game details, a co-op lobby, inviting friends, a hub for picking a destination, quest results, badges and teleport prompts.</p><p>Every panel is built from the same parts. Frosted violet glass with a fine dot pattern sits over the game world, with soft mint and teal shapes blurred behind it. Titles are white capitals, each panel has a blue info button and an orange close button in its top corner, primary actions use a pink-to-coral gradient and secondary ones a solid violet. Rows, cards and buttons share the same rounded corners, so a friend list, a reward card and a confirmation bar read as one family.</p><p>The co-op launch gate shows how the states work: two named roles, Guardian and Sparkbearer, each either filled by a player with a ready tick or shown as an empty silhouette, with a count of players joined and a countdown. Placeholder text and grey cubes stand in for the final content. These screens shipped in the first version of the experience; later versions moved to Roblox’s built-in UI.</p>","thumbnail":"/media/original-88824886f07d1acb57bc.webp","assets":[{"type":"image","url":"/media/original-88824886f07d1acb57bc.webp","alt":"Game UI screen: a game details modal with thumbnail, developer, age rating and a Play button over the Family Games list","caption":"","originalUrl":"https://cdnb.artstation.com/p/assets/images/images/097/180/011/large/maciej-gornicki-discovery-hub-screen-confirmation-popup.webp?1773405076","width":1920,"height":1080},{"type":"image","url":"/media/original-0fe2e119bb3b74b7dad8.webp","alt":"Onboarding screen asking players to choose a level of experience, with Experienced selected and a green alien guide below","caption":"","originalUrl":"https://cdnb.artstation.com/p/assets/images/images/097/180/003/large/maciej-gornicki-choose-level-of-experience.webp?1773405064","width":1920,"height":1080},{"type":"image","url":"/media/original-f8e4ae3b4041750a2bc7.webp","alt":"Onboarding screen asking 'Are you a parent?' with Yes selected, a Next button and the alien guide's welcome message","caption":"","originalUrl":"https://cdnb.artstation.com/p/assets/images/images/097/180/005/large/maciej-gornicki-choose-role-question.webp?1773405068","width":1920,"height":1080},{"type":"image","url":"/media/original-a55307c528ad658136e8.webp","alt":"In-game HUD over the alien landscape: quest tracker, joystick, side menu, friend badge banner and a dialogue with three buttons","caption":"","originalUrl":"https://cdnb.artstation.com/p/assets/images/images/097/180/025/large/maciej-gornicki-hud-badge.webp?1773405100","width":1920,"height":1080},{"type":"image","url":"/media/original-66218c46ab2bb25f8486.webp","alt":"Co-op launch gate modal: one player ready as Guardian, an empty Sparkbearer slot, a countdown, and Play and Cancel buttons","caption":"","originalUrl":"https://cdna.artstation.com/p/assets/images/images/097/180/008/large/maciej-gornicki-co-op-launch-gate.webp?1773405072","width":1920,"height":1080},{"type":"image","url":"/media/original-df700e9af9864dd42d6b.webp","alt":"Family Games screen with a Featured Games row of three cards marked All Ages, and a More Games row below","caption":"","originalUrl":"https://cdnb.artstation.com/p/assets/images/images/097/180/013/large/maciej-gornicki-discovery-hub-screen.webp?1773405080","width":1920,"height":1080},{"type":"image","url":"/media/original-3cc95a20d5dcd7169abc.webp","alt":"Rewards screen with six locked question-mark slots above a grid of badges such as Family Hub, Sparkbearer and Egg Rescuer","caption":"","originalUrl":"https://cdnb.artstation.com/p/assets/images/images/097/180/029/large/maciej-gornicki-reward-screen-badges-ucg-rewards-progress.webp?1773405110","width":1920,"height":1080},{"type":"image","url":"/media/original-708e42969307bd30bf39.webp","alt":"Full-screen video view of a painted coral reef scene, with a collapse icon, timestamp and teal progress bar","caption":"","originalUrl":"https://cdnb.artstation.com/p/assets/images/images/097/180/019/large/maciej-gornicki-full-screen.webp?1773405090","width":1920,"height":1080},{"type":"image","url":"/media/original-9bc7d302398cd244d0a9.webp","alt":"Generic modal template with a title, placeholder body text and three buttons: OK, Cancel and Other","caption":"","originalUrl":"https://cdnb.artstation.com/p/assets/images/images/097/180/023/large/maciej-gornicki-generic-modal.webp?1773405094","width":1920,"height":1080},{"type":"image","url":"/media/original-540c2c8477fd03982448.webp","alt":"Invite Friend modal listing friends with avatar, status and Invite buttons, plus a Play Solo button at the bottom","caption":"","originalUrl":"https://cdnb.artstation.com/p/assets/images/images/097/180/015/large/maciej-gornicki-friend-invite.webp?1773405084","width":1920,"height":1080},{"type":"image","url":"/media/original-b90fda9032c25e9fc0ad.webp","alt":"In-game HUD with a tool bar of available, disabled and locked slots, a help menu panel, and a banner that a partner unlocked an axe","caption":"","originalUrl":"https://cdna.artstation.com/p/assets/images/images/097/180/026/large/maciej-gornicki-parent-co-play-ui.webp?1773405103","width":1920,"height":1080},{"type":"image","url":"/media/original-c386dcb91bb6989a2d90.webp","alt":"Quest Completed modal with learnings text, two reward tiles showing placeholder cubes, a Next Quest button and an info tooltip","caption":"","originalUrl":"https://cdnb.artstation.com/p/assets/images/images/097/180/027/large/maciej-gornicki-quest-completion-modal.webp?1773405107","width":1920,"height":1080},{"type":"image","url":"/media/original-2408982c0c742e457735.webp","alt":"In-game HUD with quest tracker, joystick and help button, and a banner that a partner unlocked an axe, beside a glowing portal","caption":"","originalUrl":"https://cdna.artstation.com/p/assets/images/images/097/180/030/large/maciej-gornicki-roblox-101-mini-game-ui-hud.webp?1773405114","width":1920,"height":1080},{"type":"image","url":"/media/original-eca255b788c54d3d084a.webp","alt":"In-game HUD showing a score counter, a row of five scoring slots with bonuses, and a vertical segmented meter on the right","caption":"","originalUrl":"https://cdna.artstation.com/p/assets/images/images/097/180/032/large/maciej-gornicki-roblox-101-mini-game-ui-hud-1.webp?1773405118","width":1920,"height":1080},{"type":"image","url":"/media/original-5eac01c62f81f3674374.webp","alt":"Learning Hub screen with a category sidebar and a grid of Safety 101 video cards with progress bars and completion ticks","caption":"","originalUrl":"https://cdna.artstation.com/p/assets/images/images/097/180/034/large/maciej-gornicki-safety-trust-learning-hub.webp?1773405122","width":1920,"height":1080},{"type":"image","url":"/media/original-f7f63ad4486b8a8c1c7e.webp","alt":"Simple modal asking 'Do you wish to return to menu?' with OK and Cancel buttons over a dimmed landscape","caption":"","originalUrl":"https://cdnb.artstation.com/p/assets/images/images/097/180/035/large/maciej-gornicki-simple-modal.webp?1773405128","width":1920,"height":1080},{"type":"image","url":"/media/original-a0ec9ce1c40f9f11fe1e.webp","alt":"Gameplay HUD with every element in place: quest list, joystick, score, tool bar with a locked slot, meter and help button","caption":"","originalUrl":"https://cdna.artstation.com/p/assets/images/images/097/180/036/large/maciej-gornicki-spark-score-on-demand.webp?1773405131","width":1920,"height":1080},{"type":"image","url":"/media/original-8aa16c79639214471a67.webp","alt":"Hub modal headed 'Pick your destination', with cards holding placeholder cubes and shop buttons, under a Badge Earned banner","caption":"","originalUrl":"https://cdna.artstation.com/p/assets/images/images/097/180/038/large/maciej-gornicki-style-direction.webp?1773405136","width":1519,"height":1080},{"type":"image","url":"/media/original-b4f6ce7204b9d0213458.webp","alt":"Safety & Trust screen using the Learning Hub card layout, with an information tooltip open beside the header buttons","caption":"","originalUrl":"https://cdna.artstation.com/p/assets/images/images/097/180/040/large/maciej-gornicki-tooltip-screen.webp?1773405141","width":1920,"height":1080},{"type":"image","url":"/media/original-9b14c9ef2783652f945e.webp","alt":"Trivia screen, question 1 of 5, on what to do when another player asks for personal details, with a timer and one answer selected","caption":"","originalUrl":"https://cdna.artstation.com/p/assets/images/images/097/180/044/large/maciej-gornicki-trivia-popup-correct.webp?1773405147","width":1920,"height":1080},{"type":"image","url":"/media/original-c54460592a5e98adeca8.webp","alt":"The same trivia question after answering: the chosen option is marked with a red cross and Next stays disabled","caption":"","originalUrl":"https://cdnb.artstation.com/p/assets/images/images/097/180/045/large/maciej-gornicki-trivia-popup-wrong.webp?1773405151","width":1920,"height":1080},{"type":"image","url":"/media/original-49aa817ed6701ecaeb2c.webp","alt":"Hub screen with destination cards for Co-play, Roblox 101, Discovery Hub and Safety & Trust, and a footer with Settings and Help","caption":"","originalUrl":"https://cdna.artstation.com/p/assets/images/images/097/180/048/large/maciej-gornicki-ui-navigation-hub-full.webp?1773405155","width":1920,"height":1080},{"type":"image","url":"/media/original-63d530deec02b9469b61.webp","alt":"Tutorial HUD: Guardian of Play badge banner, a 'Go to portal' quest, the alien guide's hint and a 'Take me to portal' button","caption":"","originalUrl":"https://cdnb.artstation.com/p/assets/images/images/097/180/049/large/maciej-gornicki-ui-navigation-hub-minimized.webp?1773405158","width":1920,"height":1080},{"type":"image","url":"/media/original-7ba6286aeb34948c95b1.webp","alt":"In-game HUD with a bottom dock of four module shortcuts plus expand and close buttons, under a Friend Badge Earned banner","caption":"","originalUrl":"https://cdnb.artstation.com/p/assets/images/images/097/180/051/large/maciej-gornicki-ui-navigation-hub-minimized-1.webp?1773405162","width":1920,"height":1080},{"type":"image","url":"/media/original-ba261b856c60e34b0275.webp","alt":"The same HUD with the bottom dock extended: four module shortcuts followed by four 'New Module' add slots","caption":"","originalUrl":"https://cdna.artstation.com/p/assets/images/images/097/180/054/large/maciej-gornicki-ui-navigation-minimized-more-modules.webp?1773405166","width":1920,"height":1080},{"type":"image","url":"/media/original-628ef93c4ac723ead0ce.webp","alt":"Video Player screen with a coral reef video, timeline and description, and a Related Videos column of Safety 101 cards","caption":"","originalUrl":"https://cdnb.artstation.com/p/assets/images/images/097/180/055/large/maciej-gornicki-video-content-player-ui.webp?1773405170","width":1920,"height":1080},{"type":"image","url":"/media/original-0aa6756d9889ca6f6423.webp","alt":"Teleport prompt in front of a glowing portal asking 'Do you want to go there?' with OK and Cancel buttons","caption":"","originalUrl":"https://cdna.artstation.com/p/assets/images/images/097/180/056/large/maciej-gornicki-auto-path-confirmation-modal-mobile-desktop-wip.webp?1773405173","width":1920,"height":1080}],"source":"https://gornicki.me/projects/8BKN4R"},{"id":"goblin-the-shopkeeper","title":"Goblin the shopkeeper","categories":["Game Art","Personal"],"date":"March 23, 2019","description":"A shopkeeper character created for one of my personal game projects: an RPG in which he runs the shop. He stands in a heap of gold coins, each stamped with a hammer, holding one up to the camera.\n\nThe shapes are chunky and soft, close to a painted toy figure. He has oversized ears with a nick in one of them, a big nose that warms to orange at the tip, freckles, bulging yellow eyes and uneven teeth. He is dressed for work: a cream shirt, torn denim dungarees with a pale patch on the bib, a leather belt with a brass buckle, two cloth pouches, and loose orange gloves and boots.\n\nThere are two images. The full figure stands against a plain violet backdrop, which leaves the gold and his green skin as the brightest colours in the frame. The close-up of his face is set in front of a blurred farm, with a red barn, green hills and a white fence, at a shallow depth of field. He was made for these renders and for the game’s UI, in 3ds Max and ZBrush, and rendered in Arnold.","descriptionHtml":"<p>A shopkeeper character created for one of my personal game projects: an RPG in which he runs the shop. He stands in a heap of gold coins, each stamped with a hammer, holding one up to the camera.</p><p>The shapes are chunky and soft, close to a painted toy figure. He has oversized ears with a nick in one of them, a big nose that warms to orange at the tip, freckles, bulging yellow eyes and uneven teeth. He is dressed for work: a cream shirt, torn denim dungarees with a pale patch on the bib, a leather belt with a brass buckle, two cloth pouches, and loose orange gloves and boots.</p><p>There are two images. The full figure stands against a plain violet backdrop, which leaves the gold and his green skin as the brightest colours in the frame. The close-up of his face is set in front of a blurred farm, with a red barn, green hills and a white fence, at a shallow depth of field. He was made for these renders and for the game’s UI, in 3ds Max and ZBrush, and rendered in Arnold.</p>","thumbnail":"/media/original-641a5b6c1a7def36c336.jpg","assets":[{"type":"image","url":"/media/original-641a5b6c1a7def36c336.jpg","alt":"3D character render of a green goblin shopkeeper in blue overalls, holding up a gold coin while standing on a heap of coins","caption":"","originalUrl":"https://cdna.artstation.com/p/assets/images/images/016/768/938/large/maciej-gornicki-goblin18.jpg?1553408328","width":1920,"height":1920},{"type":"image","url":"/media/original-b1d5c6702eee648f0cf5.jpg","alt":"Close-up render of the goblin's face: notched pointed ear, big yellow eyes, orange nose and toothy grin, farm scene blurred behind","caption":"","originalUrl":"https://cdnb.artstation.com/p/assets/images/images/016/761/041/large/maciej-gornicki-goblin22.jpg?1553368344","width":1920,"height":1920}],"source":"https://gornicki.me/projects/N52K5J"},{"id":"ui-ux-design-for-an-unannounced-project","title":"UI/UX Design for an Unannounced Project","categories":["UI/UX","Game Art"],"date":"March 13, 2026","description":"UI/UX concepts for an unannounced game that introduces children to microprocessors and basic computing concepts.","descriptionHtml":"<p>UI/UX concepts for an unannounced game that introduces children to microprocessors and basic computing concepts.</p>","thumbnail":"/media/original-59de7d6d225a218b527d.webp","assets":[{"type":"image","url":"/media/original-59de7d6d225a218b527d.webp","alt":"Game UI screen: 'Day 1 Complete!' rewards card with a microchip illustration and a Collect Rewards button over a blurred cleanroom","caption":"","originalUrl":"https://cdna.artstation.com/p/assets/images/images/097/177/996/large/maciej-gornicki-popup.webp?1773400639","width":1234,"height":694},{"type":"image","url":"/media/original-8e8724e597aea072a34f.webp","alt":"Game HUD in a white cleanroom: day clock top right, five diamond menu buttons along the bottom and a money counter","caption":"","originalUrl":"https://cdna.artstation.com/p/assets/images/images/097/177/984/large/maciej-gornicki-hud.webp?1773400612","width":1234,"height":694},{"type":"image","url":"/media/original-c26ac6d6469d67c29034.webp","alt":"HUD with a banner inviting the player to join another player's cleanroom, with Accept and Decline buttons","caption":"","originalUrl":"https://cdnb.artstation.com/p/assets/images/images/097/177/985/large/maciej-gornicki-job-offer.webp?1773400615","width":1234,"height":694},{"type":"image","url":"/media/original-567c820f04654601407a.webp","alt":"In-game view of a character at a photoresist tool, with a chip-order objective, a key-press prompt and order progress cards at right","caption":"","originalUrl":"https://cdna.artstation.com/p/assets/images/images/097/177/988/large/maciej-gornicki-machine-instruction-template-with-progress-bar.webp?1773400621","width":1234,"height":694},{"type":"image","url":"/media/original-dbd851d773ee6f4816aa.webp","alt":"New Order modal styled as a paper note requesting chips, with Accept and Decline buttons over a dimmed cleanroom","caption":"","originalUrl":"https://cdnb.artstation.com/p/assets/images/images/097/177/991/large/maciej-gornicki-order-popup-variant.webp?1773400627","width":1234,"height":694},{"type":"image","url":"/media/original-9196516fd381522a1c49.webp","alt":"New Order modal expanded with a 12000 reward and minerals required, the Accept button greyed out and one mineral shown in red","caption":"","originalUrl":"https://cdna.artstation.com/p/assets/images/images/097/177/992/large/maciej-gornicki-order-popup-variant-1.webp?1773400630","width":1234,"height":694},{"type":"image","url":"/media/original-628e751f9a7209b9d117.webp","alt":"HUD showing a Hired status with a red Quit button beside the day clock, and an Owner Inventory money panel","caption":"","originalUrl":"https://cdnb.artstation.com/p/assets/images/images/097/177/993/large/maciej-gornicki-owner-inventory-minimized.webp?1773400633","width":1234,"height":694},{"type":"image","url":"/media/original-bfea0bd118743ad05e40.webp","alt":"Permissions confirmation asking whether to remove build permissions for a staff member, over a blurred staff panel","caption":"","originalUrl":"https://cdna.artstation.com/p/assets/images/images/097/177/994/large/maciej-gornicki-permission-popup.webp?1773400636","width":1234,"height":694},{"type":"image","url":"/media/original-d4d5b669ae39a951a367.webp","alt":"Rewards pop-up listing gains of cash and four mineral entries with a Collect Rewards button, over a dimmed cleanroom","caption":"","originalUrl":"https://cdnb.artstation.com/p/assets/images/images/097/177/997/large/maciej-gornicki-popup-1.webp?1773400642","width":1234,"height":694},{"type":"image","url":"/media/original-bfa9bd2ad0d9892cd68b.webp","alt":"Chip selection screen with three Intel product tiles (Wi-Fi 6 Gig+, Core Ultra 3, Atom), each with a Select button","caption":"","originalUrl":"https://cdna.artstation.com/p/assets/images/images/097/178/006/large/maciej-gornicki-collect-rewards-popup-1.webp?1773400666","width":1234,"height":694},{"type":"image","url":"/media/original-0fde0e2b9e8440145c8b.webp","alt":"Settings modal with music and SFX toggles, a volume slider and an OK button, over a dimmed shop","caption":"","originalUrl":"https://cdnb.artstation.com/p/assets/images/images/097/177/999/large/maciej-gornicki-settings-wip.webp?1773400648","width":1234,"height":694},{"type":"image","url":"/media/original-4b96ba69c5655dc94f30.webp","alt":"Shop purchase confirmation asking 'Do you want to buy Engineer Suit?' with Buy 200 and Cancel buttons","caption":"","originalUrl":"https://cdna.artstation.com/p/assets/images/images/097/178/000/large/maciej-gornicki-shop-buy-shop.webp?1773400651","width":1234,"height":694},{"type":"image","url":"/media/original-715de185912b92f6f7b8.webp","alt":"Shop screen with categories on the left and a grid of Engineer Vest suit cards marked Buy 200 or Equip","caption":"","originalUrl":"https://cdna.artstation.com/p/assets/images/images/097/178/002/large/maciej-gornicki-shop.webp?1773400654","width":1234,"height":694},{"type":"image","url":"/media/original-db513841f089408ee2a4.webp","alt":"Build panel down the right with machine cards priced at 200, and resource toasts on the left reading 'Received 2' for each mineral","caption":"","originalUrl":"https://cdnb.artstation.com/p/assets/images/images/097/178/003/large/maciej-gornicki-build.webp?1773400657","width":1234,"height":694},{"type":"image","url":"/media/original-f2407b95ea6baeaceaf3.webp","alt":"Chips panel listing Intel chip types with rewards, beside a ten-step Process Sequence list for making a chip","caption":"","originalUrl":"https://cdna.artstation.com/p/assets/images/images/097/178/004/large/maciej-gornicki-chips.webp?1773400660","width":1234,"height":694},{"type":"image","url":"/media/original-a1a7c643366d430ce858.webp","alt":"End-of-day results screen: 'Day 48 Complete!' with machine passes, orders, chips shipped, quality and a total of +28 XP","caption":"","originalUrl":"https://cdnb.artstation.com/p/assets/images/images/097/178/005/large/maciej-gornicki-collect-rewards-popup.webp?1773400663","width":1234,"height":694},{"type":"image","url":"/media/original-7d59bf76e21cec03337a.webp","alt":"Silicon wafer close-up with a dashed cut line, a 'Trace to Cut the Silicon' prompt panel and a progress bar","caption":"","originalUrl":"https://cdnb.artstation.com/p/assets/images/images/097/178/007/large/maciej-gornicki-expand-space-popup.webp?1773400669","width":1234,"height":694},{"type":"image","url":"/media/original-f46c821754b38a2a965f.webp","alt":"Order modal for selling minerals: quartz selected, an amount slider and a Sell 120 button, over a blurred underground scene","caption":"","originalUrl":"https://cdna.artstation.com/p/assets/images/images/097/177/998/large/maciej-gornicki-sell-minerals-for-cash.webp?1773400645","width":1234,"height":694},{"type":"image","url":"/media/original-b8d883bca25eed84de37.webp","alt":"Circular infographic of an 11-step chip manufacturing process, from wafer manufacturing to cut and installing, on blue","caption":"","originalUrl":"https://cdnb.artstation.com/p/assets/images/images/097/177/989/large/maciej-gornicki-manufacturing-process.webp?1773400624","width":1127,"height":790},{"type":"image","url":"/media/original-99d0f021463d691e95d5.webp","alt":"Staff panel with All, Bots and Friends tabs and a list of junior engineers, each with a Hire 250 button","caption":"","originalUrl":"https://cdna.artstation.com/p/assets/images/images/097/178/008/large/maciej-gornicki-friends-list.webp?1773400672","width":1234,"height":694},{"type":"image","url":"/media/original-6e5b9bdd53544c9413e3.webp","alt":"Staff panel after hiring: engineers listed with Build Mode and Spend Money toggles and red Fire buttons","caption":"","originalUrl":"https://cdna.artstation.com/p/assets/images/images/097/178/010/large/maciej-gornicki-friends-permissions.webp?1773400674","width":1234,"height":694},{"type":"image","url":"/media/original-baade86ce4125b8dfe32.webp","alt":"HUD with a 'Go to the Cleanroom' hint, an Intel Atom chip objective at the top and order progress cards down the right","caption":"","originalUrl":"https://cdnb.artstation.com/p/assets/images/images/097/178/011/large/maciej-gornicki-generic-dialogue.webp?1773400677","width":1234,"height":694},{"type":"image","url":"/media/original-cd4146425d51e6902be6.webp","alt":"Cleanroom HUD with the resource list down the left, a day clock top right and the five-button menu along the bottom","caption":"","originalUrl":"https://cdna.artstation.com/p/assets/images/images/097/178/012/large/maciej-gornicki-hud-resources-vertical.webp?1773400680","width":1234,"height":694},{"type":"image","url":"/media/original-69756ada8453e96538b5.webp","alt":"Dark underground mine view with a character, and a bottom menu of pickaxe, dynamite, shop and settings buttons","caption":"","originalUrl":"https://cdnb.artstation.com/p/assets/images/images/097/178/013/large/maciej-gornicki-hud-mines.webp?1773400683","width":1234,"height":694}],"source":"https://gornicki.me/projects/8BKNNE"},{"id":"gbdesign-studio-website","title":"GB Design Studio Website","categories":["Web","UI/UX"],"date":"","description":"The studio website for GB Design Studio and gb Factory, bringing games, digital design and furniture visualisation into one place. As the studio’s Creative Director I designed and built it, and it went live in 2026. The opening line sums it up: games, 3D, software and AI, and photoreal kitchen and furniture visualisation.\n\nA dark palette, oversized typography and red accents frame the work. The headline, Where Play Meets Art, alternates cream and red lines, and red marks the main button, the Let’s Talk link and the section labels. The homepage introduces Animal Park, the studio’s in-house game, on a phone beside the headline. The services section makes the studio’s broad practice easy to explore: each section opens with a large thin numeral and a red label, and What We Do lists strategy, 3D, software, design and LLM work with one line each. The visualisation section, for the kitchen and furniture work in London E18, turns to a light warm background and pairs kitchen renders with a clear project process.\n\nThe focus is on helping visitors move from discovering the work to choosing a service and starting a conversation.","descriptionHtml":"<p>The studio website for GB Design Studio and gb Factory, bringing games, digital design and furniture visualisation into one place. As the studio’s Creative Director I designed and built it, and it went live in 2026. The opening line sums it up: games, 3D, software and AI, and photoreal kitchen and furniture visualisation.</p><p>A dark palette, oversized typography and red accents frame the work. The headline, Where Play Meets Art, alternates cream and red lines, and red marks the main button, the Let’s Talk link and the section labels. The homepage introduces Animal Park, the studio’s in-house game, on a phone beside the headline. The services section makes the studio’s broad practice easy to explore: each section opens with a large thin numeral and a red label, and What We Do lists strategy, 3D, software, design and LLM work with one line each. The visualisation section, for the kitchen and furniture work in London E18, turns to a light warm background and pairs kitchen renders with a clear project process.</p><p>The focus is on helping visitors move from discovering the work to choosing a service and starting a conversation.</p>","thumbnail":"/media/gbdesign-website-home.jpg","assets":[{"type":"image","url":"/media/gbdesign-website-home.jpg","caption":"Homepage — bold typography, red accents and the Animal Park showcase.","width":1265,"height":712},{"type":"image","url":"/media/gbdesign-website-services.jpg","caption":"Services — an editorial list presenting the studio’s creative and technical practice.","width":1265,"height":712},{"type":"image","url":"/media/gbdesign-website-visualisation.jpg","caption":"Visualisation — a bold section introduction connects the studio website with its kitchen and furniture work.","width":1265,"height":712}],"source":"https://gbdesign.studio/"},{"id":"animal-park-game-website","title":"Animal Park Game website","categories":["Web","Game Art"],"date":"March 13, 2026","description":"Website design for Animal Park at silverdale.games, which I designed and built as Creative Director. Animal Park combines park customisation, puzzles and animal rescue in a social mobile-game experience. The page was made before launch: the header announces the game as coming in 2025, with an email sign-up and App Store and Google Play badges.\n\nThe header is a 3D scene in the game’s own style: the chunky Animal Park logo above an elephant, a lion and giraffes peering over a low wall among rounded trees. Below, on warm off-white, run three short feature blocks, Create and customize, Save animals! and Blast away! The first two pair a rendered prop or character, a UFO beaming down coins and a monkey in a top hat, with a phone showing gameplay; the last puts an elephant with a ball beside the store badges.\n\nA dark footer holds the badges again, legal links, the Silverdale logo and social links; thin lime-green rules divide it and the header from the body. I made the 3D characters and renders myself, and the page is live.","descriptionHtml":"<p>Website design for Animal Park at silverdale.games, which I designed and built as Creative Director. Animal Park combines park customisation, puzzles and animal rescue in a social mobile-game experience. The page was made before launch: the header announces the game as coming in 2025, with an email sign-up and App Store and Google Play badges.</p><p>The header is a 3D scene in the game’s own style: the chunky Animal Park logo above an elephant, a lion and giraffes peering over a low wall among rounded trees. Below, on warm off-white, run three short feature blocks, Create and customize, Save animals! and Blast away! The first two pair a rendered prop or character, a UFO beaming down coins and a monkey in a top hat, with a phone showing gameplay; the last puts an elephant with a ball beside the store badges.</p><p>A dark footer holds the badges again, legal links, the Silverdale logo and social links; thin lime-green rules divide it and the header from the body. I made the 3D characters and renders myself, and the page is live.</p>","thumbnail":"/media/e3573ecb103841aa34e9.webp","assets":[{"type":"image","url":"/media/original-d1e08e41ea4fe5fa7d37.webp","alt":"Full-length Animal Park landing page: 3D elephant and lion hero, 'Coming in 2025' sign-up, phone screens and store buttons","caption":"","originalUrl":"https://cdna.artstation.com/p/assets/images/images/097/178/912/large/maciej-gornicki-www-silverdale-games.webp?1773402832","width":1920,"height":3097}],"source":"https://gornicki.me/projects/0lPbwe"},{"id":"brookdale-ui-ux-design","title":"Brookdale UI/UX Design","categories":["UI/UX","Game Art"],"date":"March 13, 2026","description":"UI/UX design for Brookdale, presented through a collection of interface screens.","descriptionHtml":"<p>UI/UX design for Brookdale, presented through a collection of interface screens.</p>","thumbnail":"/media/original-b5d7964348fae320dc0b.webp","assets":[{"type":"image","url":"/media/original-b5d7964348fae320dc0b.webp","alt":"Game UI screen: 'Ready, Set, Sickle!' main menu with Play, Settings, Reset and Quit buttons over a dim locked-room scene","caption":"","originalUrl":"https://cdnb.artstation.com/p/assets/images/images/097/179/943/large/maciej-gornicki-menu.webp?1773404954","width":1440,"height":1024},{"type":"image","url":"/media/original-9679ac53277acda43aed.webp","alt":"Switch Account panel listing the active account and two other users with Log in buttons, plus Back and Add Account","caption":"","originalUrl":"https://cdna.artstation.com/p/assets/images/images/097/179/930/large/maciej-gornicki-account-management.webp?1773404926","width":1440,"height":1024},{"type":"image","url":"/media/original-01155b80de104ba704eb.webp","alt":"Avatar panel with a Create Avatar button, a field for pasting an avatar link, and Back and Load buttons","caption":"","originalUrl":"https://cdnb.artstation.com/p/assets/images/images/097/179/931/large/maciej-gornicki-avatar-screen.webp?1773404929","width":1440,"height":1024},{"type":"image","url":"/media/original-7d6bc19d871abc574960.webp","alt":"Multiplayer lobby screen: player list with Kick buttons on the left, chat panel with a message field on the right","caption":"","originalUrl":"https://cdna.artstation.com/p/assets/images/images/097/179/950/large/maciej-gornicki-servers-1.webp?1773404966","width":1440,"height":1024},{"type":"image","url":"/media/original-d455103b6fd8632346d2.webp","alt":"Settings panel with Sound, Music, High Quality and Subtitles checkboxes, a Logout button and Audio and Voice sliders","caption":"","originalUrl":"https://cdnb.artstation.com/p/assets/images/images/097/179/953/large/maciej-gornicki-settings.webp?1773404970","width":1440,"height":1024},{"type":"image","url":"/media/original-3ebe0f09f01e82241b23.webp","alt":"Congratulations end screen reading 'You have managed to escape!' with Menu and Play Again buttons","caption":"","originalUrl":"https://cdna.artstation.com/p/assets/images/images/097/179/932/large/maciej-gornicki-congratulation-message.webp?1773404933","width":1440,"height":1024},{"type":"image","url":"/media/original-589e17151f4e054a30da.webp","alt":"Generic pop-up template with 'Random Message' placeholder text and two buttons over the dim room scene","caption":"","originalUrl":"https://cdnb.artstation.com/p/assets/images/images/097/179/933/large/maciej-gornicki-generic-message.webp?1773404936","width":1440,"height":1024},{"type":"image","url":"/media/original-dc02d8308032a8812b31.webp","alt":"In-game HUD in the dim room: timer, task list (Unlock Door, Find Tools 0/5), interaction prompts and a Settings button","caption":"","originalUrl":"https://cdna.artstation.com/p/assets/images/images/097/179/936/large/maciej-gornicki-hud.webp?1773404945","width":1440,"height":1024},{"type":"image","url":"/media/original-66a07a8a55306074f424.webp","alt":"Title screen with the 'Ready, Set, Sickle!' marquee-style logo and a How to Play controls strip over a blurred red set","caption":"","originalUrl":"https://cdna.artstation.com/p/assets/images/images/097/179/938/large/maciej-gornicki-loading.webp?1773404948","width":1440,"height":1024},{"type":"image","url":"/media/original-343b1572e3342f542a8f.webp","alt":"Login panel with Name and Password fields, Register and Login buttons and an Enter as Guest option","caption":"","originalUrl":"https://cdna.artstation.com/p/assets/images/images/097/179/940/large/maciej-gornicki-login.webp?1773404951","width":1440,"height":1024},{"type":"image","url":"/media/original-10392b1895efc949010d.webp","alt":"Registration form with Name and Password fields, School and Class dropdowns, and Back and Register buttons","caption":"","originalUrl":"https://cdnb.artstation.com/p/assets/images/images/097/179/945/large/maciej-gornicki-registration.webp?1773404960","width":1440,"height":1024},{"type":"image","url":"/media/original-274a103bb5f94f92fc5c.webp","alt":"Hints pop-up with Interact, Look Around and Rotate Camera icons and a tip about holding items to interact","caption":"","originalUrl":"https://cdnb.artstation.com/p/assets/images/images/097/179/935/large/maciej-gornicki-help-content-to-be-defined.webp?1773404942","width":1440,"height":1024},{"type":"image","url":"/media/original-7ead3811d4d423bcbbe6.webp","alt":"Room browser listing Servers 1 to 6 with player counts and Join buttons, plus Back, Start Random and Create Room","caption":"","originalUrl":"https://cdnb.artstation.com/p/assets/images/images/097/179/947/large/maciej-gornicki-servers.webp?1773404963","width":1440,"height":1024},{"type":"image","url":"/media/original-82c46104df974c32db4c.webp","alt":"Game settings dialog with the title, four toggle checkboxes, and Credits and Debug buttons above the controls hint bar","caption":"","originalUrl":"https://cdnb.artstation.com/p/assets/images/images/097/179/957/large/maciej-gornicki-settings-1.webp?1773404976","width":1440,"height":1024}],"source":"https://gornicki.me/projects/3E5YOo"},{"id":"prototype-cartoon-ui-ux","title":"Prototype Cartoon UI/UX","categories":["UI/UX","Game Art"],"date":"March 13, 2026","description":"A cartoon-inspired UI/UX prototype for an unannounced project.","descriptionHtml":"<p>A cartoon-inspired UI/UX prototype for an unannounced project.</p>","thumbnail":"/media/original-59d7228443aa1abbf80f.webp","assets":[{"type":"image","url":"/media/original-59d7228443aa1abbf80f.webp","alt":"Hand-drawn style Daily Reward dialog on notepaper offering five tacos, with Accept and Cancel buttons","caption":"","originalUrl":"https://cdna.artstation.com/p/assets/images/images/097/178/414/large/maciej-gornicki-generic-popup.webp?1773401850","width":1920,"height":1088},{"type":"image","url":"/media/original-f14d4f853fcae357c259.webp","alt":"Cartoon game HUD: taco counter, catch-five-tacos quest, a 64% boost bar and a Release button on a red checked floor","caption":"","originalUrl":"https://cdna.artstation.com/p/assets/images/images/097/178/416/large/maciej-gornicki-hud-action-button-ready.webp?1773401856","width":1920,"height":1088},{"type":"image","url":"/media/original-7cd2490acc91a223d5f1.webp","alt":"Cartoon game screen with a 'Burrito Rush! Limited-time rewards' banner with a Join button and a vertical distance meter","caption":"","originalUrl":"https://cdna.artstation.com/p/assets/images/images/097/178/420/large/maciej-gornicki-hud-stage-2-special-burrito-event.webp?1773401862","width":1920,"height":1088},{"type":"image","url":"/media/original-f7d7d480481511eb5b8f.webp","alt":"Free Gifts dialog: a grid of eight taco gift cards, three ready to claim and five with countdown timers","caption":"","originalUrl":"https://cdna.artstation.com/p/assets/images/images/097/178/426/large/maciej-gornicki-popup-idea.webp?1773401873","width":1920,"height":1088},{"type":"image","url":"/media/original-4c0cb32b3bb9e70018de.webp","alt":"Cartoon Settings dialog with a Reset Progress button, a 67% audio volume slider, a Motion Reduction toggle and OK","caption":"","originalUrl":"https://cdnb.artstation.com/p/assets/images/images/097/178/431/large/maciej-gornicki-settings.webp?1773401880","width":1920,"height":1088},{"type":"image","url":"/media/original-657bf14f2f79154a443c.webp","alt":"Shop dialog on notepaper with a taco balance, an orange banner with a Buy button and a grid of taco offers","caption":"","originalUrl":"https://cdna.artstation.com/p/assets/images/images/097/178/434/large/maciej-gornicki-shop.webp?1773401886","width":1920,"height":1088}],"source":"https://gornicki.me/projects/zxgrVd"},{"id":"pltw","title":"PLTW","categories":["UI/UX","Game Art"],"date":"March 13, 2026","description":"Interface design explorations for PLTW, presented through a selection of screens.","descriptionHtml":"<p>Interface design explorations for PLTW, presented through a selection of screens.</p>","thumbnail":"/media/original-f938e339863d7ca0d057.webp","assets":[{"type":"image","url":"/media/original-f938e339863d7ca0d057.webp","alt":"Achievements list in a magenta panel: five 'Complete Training' rows with progress bars, one completed, and a robot guide","caption":"","originalUrl":"https://cdnb.artstation.com/p/assets/images/images/097/179/125/large/maciej-gornicki-profile.webp?1773403223","width":1728,"height":1117},{"type":"image","url":"/media/original-56adcdc799bcae0fdb9c.webp","alt":"Equation screen from an underwater learning game: y=f(x) panel with seagrass and trash inputs beside a multiplayer progress bar","caption":"","originalUrl":"https://cdnb.artstation.com/p/assets/images/images/097/179/131/large/maciej-gornicki-graph-v2-no-graph.webp?1773403230","width":1728,"height":1117},{"type":"image","url":"/media/original-99c6ea8baa95ff9642fa.webp","alt":"Graph panel for f(x) = mx + b with b-value and x-input dials, a highlighted point on the line and a Create button","caption":"","originalUrl":"https://cdna.artstation.com/p/assets/images/images/097/179/132/large/maciej-gornicki-graph-v2.webp?1773403234","width":1728,"height":1117},{"type":"image","url":"/media/original-f425b7e529c4426328c2.webp","alt":"Species detail card for a seagrass clump on rocks, with placeholder text and a teacher avatar in a caption bar","caption":"","originalUrl":"https://cdnb.artstation.com/p/assets/images/images/097/179/135/large/maciej-gornicki-item-menu.webp?1773403238","width":1736,"height":1125}],"source":"https://gornicki.me/projects/vbgWkD"},{"id":"gb-factory-website","title":"GB Factory Website","categories":["Web"],"date":"March 13, 2026","description":"A website for gbFactory, adapted from a design I discovered online to suit the studio’s visual identity and needs.","descriptionHtml":"<p>A website for gbFactory, adapted from a design I discovered online to suit the studio’s visual identity and needs.</p>","thumbnail":"/media/original-78e70998cd251f0c520a.webp","assets":[{"type":"image","url":"/media/original-78e70998cd251f0c520a.webp","alt":"gbFactory site hero: 'Where play meets art' in large cream and red type on a dark background, with minimal top navigation","caption":"","originalUrl":"https://cdna.artstation.com/p/assets/images/images/097/178/858/large/maciej-gornicki-brave-screenshot-gbfactory-uk.webp?1773402736","width":1920,"height":1000},{"type":"image","url":"/media/original-d949de93b0addf52ae43.webp","alt":"Clients section: a grid of cream-coloured logos on black, including Ubisoft, Intel, Roblox, Netflix and Zynga","caption":"","originalUrl":"https://cdna.artstation.com/p/assets/images/images/097/178/852/large/maciej-gornicki-brave-screenshot-gbfactory-uk-2.webp?1773402725","width":1920,"height":1005},{"type":"image","url":"/media/original-502ca052ab0ba9e87bdd.webp","alt":"About section: a 'boutique studio' statement in light cream and red type, with an in-house Animal Park app icon below","caption":"","originalUrl":"https://cdnb.artstation.com/p/assets/images/images/097/178/855/large/maciej-gornicki-brave-screenshot-gbfactory-uk-1.webp?1773402730","width":1920,"height":997}],"source":"https://gornicki.me/projects/L4qdQl"},{"id":"sesame-street-prototype","title":"Sesame Street Prototype","categories":["Game Art"],"date":"August 6, 2024","description":"A stylised street-environment prototype built around strong colour, simple shapes and clear visual readability.\n\nI used AI-generated concepts as a starting point, then refined them manually to develop the scene and composition. The aim was to prototype a playful environment quickly and test how a character fits within it.","descriptionHtml":"<p>A stylised street-environment prototype built around strong colour, simple shapes and clear visual readability.</p><p>I used AI-generated concepts as a starting point, then refined them manually to develop the scene and composition. The aim was to prototype a playful environment quickly and test how a character fits within it.</p>","thumbnail":"/media/0f4cbcfeda3cd3efefeb.webp","assets":[{"type":"embed","url":"https://www.youtube-nocookie.com/embed/VXqK7STQ-Rs?feature=oembed&rel=0","caption":"In-game"},{"type":"image","url":"/media/original-6d473f88e341a3b2b926.jpg","caption":"First concept using AI + some manual work","originalUrl":"https://cdna.artstation.com/p/assets/images/images/078/737/292/large/maciej-gornicki-concept2.jpg?1722951459","width":1920,"height":1076},{"type":"image","url":"/media/original-d52f809264318d1d9c1a.jpg","alt":"Early version: flat cel-shaded Cookie Monster dropped into a stylised brick street, with a manhole cover in the foreground","caption":"","originalUrl":"https://cdna.artstation.com/p/assets/images/images/078/737/296/large/maciej-gornicki-character.jpg?1722951471","width":1920,"height":1436},{"type":"embed","url":"https://www.youtube-nocookie.com/embed/K8jL3P6aFqg?feature=oembed&rel=0","caption":""},{"type":"image","url":"/media/original-ccdf3a18a25e5ae05b3b.jpg","alt":"Later version: Cookie Monster as a soft 3D model in the same street, shaded to match the scene lighting","caption":"","originalUrl":"https://cdnb.artstation.com/p/assets/images/images/078/737/301/large/maciej-gornicki-screenshot-2.jpg?1722951485","width":1920,"height":1436},{"type":"image","url":"/media/original-579724d6c4ddd94ee74f.jpg","alt":"Wider street view: Cookie Monster beside a red van, with glowing letter pickups, low-poly trees and a fire escape","caption":"","originalUrl":"https://cdnb.artstation.com/p/assets/images/images/078/737/305/large/maciej-gornicki-environment.jpg?1722951493","width":1920,"height":1355}],"source":"https://gornicki.me/projects/y4bk8K"},{"id":"art-direction-and-ux-for-education-app","title":"Art Direction and UX for education app","categories":["UI/UX"],"date":"March 2, 2022","description":"Art direction and user-experience design for an education app.","descriptionHtml":"<p>Art direction and user-experience design for an education app.</p>","thumbnail":"/media/original-7f104984e06a7c93a7e9.jpg","assets":[{"type":"image","url":"/media/original-7f104984e06a7c93a7e9.jpg","alt":"Mobile app screen: 'Thank you!' confirmation that an activation email was sent, with a moon-and-cloud illustration","caption":"","originalUrl":"https://cdnb.artstation.com/p/assets/images/images/046/891/329/large/maciej-gornicki-activate-account.jpg?1646235524","width":780,"height":1688},{"type":"image","url":"/media/original-875f9ec9bbc9a218f558.jpg","alt":"Mobile app screen confirming the account is activated, with a 'Welcome to the IDB Portuguese!' astronaut avatar and Login button","caption":"","originalUrl":"https://cdna.artstation.com/p/assets/images/images/046/891/332/large/maciej-gornicki-activated-account.jpg?1646235532","width":780,"height":1688},{"type":"image","url":"/media/original-ec8f1b29a11aac0cd7a3.jpg","alt":"Onboarding screen 'Learn, achieve and reach the skies!' with a moon, floating letters and a Get Started button","caption":"","originalUrl":"https://cdnb.artstation.com/p/assets/images/images/046/891/339/large/maciej-gornicki-app-intro.jpg?1646235542","width":780,"height":1688},{"type":"image","url":"/media/original-24826e6092d916116e0a.jpg","alt":"Login screen with rounded Username and Password fields, a Forgot password link, Sign Up and Quick Test options","caption":"","originalUrl":"https://cdnb.artstation.com/p/assets/images/images/046/891/381/large/maciej-gornicki-login.jpg?1646235598","width":780,"height":1688},{"type":"image","url":"/media/original-e8942d2b44806fdd8ec6.jpg","alt":"Administrator assessments list with Practice, Lesson and Exam cards showing words per minute, and a search field","caption":"","originalUrl":"https://cdnb.artstation.com/p/assets/images/images/046/891/347/large/maciej-gornicki-assessments.jpg?1646235547","width":780,"height":1688},{"type":"image","url":"/media/original-cdcebd1e2ce88481dae0.jpg","alt":"Items screen of planets and a rocket, with a dropdown menu listing Terms of Service, Settings, About and Logout","caption":"","originalUrl":"https://cdnb.artstation.com/p/assets/images/images/046/891/387/large/maciej-gornicki-menu-example.jpg?1646235607","width":780,"height":1688},{"type":"image","url":"/media/original-17e201b1c363c2eccb1a.jpg","alt":"Assessment Result screen: a bell curve with a marker, '23 words/min' against an average of 12, and an OK button","caption":"","originalUrl":"https://cdnb.artstation.com/p/assets/images/images/046/891/353/large/maciej-gornicki-asssessment-result-quick-test.jpg?1646235554","width":780,"height":1688},{"type":"image","url":"/media/original-058d90d6ccd4c0ae7966.jpg","alt":"New Assessment form with title, grade level and difficulty dropdowns, a text-per-slide field and Create Assessment","caption":"","originalUrl":"https://cdna.artstation.com/p/assets/images/images/046/891/358/large/maciej-gornicki-create-assesment.jpg?1646235563","width":780,"height":1688},{"type":"image","url":"/media/original-4f755f0ee35a00191d53.jpg","alt":"New User form with first name, last name, email, grade level and optional student ID fields, and a privacy checkbox","caption":"","originalUrl":"https://cdnb.artstation.com/p/assets/images/images/046/891/361/large/maciej-gornicki-create-user.jpg?1646235567","width":780,"height":1688},{"type":"image","url":"/media/original-12869fa50e5d3a1720dc.jpg","alt":"Forgot your password screen with a moon illustration, an email field and a Send Instructions button","caption":"","originalUrl":"https://cdna.artstation.com/p/assets/images/images/046/891/364/large/maciej-gornicki-forgot-password.jpg?1646235573","width":780,"height":1688},{"type":"image","url":"/media/original-9771a7e89bbef1d777f5.jpg","alt":"Teacher view for selecting groups: a list of Class D rows with words-per-minute, one ticked, and a Next button","caption":"","originalUrl":"https://cdnb.artstation.com/p/assets/images/images/046/891/369/large/maciej-gornicki-group-for-assessment.jpg?1646235579","width":780,"height":1688},{"type":"image","url":"/media/original-9bbbf3c9aa1aaecd187d.jpg","alt":"Learning Speech intro screen explaining that teachers create assessments and students test themselves, with a Next button","caption":"","originalUrl":"https://cdna.artstation.com/p/assets/images/images/046/891/372/large/maciej-gornicki-help-screen-1.jpg?1646235586","width":780,"height":1688},{"type":"image","url":"/media/original-3f41cf9c5c46e7a7fad0.jpg","alt":"Statistics and Progression intro screen: teachers compare scores, students see results quickly, with an OK button","caption":"","originalUrl":"https://cdna.artstation.com/p/assets/images/images/046/891/380/large/maciej-gornicki-help-screen-2.jpg?1646235592","width":780,"height":1688},{"type":"image","url":"/media/original-bc2fff8a7edb05bce493.jpg","alt":"Group results screen with a bell curve, '23 words/min' for the whole group and a list of student results","caption":"","originalUrl":"https://cdnb.artstation.com/p/assets/images/images/046/891/385/large/maciej-gornicki-manage-assessments.jpg?1646235602","width":780,"height":1688},{"type":"image","url":"/media/original-607441411c2ad5f19ebb.jpg","alt":"Teacher view for selecting students: rows with astronaut avatars and word rates, one ticked, plus All and Reset links","caption":"","originalUrl":"https://cdnb.artstation.com/p/assets/images/images/046/891/393/large/maciej-gornicki-select-users-for-assessment.jpg?1646235614","width":780,"height":1688},{"type":"image","url":"/media/original-4bc09e52f70f4807c03d.jpg","alt":"'Email has been sent!' screen with a moon illustration, password-reset instructions and an Open Email App button","caption":"","originalUrl":"https://cdnb.artstation.com/p/assets/images/images/046/891/397/large/maciej-gornicki-send-email.jpg?1646235618","width":780,"height":1688},{"type":"image","url":"/media/original-ce3ec2154e7a600acb98.jpg","alt":"Settings screen with an astronaut avatar, editable name and email, Change Password, an upper/lower case toggle and Save","caption":"","originalUrl":"https://cdna.artstation.com/p/assets/images/images/046/891/400/large/maciej-gornicki-settings.jpg?1646235622","width":780,"height":1688},{"type":"image","url":"/media/original-a8a66dbd1f1e1c0c5f9d.jpg","alt":"Account Creation form with name, email or phone, an account type dropdown, password fields and a Register button","caption":"","originalUrl":"https://cdnb.artstation.com/p/assets/images/images/046/891/401/large/maciej-gornicki-teacher.jpg?1646235626","width":780,"height":1688},{"type":"image","url":"/media/original-b38bfea8188b96f6a0ea.jpg","alt":"Student profile for Antonio Martinez with an Assessment Results list of exams and an Edit Profile link","caption":"","originalUrl":"https://cdnb.artstation.com/p/assets/images/images/046/891/405/large/maciej-gornicki-user-profile.jpg?1646235631","width":780,"height":1688},{"type":"image","url":"/media/original-fd73bb74764b779dc0d4.jpg","alt":"Speaking exercise screen asking the student to say the Portuguese word 'pássaro', with a large microphone button","caption":"","originalUrl":"https://cdnb.artstation.com/p/assets/images/images/046/891/409/large/maciej-gornicki-during.jpg?1646235638","width":780,"height":1688},{"type":"image","url":"/media/original-5c7cc823a8e155ab0c4b.jpg","alt":"Student home screen with a 20-word Practice Assessment, Start and Sound Quality Test buttons, and a Skip button","caption":"","originalUrl":"https://cdnb.artstation.com/p/assets/images/images/046/891/415/large/maciej-gornicki-pre.jpg?1646235645","width":780,"height":1688},{"type":"image","url":"/media/original-ea539551584169aecbeb.jpg","alt":"Sound Quality Test screen with a large Start Test button over a cloud and sky illustration","caption":"","originalUrl":"https://cdna.artstation.com/p/assets/images/images/046/891/420/large/maciej-gornicki-pre-1.jpg?1646235653","width":780,"height":1688}],"source":"https://gornicki.me/projects/6bR5m5"},{"id":"ui-art-direction-for-battle-tanks","title":"UI Art Direction for Battle Tanks","categories":["UI/UX","Game Art"],"date":"September 24, 2019","description":"UI art direction for Wargaming’s Battle Tanks, where I was Senior UI Artist for most of the project. The tank models and game environments were created by the Wargaming Helsinki art team; the portrait screens here show the interface around them: shop, factory (experimentation), missions, garage and battle HUD.\n\nThe look is rough and hand-cut. Cream cards with torn, angled corners sit on a slate-blue background, headings are in a heavy italic face, and each screen has its own drawn icon: a shop banner, a drafting compass, a mission clipboard, a tank. Colour does the sorting: lime green for buy and build buttons and gem prices, blue for the second currency and build timers, purple and tan cards to set tanks apart, and a yellow MAX bar for a fully upgraded tank.\n\nIn battle the HUD keeps to the edges: health and ammunition counters and a three-star progress bar along the top, four ability buttons and a segmented bar along the bottom, leaving the middle of the screen to the map. I designed the screens in Photoshop, the programming team built them into the game, and the game launched with this UI.","descriptionHtml":"<p>UI art direction for Wargaming’s Battle Tanks, where I was Senior UI Artist for most of the project. The tank models and game environments were created by the Wargaming Helsinki art team; the portrait screens here show the interface around them: shop, factory (experimentation), missions, garage and battle HUD.</p><p>The look is rough and hand-cut. Cream cards with torn, angled corners sit on a slate-blue background, headings are in a heavy italic face, and each screen has its own drawn icon: a shop banner, a drafting compass, a mission clipboard, a tank. Colour does the sorting: lime green for buy and build buttons and gem prices, blue for the second currency and build timers, purple and tan cards to set tanks apart, and a yellow MAX bar for a fully upgraded tank.</p><p>In battle the HUD keeps to the edges: health and ammunition counters and a three-star progress bar along the top, four ability buttons and a segmented bar along the bottom, leaving the middle of the screen to the map. I designed the screens in Photoshop, the programming team built them into the game, and the game launched with this UI.</p>","thumbnail":"/media/original-a6575278f6892962fbd6.jpg","assets":[{"type":"image","url":"/media/original-a6575278f6892962fbd6.jpg","caption":"Game Store","originalUrl":"https://cdna.artstation.com/p/assets/images/images/020/835/098/large/maciej-gornicki-store.jpg?1569348788","width":1080,"height":1920},{"type":"image","url":"/media/original-06aa7cf2f74fb36097e0.jpg","caption":"Experimentation Screen","originalUrl":"https://cdnb.artstation.com/p/assets/images/images/020/835/103/large/maciej-gornicki-experimentation.jpg?1569348795","width":1080,"height":1920},{"type":"image","url":"/media/original-0c660a83231e7ca04843.jpg","caption":"Gameplay Screen","originalUrl":"https://cdnb.artstation.com/p/assets/images/images/020/835/105/large/maciej-gornicki-core.jpg?1569348798","width":1080,"height":1920},{"type":"image","url":"/media/original-60b3fa19bbe88339c11a.jpg","caption":"Mission Screen","originalUrl":"https://cdnb.artstation.com/p/assets/images/images/020/835/099/large/maciej-gornicki-missions.jpg?1569348789","width":1080,"height":1920},{"type":"image","url":"/media/original-1fefc0b9795d421d08c5.jpg","caption":"Garage Screen","originalUrl":"https://cdna.artstation.com/p/assets/images/images/020/835/100/large/maciej-gornicki-collection.jpg?1569348792","width":1080,"height":1920}],"source":"https://gornicki.me/projects/N5VOeD"},{"id":"alchemist-house","title":"Alchemist House","categories":["Game Art","Personal"],"date":"April 19, 2016","description":"A personal study in stylised, physically based art, made for fun and based on a concept by Toma Naguliak. I made it to practise PBR materials on a stylised subject, and the images were captured in Unity.\n\nThe house is one tall shape: a purple plank roof sweeping up into a stone collar topped by a large green glass bottle. A wooden stopper on the side trails a coiled glass tube, and a cream stone chimney patched with red brick carries a small flask letting out a curl of smoke. Around the base are an arched red door with stone steps, a market stall with potion bottles, a crate and a chest, purple crystals and a small wooden tub on legs.\n\nThe study is in the materials: worn paint on the planks, chipped stone, glass that catches the light and translucent crystals, all on simple, readable shapes. The house sits on a green chequered lawn among rounded bushes, seen from a high camera with a soft depth of field. One image is a slightly different colour version. I modelled it in 3ds Max and textured it in Substance Painter, and the study improved my existing workflow.","descriptionHtml":"<p>A personal study in stylised, physically based art, made for fun and based on <a href=\"https://www.behance.net/gallery/22877331/Test-task-Alchemists-house\" target=\"_blank\" rel=\"noopener\">a concept by Toma Naguliak</a>. I made it to practise PBR materials on a stylised subject, and the images were captured in Unity.</p><p>The house is one tall shape: a purple plank roof sweeping up into a stone collar topped by a large green glass bottle. A wooden stopper on the side trails a coiled glass tube, and a cream stone chimney patched with red brick carries a small flask letting out a curl of smoke. Around the base are an arched red door with stone steps, a market stall with potion bottles, a crate and a chest, purple crystals and a small wooden tub on legs.</p><p>The study is in the materials: worn paint on the planks, chipped stone, glass that catches the light and translucent crystals, all on simple, readable shapes. The house sits on a green chequered lawn among rounded bushes, seen from a high camera with a soft depth of field. One image is a slightly different colour version. I modelled it in 3ds Max and textured it in Substance Painter, and the study improved my existing workflow.</p>","thumbnail":"/media/original-df8af46cb517e0488087.jpg","assets":[{"type":"image","url":"/media/original-df8af46cb517e0488087.jpg","alt":"Unity screenshot of a stylised alchemist's house: purple shingled roof, giant green potion bottle on top, smoking chimney","caption":"","originalUrl":"https://cdna.artstation.com/p/assets/images/images/002/384/552/large/maciej-gornicki-3.jpg?1461094371","width":1920,"height":1080},{"type":"image","url":"/media/original-77c6dde9564b447a99fc.jpg","caption":"Slightly different color version","originalUrl":"https://cdnb.artstation.com/p/assets/images/images/002/384/553/large/maciej-gornicki-2.jpg?1461094330","width":1920,"height":1080},{"type":"image","url":"/media/original-e44f7a432326e8babe5d.jpg","alt":"Close-up of the alchemist's house base: shingled roof, hose and barrel apparatus, potion table, crates and purple crystals","caption":"","originalUrl":"https://cdna.artstation.com/p/assets/images/images/002/384/460/large/maciej-gornicki-characterrendering-4-19-2016-9.jpg?1461093544","width":1920,"height":1080}],"source":"https://gornicki.me/projects/R5YyD"},{"id":"art-style-exploration-and-mobile-game-prototyping","title":"Art style exploration and mobile game prototyping","categories":["Game Art","Personal"],"date":"October 6, 2017","description":"Art-style exploration for a personal mobile-game prototype. This collection follows the project’s visual development from its earliest experiments through later iterations.","descriptionHtml":"<p>Art-style exploration for a personal mobile-game prototype. This collection follows the project’s visual development from its earliest experiments through later iterations.</p>","thumbnail":"/media/original-050a834589ef9a7b717d.jpg","assets":[{"type":"image","url":"/media/original-050a834589ef9a7b717d.jpg","caption":"Final version of the environment.","originalUrl":"https://cdna.artstation.com/p/assets/images/images/007/604/652/large/maciej-gornicki-45.jpg?1507271042","width":1536,"height":2048},{"type":"image","url":"/media/original-273525a4649e2d20855d.jpg","caption":"First pass with textures. I still wanted to adjust few meshes and last tweaks to colors.","originalUrl":"https://cdnb.artstation.com/p/assets/images/images/007/604/657/large/maciej-gornicki-44.jpg?1507270005","width":1536,"height":2048},{"type":"embed","url":"https://www.youtube-nocookie.com/embed/8gFyOet29Cc?feature=oembed&rel=0","caption":"Player animation"},{"type":"image","url":"/media/original-2c13179c8b3c84b9167c.jpg","caption":"Iterating on few parts in the scene.","originalUrl":"https://cdnb.artstation.com/p/assets/images/images/007/604/655/large/maciej-gornicki-42.jpg?1507269998","width":1536,"height":2048},{"type":"image","url":"/media/original-dfd769c6d091d12b09f4.jpg","caption":"First color test. I used characters that I designed as a reference for the environment.","originalUrl":"https://cdna.artstation.com/p/assets/images/images/007/604/656/large/maciej-gornicki-43.jpg?1507270001","width":1536,"height":2048},{"type":"image","url":"/media/original-91f6cdd52526d7c8e6d3.jpg","alt":"Top-down arena concept for the mobile-game prototype: sand floor, stone gate, skull piles and palm leaves in a clay-style render","caption":"","originalUrl":"https://cdnb.artstation.com/p/assets/images/images/007/604/653/large/maciej-gornicki-41.jpg?1507269993","width":1536,"height":2048},{"type":"image","url":"/media/original-65697b556f69005a5dd2.jpg","caption":"Iterating on the scene.","originalUrl":"https://cdnb.artstation.com/p/assets/images/images/007/604/741/large/maciej-gornicki-49.jpg?1507270674","width":1536,"height":2048},{"type":"image","url":"/media/original-0f6cb4ba6031d3cc72db.jpg","caption":"After locking down basic gameplay mechanics I started working on a final version of the environment.","originalUrl":"https://cdna.artstation.com/p/assets/images/images/007/604/740/large/maciej-gornicki-48.jpg?1507270670","width":1536,"height":2048},{"type":"image","url":"/media/original-25795f083ce4a064db5a.jpg","caption":"This is first blockout of the map, quick dirty test to see how it will look on the phone.","originalUrl":"https://cdnb.artstation.com/p/assets/images/images/007/604/739/large/maciej-gornicki-47.jpg?1507270666","width":1536,"height":2048}],"source":"https://gornicki.me/projects/0qRZw"},{"id":"x-men-series-rogue-update-4","title":"X-Men Series — Rogue (Update 4)","categories":["Game Art","Personal"],"date":"July 11, 2017","description":"A stylised study of Rogue from X-Men, based on a concept by Randy Bishop.\n\nDevelopment images: https://www.artstation.com/artwork/PV1oo","descriptionHtml":"<p>A stylised study of Rogue from X-Men, based on a concept by Randy Bishop.</p><p>Development images: <a href=\"https://www.artstation.com/artwork/PV1oo\" target=\"_blank\" rel=\"noopener\">www.artstation.com/artwork/PV1oo</a></p>","thumbnail":"/media/original-e41d3c7fdbf50799ae2d.jpg","assets":[{"type":"image","url":"/media/original-e41d3c7fdbf50799ae2d.jpg","alt":"Stylised 3D bust of Rogue from X-Men with swept auburn hair, a white front streak, green headband and yellow suit","caption":"","originalUrl":"https://cdnb.artstation.com/p/assets/images/images/006/593/763/large/maciej-gornicki-35.jpg?1499782298","width":1920,"height":1920}],"source":"https://gornicki.me/projects/kd65l"},{"id":"art-direction-for-new-project","title":"Art Direction for New Project","categories":["Game Art","UI/UX"],"date":"November 16, 2021","description":"Art direction for a new project, covering UI, marketing artwork, rendering and selected 3D models.\n\nSome of the 3D assets were created by the art team at MindTrust.","descriptionHtml":"<p>Art direction for a new project, covering UI, marketing artwork, rendering and selected 3D models.</p><p>Some of the 3D assets were created by the art team at MindTrust.</p>","thumbnail":"/media/original-1d8b8a83619dfc68d385.jpg","assets":[{"type":"image","url":"/media/original-1d8b8a83619dfc68d385.jpg","alt":"Stylised 3D render of Sandy, a squirrel in a bubble helmet and basketball kit, leaping with a ball on a pink background","caption":"","originalUrl":"https://cdna.artstation.com/p/assets/images/images/043/360/328/large/maciej-gornicki-sandy.jpg?1637060282","width":1920,"height":1920},{"type":"video","url":"/video/raphcelebration.mp4","width":2600,"height":2200,"caption":""},{"type":"image","url":"/media/original-e9855db8d4b19f0f0d10.jpg","alt":"Key art for Nickelodeon B-Ballers: a slime-dripping logo above three stylised 3D characters jumping for a basketball","caption":"","originalUrl":"https://cdnb.artstation.com/p/assets/images/images/043/361/747/large/maciej-gornicki-marketing.jpg?1637064134","width":1500,"height":2000},{"type":"image","url":"/media/original-d2922b8f00e090ed305b.jpg","alt":"Stylised 3D render of Toph in a wide stance flicking a basketball, with rock fragments floating on a golden-brown background","caption":"","originalUrl":"https://cdnb.artstation.com/p/assets/images/images/043/360/323/large/maciej-gornicki-toph.jpg?1637060273","width":1920,"height":1920},{"type":"image","url":"/media/original-9d0cb346e3e4406282a0.jpg","alt":"Isometric sewer basketball court with a small red-masked turtle at centre, green slime, a neon GYM sign and a boombox","caption":"","originalUrl":"https://cdnb.artstation.com/p/assets/images/images/043/361/711/large/maciej-gornicki-img-132250-1712-0-963-0.jpg?1637064023","width":1920,"height":1080},{"type":"video","url":"/video/comp-1.mp4","width":1024,"height":1024,"caption":""},{"type":"image","url":"/media/original-bea07f6240e2b177e65a.jpg","alt":"Stylised 3D render of Ralph, a red-masked turtle in a one-handed handstand holding a basketball, on a green slime base","caption":"","originalUrl":"https://cdna.artstation.com/p/assets/images/images/043/360/316/large/maciej-gornicki-ralph.jpg?1637060264","width":1920,"height":1920},{"type":"image","url":"/media/original-360f301aa8a6c1fdacd7.jpg","alt":"Mode-select game screen with a Sewers court preview, four tap-to-unlock safes, level and currency bars and a Play button","caption":"","originalUrl":"https://cdna.artstation.com/p/assets/images/images/043/360/298/large/maciej-gornicki-img-112227-1821-0-1024-0.jpg?1637060203","width":1920,"height":1080},{"type":"image","url":"/media/original-56e4e9ddeceda326d1ec.jpg","alt":"Render of the Sewers basketball court with large purple 'SEWERS' lettering, neon GYM sign, graffiti wall and glowing slime","caption":"","originalUrl":"https://cdnb.artstation.com/p/assets/images/images/043/360/307/large/maciej-gornicki-enviro.jpg?1637060246","width":1920,"height":1080}],"source":"https://gornicki.me/projects/9NeKdO"},{"id":"full-on-game","title":"Full On Game","categories":["Game Art","UI/UX"],"date":"November 16, 2021","description":"Art direction, UI design and selected 3D modelling for a mobile game.\n\nAdditional 3D assets were created by the art team at MindTrust.","descriptionHtml":"<p>Art direction, UI design and selected 3D modelling for a mobile game.</p><p>Additional 3D assets were created by the art team at MindTrust.</p>","thumbnail":"/media/original-fb92cc6765bbb56c5378.jpg","assets":[{"type":"image","url":"/media/original-fb92cc6765bbb56c5378.jpg","alt":"Stylised 3D character Zig, a hooded streetwear player with teal headphones and hair, shrugging on a green background","caption":"","originalUrl":"https://cdna.artstation.com/p/assets/images/images/043/358/732/large/maciej-gornicki-promo-art-zig.jpg?1637056979","width":1920,"height":1920},{"type":"image","url":"/media/original-c4d8136e9a9c703a1693.jpg","alt":"Stylised 3D character Bear, a stocky bearded baller in a grey sleeveless hoodie holding a basketball, on orange","caption":"","originalUrl":"https://cdnb.artstation.com/p/assets/images/images/043/358/735/large/maciej-gornicki-promo-art-bear.jpg?1637056987","width":1920,"height":1920},{"type":"image","url":"/media/original-0c8577eaecf7ac0361ea.jpg","alt":"Stylised 3D character Dimes, an afro-haired player in sunglasses leaping with a basketball against a blue and red split","caption":"","originalUrl":"https://cdnb.artstation.com/p/assets/images/images/043/358/739/large/maciej-gornicki-promo-art-dimes.jpg?1637056995","width":1920,"height":1920},{"type":"image","url":"/media/original-f94c395d6f6a0e59e08d.jpg","alt":"Stylised 3D character Messer, a cap-and-hoodie street fighter in a high kick on a purple background","caption":"","originalUrl":"https://cdna.artstation.com/p/assets/images/images/043/358/746/large/maciej-gornicki-promo-art-messer.jpg?1637057002","width":1920,"height":1920},{"type":"image","url":"/media/original-2a8dba89c271df16234d.jpg","alt":"Four 3D loot safes in a row: a plain worn grey one, a blue splattered one, a purple patterned one and a rainbow one with a crown","caption":"","originalUrl":"https://cdnb.artstation.com/p/assets/images/images/043/358/751/large/maciej-gornicki-promo-chests.jpg?1637057009","width":1920,"height":960},{"type":"image","url":"/media/original-db8e124c880b39ee8325.jpg","alt":"Sheet of character portrait cards and ability icons with energy costs and rarity letters, on an orange background","caption":"","originalUrl":"https://cdna.artstation.com/p/assets/images/images/043/359/112/large/maciej-gornicki-icosn.jpg?1637057775","width":1920,"height":1406},{"type":"image","url":"/media/original-7accb5acb723489018a8.jpg","alt":"Mobile deck screen: a Bench of eight cards above a Collection 10/54 grid of character and ability cards, with a tab bar","caption":"","originalUrl":"https://cdna.artstation.com/p/assets/images/images/043/359/162/large/maciej-gornicki-img-133204-717-0-1275-0.jpg?1637057917","width":1434,"height":2550},{"type":"image","url":"/media/original-80cd49a4959f5c3a2f65.jpg","alt":"Early mobile club chat screen for 'The All Stars' with message bubbles, join and leave notices and a Play tab 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screen","caption":"","originalUrl":"https://cdna.artstation.com/p/assets/images/images/043/357/746/large/maciej-gornicki-img-141209-2732-0-2048-0.jpg?1637055098","width":1920,"height":1439},{"type":"image","url":"/media/original-cbd12db21146739ac51a.jpg","alt":"Bella registration form with first name, last name, email, zipcode and ethnicity fields and a Register button","caption":"","originalUrl":"https://cdnb.artstation.com/p/assets/images/images/043/357/761/large/maciej-gornicki-img-141110-2732-0-2048-0.jpg?1637055129","width":1920,"height":1439},{"type":"image","url":"/media/original-0d3f7324025e98bb49a0.jpg","alt":"Bella forgot password screen with an email field, a red Reset Password button and a Back to sign in link","caption":"","originalUrl":"https://cdnb.artstation.com/p/assets/images/images/043/357/775/large/maciej-gornicki-img-141119-2732-0-2048-0.jpg?1637055157","width":1920,"height":1439},{"type":"image","url":"/media/original-334ca959a0b4d8575b20.jpg","alt":"Bella student 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Alifya.</p>","thumbnail":"/media/original-89f73be51d6503868aa2.jpg","assets":[{"type":"image","url":"/media/original-89f73be51d6503868aa2.jpg","alt":"Alifya login screen with email and password fields and an orange Login button on a teal network-pattern background","caption":"","originalUrl":"https://cdna.artstation.com/p/assets/images/images/043/357/444/large/maciej-gornicki-img-162619-2732-0-2048-0.jpg?1637054195","width":1920,"height":1439},{"type":"video","url":"/video/2021-01-27-14-23-40.mp4","width":1920,"height":1080,"caption":""},{"type":"video","url":"/video/2021-01-27-14-22-11.mp4","width":1920,"height":1080,"caption":""},{"type":"image","url":"/media/original-3e9dafba67e98a8db413.jpg","alt":"Save Battery dialog in Alifya asking to name the custom battery, with Cancel and Save buttons","caption":"","originalUrl":"https://cdnb.artstation.com/p/assets/images/images/043/357/449/large/maciej-gornicki-img-162626-2732-0-2048-0.jpg?1637054209","width":1920,"height":1439},{"type":"image","url":"/media/original-fae9a87932d992b29857.jpg","alt":"Alifya dashboard on My Batteries, with a list of RAN - Objects entries and rows of Star Forward battery tiles","caption":"","originalUrl":"https://cdnb.artstation.com/p/assets/images/images/043/357/457/large/maciej-gornicki-img-162631-2732-0-2048-0.jpg?1637054224","width":1920,"height":1439},{"type":"image","url":"/media/original-37a25f51d948033d0125.jpg","alt":"Alifya dashboard with a student list and a profile panel offering View Quick Report, Start New Evaluation and Resume 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Alifya, a green panel of rounded input fields with Cancel and orange Create Student buttons","caption":"","originalUrl":"https://cdna.artstation.com/p/assets/images/images/043/357/484/large/maciej-gornicki-img-162703-2732-0-2048-0.jpg?1637054283","width":1920,"height":1439},{"type":"image","url":"/media/original-bc7dadfbfd8afc1dea1e.jpg","alt":"Alifya sign-in form with a Forgot email or password link, plus Add User and English buttons in the corner","caption":"","originalUrl":"https://cdnb.artstation.com/p/assets/images/images/043/357/491/large/maciej-gornicki-img-162619-2732-0-2048-0.jpg?1637054298","width":1920,"height":1439},{"type":"image","url":"/media/original-9ddac50142d8c8361c77.jpg","alt":"Alifya Save Battery pop-up with a text field for the battery name, a dark Cancel button and an orange Save 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href=\"https://80.lv/articles/001agt-004adk-modeling-texturing-tips-for-mobile-games/\" target=\"_blank\" rel=\"noopener\">80.lv/articles/001agt-004adk-modeling-texturing-tips-for-mobile-games/</a></p>","thumbnail":"/media/original-5294796ae201ab823a36.jpg","assets":[{"type":"image","url":"/media/original-5294796ae201ab823a36.jpg","caption":"Click here for original version:\nhttps://80.lv/articles/001agt-004adk-modeling-texturing-tips-for-mobile-games/","originalUrl":"https://cdna.artstation.com/p/assets/images/images/021/156/946/large/maciej-gornicki-80-lv-articles-001agt-004adk-modeling-texturing-tips-for-mobile-games.jpg?1570604800","width":1518,"height":10000}],"source":"https://gornicki.me/projects/L2wKrl"},{"id":"edscape-ui-ux-design","title":"Edscape UI/UX Design","categories":["UI/UX","Game Art"],"date":"March 13, 2026","description":"UI/UX design for Edscape.","descriptionHtml":"<p>UI/UX design for Edscape.</p>","thumbnail":"/media/original-ab7b0ac15356ff26d9f3.webp","assets":[{"type":"image","url":"/media/original-ab7b0ac15356ff26d9f3.webp","alt":"Edscape XR loading screen: the logo above the word Loading on a dark grey patterned background","caption":"","originalUrl":"https://cdnb.artstation.com/p/assets/images/images/097/178/627/large/maciej-gornicki-loading.webp?1773402413","width":1440,"height":1024},{"type":"image","url":"/media/original-22c1218da5d7554b26b9.webp","alt":"Edscape XR message dialog template with placeholder text and two buttons, one dark blue and one yellow","caption":"","originalUrl":"https://cdna.artstation.com/p/assets/images/images/097/178/618/large/maciej-gornicki-generic-message.webp?1773402333","width":1440,"height":1024},{"type":"image","url":"/media/original-45edd17461f5993a65fc.webp","alt":"Graph tool panel with Retches, Zorps and B-Rrainheit tabs, axis inputs and a yellow line plotted on a 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Room, Join Room, Settings and Open in VR buttons and a controls bar below","caption":"","originalUrl":"https://cdna.artstation.com/p/assets/images/images/097/178/630/large/maciej-gornicki-menu.webp?1773402351","width":1440,"height":1024},{"type":"image","url":"/media/original-25a7ead0d9c774b6f602.webp","alt":"Edscape XR pause menu with Return, Settings, Reset and Quit buttons under the logo","caption":"","originalUrl":"https://cdnb.artstation.com/p/assets/images/images/097/178/631/large/maciej-gornicki-menu-1.webp?1773402354","width":1440,"height":1024},{"type":"image","url":"/media/original-86f541277cfd279c65e8.webp","alt":"Edscape XR registration form with name, password, school and class fields and Back and Register buttons","caption":"","originalUrl":"https://cdna.artstation.com/p/assets/images/images/097/178/636/large/maciej-gornicki-registration.webp?1773402359","width":1440,"height":1024},{"type":"image","url":"/media/original-62c693ebae84bc3b25ac.webp","alt":"Rooms list in Edscape XR showing Server 1 to 6 with user counts and Join buttons, plus Start Random","caption":"","originalUrl":"https://cdnb.artstation.com/p/assets/images/images/097/178/639/large/maciej-gornicki-servers.webp?1773402363","width":1440,"height":1024},{"type":"image","url":"/media/original-78dc763fb560d7121af9.webp","alt":"Edscape XR lobby listing players with Kick buttons beside a chat panel with a message field","caption":"","originalUrl":"https://cdnb.artstation.com/p/assets/images/images/097/178/641/large/maciej-gornicki-servers-1.webp?1773402367","width":1440,"height":1024},{"type":"image","url":"/media/original-ecb6d284bf030fb7eb91.webp","alt":"Edscape XR settings panel with sound, music, quality and subtitle checkboxes, audio and voice sliders and 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button and a dark blue Register button","caption":"","originalUrl":"https://cdnb.artstation.com/p/assets/images/images/097/178/655/large/maciej-gornicki-teacher-step0.webp?1773402382","width":1440,"height":1024},{"type":"image","url":"/media/original-73b2ef2bb61428f6a1e1.webp","alt":"Text Analysis panel where words in a paragraph are highlighted with a purple, pink, green or yellow picker","caption":"","originalUrl":"https://cdnb.artstation.com/p/assets/images/images/097/178/659/large/maciej-gornicki-text-analysis.webp?1773402387","width":1440,"height":1024},{"type":"image","url":"/media/original-ba41a9cb6d387a3eb74d.webp","alt":"Switch Account dialog in Edscape XR listing three accounts, one active, with Back and Add Account buttons","caption":"","originalUrl":"https://cdna.artstation.com/p/assets/images/images/097/178/662/large/maciej-gornicki-account-management.webp?1773402390","width":1440,"height":1024},{"type":"image","url":"/media/original-56e908e404c0f154edbc.webp","alt":"Avatar dialog in Edscape XR with a Create Avatar button and a field for loading an avatar from a link","caption":"","originalUrl":"https://cdnb.artstation.com/p/assets/images/images/097/178/665/large/maciej-gornicki-avatar-screen.webp?1773402394","width":1440,"height":1024},{"type":"image","url":"/media/original-d5ad3cc7bf5cb1981c42.webp","alt":"Graph tool with a video call panel beside it, showing two glitched video feeds and call controls","caption":"","originalUrl":"https://cdnb.artstation.com/p/assets/images/images/097/178/667/large/maciej-gornicki-call-ui.webp?1773402397","width":1600,"height":1200},{"type":"image","url":"/media/original-174eebf77485bcbe24ca.webp","alt":"Edscape XR Congratulations screen saying You have managed to escape, with Menu and Play Again buttons","caption":"","originalUrl":"https://cdnb.artstation.com/p/assets/images/images/097/178/669/large/maciej-gornicki-congratulation-message.webp?1773402401","width":1440,"height":1024},{"type":"image","url":"/media/original-15a1d4893247400c6bb1.webp","alt":"Create Room form in Edscape XR with a name field and class, room and difficulty selectors","caption":"","originalUrl":"https://cdna.artstation.com/p/assets/images/images/097/178/670/large/maciej-gornicki-create-server.webp?1773402405","width":1440,"height":1024}],"source":"https://gornicki.me/projects/1NePv3"},{"id":"raining-tacos-ui-ux-design-roblox-game","title":"Raining Tacos UI/UX Design - Roblox Game","categories":["UI/UX","Game Art"],"date":"March 13, 2026","description":"UI/UX design for Raining Tacos, a Roblox game.","descriptionHtml":"<p>UI/UX design for Raining Tacos, a Roblox 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counter","caption":"","originalUrl":"https://cdna.artstation.com/p/assets/images/images/097/179/000/large/maciej-gornicki-5-minute-shop-real-items.webp?1773403042","width":1920,"height":1088},{"type":"image","url":"/media/original-ce4464e1c3afb62f4339.webp","alt":"Badges panel listing flying and coin-collecting achievements, each with a gold medal and an orange progress bar","caption":"","originalUrl":"https://cdna.artstation.com/p/assets/images/images/097/179/006/large/maciej-gornicki-badges.webp?1773403050","width":1920,"height":1088},{"type":"image","url":"/media/original-e3d3c5823a10e603ae77.webp","alt":"Daily Rewards screen with seven cube reward cards: two claimed, one ready to claim, four locked by day","caption":"","originalUrl":"https://cdnb.artstation.com/p/assets/images/images/097/179/011/large/maciej-gornicki-daily-rewards.webp?1773403055","width":1920,"height":1088},{"type":"image","url":"/media/original-aff9f24ee4a7689b0eaf.webp","alt":"Raining Tacos HUD with tutorial tooltips pointing at the coin counter, a machine with a hose and a taco","caption":"","originalUrl":"https://cdna.artstation.com/p/assets/images/images/097/179/020/large/maciej-gornicki-hud-tutorial-helpers.webp?1773403061","width":1920,"height":1088},{"type":"image","url":"/media/original-291352479e971b26a192.webp","alt":"Egg hatching HUD with floating reward numbers, a 20.54 seconds timer and a 66 percent progress bar on a grid floor","caption":"","originalUrl":"https://cdnb.artstation.com/p/assets/images/images/097/179/031/large/maciej-gornicki-hud-gameplay-splash.webp?1773403068","width":1920,"height":1088},{"type":"image","url":"/media/original-4153e63cf3074aa0ca48.webp","alt":"Regular Egg tooltip above an egg, listing four cube-shaped cat pets with drop chances and coin costs","caption":"","originalUrl":"https://cdna.artstation.com/p/assets/images/images/097/179/074/large/maciej-gornicki-pets-menu.webp?1773403125","width":1920,"height":1088},{"type":"image","url":"/media/original-2f2acb91079e7f31df3d.webp","alt":"Main game HUD with a taco machine and hose, a 66% progress bar, an orange Boost button and a vertical distance meter","caption":"","originalUrl":"https://cdnb.artstation.com/p/assets/images/images/097/179/043/large/maciej-gornicki-hud-phase2.webp?1773403075","width":1920,"height":1088},{"type":"image","url":"/media/original-fb2edda89fec79508b58.webp","alt":"Main game HUD on a checkered floor: resource counters at left, menu buttons at right, a taco beside the machine","caption":"","originalUrl":"https://cdnb.artstation.com/p/assets/images/images/097/179/049/large/maciej-gornicki-hud.webp?1773403089","width":1920,"height":1088},{"type":"image","url":"/media/original-5119001e9f6ceb25123e.webp","alt":"Shop Game Passes tab with Common to Legendary component cards, plus Refresh Shop and Skip All, each priced","caption":"","originalUrl":"https://cdna.artstation.com/p/assets/images/images/097/179/056/large/maciej-gornicki-jetpack-shop-wip.webp?1773403098","width":1920,"height":1088},{"type":"image","url":"/media/original-3123019193156225d40a.webp","alt":"Coin Ranking list of ten placeholder Long Player Name rows with coin totals and a purple My score row at the bottom","caption":"","originalUrl":"https://cdna.artstation.com/p/assets/images/images/097/179/058/large/maciej-gornicki-leaderboard-coins.webp?1773403103","width":1920,"height":1088},{"type":"image","url":"/media/original-a379604fe5a884abd323.webp","alt":"Worlds panel with three Taco World cards, each with an Enter button, and a fourth card locked","caption":"","originalUrl":"https://cdnb.artstation.com/p/assets/images/images/097/178/987/large/maciej-gornicki-worlds-popup.webp?1773403027","width":1920,"height":1088},{"type":"image","url":"/media/original-a7fd22e38bc898fdae1f.webp","alt":"Leaderboard with ten ranked rows, a highlighted My score row and Weekly, Taco Streak and Event tabs","caption":"","originalUrl":"https://cdna.artstation.com/p/assets/images/images/097/179/062/large/maciej-gornicki-leaderboard.webp?1773403108","width":1920,"height":1088},{"type":"image","url":"/media/original-f046f0bde776015574c2.webp","alt":"Pets screen with a selected pet card on the left and a grid of equipped cube cosmetics, plus an Equip Best button","caption":"","originalUrl":"https://cdnb.artstation.com/p/assets/images/images/097/179/071/large/maciej-gornicki-pets-inventory.webp?1773403118","width":1920,"height":1088},{"type":"image","url":"/media/original-0976639ed0e283089c97.webp","alt":"Session Gifts panel with a Claim Success banner over twelve cube gift cards in timer, claim and claimed states","caption":"","originalUrl":"https://cdna.artstation.com/p/assets/images/images/097/179/076/large/maciej-gornicki-session-gifts-claimed-effect.webp?1773403131","width":1920,"height":1088},{"type":"image","url":"/media/original-195f925e253313d8d310.webp","alt":"Session Gifts grid of twelve cards showing countdown timers, Claim buttons and claimed states, with a Skip All button","caption":"","originalUrl":"https://cdna.artstation.com/p/assets/images/images/097/179/082/large/maciej-gornicki-session-gifts.webp?1773403140","width":1920,"height":1088},{"type":"image","url":"/media/original-ca0e44af72a9f08cd17e.webp","alt":"Shop Coins tab with three coin packs: Coin Pouch x500, Coin Stack x10K and Coin Vault x100K","caption":"","originalUrl":"https://cdna.artstation.com/p/assets/images/images/097/179/084/large/maciej-gornicki-shop-coins.webp?1773403146","width":1920,"height":1088},{"type":"image","url":"/media/original-b2d73e89a9cdc95eabe0.webp","alt":"Shop Game Passes tab with six round tokens such as Swiftrunner, Goldrush and Token of Fortune, two marked Owned","caption":"","originalUrl":"https://cdna.artstation.com/p/assets/images/images/097/179/088/large/maciej-gornicki-shop-game-passes.webp?1773403151","width":1920,"height":1088},{"type":"image","url":"/media/original-90304aecd6cf1f239784.webp","alt":"Shop Limited Pets tab with four rarity-tagged cards, each showing a pink cat-shaped pastry pet and a price","caption":"","originalUrl":"https://cdna.artstation.com/p/assets/images/images/097/179/090/large/maciej-gornicki-shop-limited-pets.webp?1773403157","width":1920,"height":1088},{"type":"image","url":"/media/original-10a94481663322449c97.webp","alt":"Shop Potions tab with five potion bottles of different shapes, from Legendary Potion of Collection to Pet Egg Luck","caption":"","originalUrl":"https://cdna.artstation.com/p/assets/images/images/097/179/098/large/maciej-gornicki-shop-potions.webp?1773403162","width":1920,"height":1088}],"source":"https://gornicki.me/projects/bgQoqk"},{"id":"farm-girl","title":"Farm Girl","categories":["Game Art"],"date":"September 24, 2019","description":"A character I made in 2017 for FarmVille 3 by Zynga. She has exaggerated cartoon proportions: a large head with big blue eyes and a wide smile, and a very long, thin body, caught mid-step with one foot crossed in front of the other.\n\nHer clothes are casual and bright: a cap with red, white and blue bands and a pale blue peak, a pink cropped T-shirt, turned-up denim shorts with a brown belt and brass buckle, and red ankle-strap heels. Her long yellow hair is modelled in soft, simple masses rather than strands.\n\nThe render is a single full-length view on a warm beige studio backdrop, with soft light and a soft shadow, so the silhouette and colours carry the image. The materials stay simple, with a woven texture only on the denim. She was made in 3ds Max, ZBrush and Photoshop.","descriptionHtml":"<p>A character I made in 2017 for FarmVille 3 by Zynga. She has exaggerated cartoon proportions: a large head with big blue eyes and a wide smile, and a very long, thin body, caught mid-step with one foot crossed in front of the other.</p><p>Her clothes are casual and bright: a cap with red, white and blue bands and a pale blue peak, a pink cropped T-shirt, turned-up denim shorts with a brown belt and brass buckle, and red ankle-strap heels. Her long yellow hair is modelled in soft, simple masses rather than strands.</p><p>The render is a single full-length view on a warm beige studio backdrop, with soft light and a soft shadow, so the silhouette and colours carry the image. The materials stay simple, with a woven texture only on the denim. She was made in 3ds Max, ZBrush and Photoshop.</p>","thumbnail":"/media/original-cdf5f6166c9801cf9cbb.jpg","assets":[{"type":"image","url":"/media/original-cdf5f6166c9801cf9cbb.jpg","alt":"3D render of a cartoon farm girl: blonde hair, striped cap, pink top, denim shorts and red heels, front view","caption":"","originalUrl":"https://cdnb.artstation.com/p/assets/images/images/020/834/685/large/maciej-gornicki-2.jpg?1569347871","width":1920,"height":2074}],"source":"https://gornicki.me/projects/lVb2LJ"},{"id":"loading-screen","title":"Loading screen","categories":["Game Art","UI/UX","Personal"],"date":"April 11, 2019","description":"A loading-screen study for one of my game projects.","descriptionHtml":"<p>A loading-screen study for one of my game projects.</p>","thumbnail":"/media/original-716be99c8f051d6fd3c6.jpg","assets":[{"type":"image","url":"/media/original-716be99c8f051d6fd3c6.jpg","alt":"Portrait loading screen for My Little RPG: a knight faces a club-wielding ogre on a coin-strewn hill under a blue sky","caption":"","originalUrl":"https://cdnb.artstation.com/p/assets/images/images/017/188/447/large/maciej-gornicki-loadin7.jpg?1554975492","width":1536,"height":2048},{"type":"image","url":"/media/d7026e9216e95fb0e235.gif","caption":"GIF showing how I ended up with the logo.","originalUrl":"https://cdna.artstation.com/p/assets/images/images/017/215/150/original/maciej-gornicki-logowip.gif?1555075882","width":1024,"height":1024},{"type":"image","url":"/media/56d7309dd4eb9df25c2d.gif","caption":"GIF showing iterations that my loading screen went through.","originalUrl":"https://cdnb.artstation.com/p/assets/images/images/017/215/293/original/maciej-gornicki-loadingwip.gif?1555076366","width":1080,"height":1920},{"type":"image","url":"/media/original-dc2c846000d055df9db0.jpg","alt":"Viewport capture of the loading-screen scene in flat red shading, showing the camera setup, curved ground, knight and ogre","caption":"","originalUrl":"https://cdnb.artstation.com/p/assets/images/images/017/215/475/large/maciej-gornicki-loadingraw.jpg?1555076791","width":1318,"height":752}],"source":"https://gornicki.me/projects/lVZPOY"},{"id":"puzzle-game-ui","title":"Puzzle Game UI","categories":["UI/UX","Personal"],"date":"March 22, 2019","description":"A small interface-design test exploring a visual style suited to mobile puzzle games.","descriptionHtml":"<p>A small interface-design test exploring a visual style suited to mobile puzzle games.</p>","thumbnail":"/media/original-83ad3f7124db2df7212a.jpg","assets":[{"type":"image","url":"/media/original-83ad3f7124db2df7212a.jpg","alt":"Mobile puzzle game UI: a 'Collect pots' banner with a blonde character over a blurred item board, and a green Back button","caption":"","originalUrl":"https://cdna.artstation.com/p/assets/images/images/016/750/356/large/maciej-gornicki-ui.jpg?1553324082","width":1080,"height":1920},{"type":"image","url":"/media/original-94c609f64b6a88e854c7.jpg","alt":"Puzzle game screen with three 0/1 pot goals, a 'Level up item to discover a secret' bar, a blurred board and an orange Back button","caption":"","originalUrl":"https://cdnb.artstation.com/p/assets/images/images/016/750/351/large/maciej-gornicki-ui-2.jpg?1553322836","width":1080,"height":1920},{"type":"image","url":"/media/original-c3b1acac33f60d9e9380.jpg","alt":"Dialogue screen: a speech panel from the character Jennie, coin and gem counters at the top, a Skip button and a green next arrow","caption":"","originalUrl":"https://cdnb.artstation.com/p/assets/images/images/016/750/353/large/maciej-gornicki-ui-3.jpg?1553322840","width":1080,"height":1920},{"type":"image","url":"/media/original-205030f851007ca25297.jpg","alt":"Pop-up titled Home Garden, level 6, showing three pink pots at 0/1 and an orange Get Item button on a darkened background","caption":"","originalUrl":"https://cdnb.artstation.com/p/assets/images/images/016/750/355/large/maciej-gornicki-ui-4.jpg?1553322843","width":1080,"height":1920}],"source":"https://gornicki.me/projects/58Y5e8"},{"id":"farmville-art-style-prototype","title":"Farmville Art Style prototype","categories":["Game Art"],"date":"April 27, 2018","description":"An early art-direction prototype for FarmVille 2.","descriptionHtml":"<p>An early art-direction prototype for FarmVille 2.</p>","thumbnail":"/media/original-c874141025a4fe01ac3b.jpg","assets":[{"type":"image","url":"/media/original-c874141025a4fe01ac3b.jpg","alt":"Stylised 3D goat with large curled horns, drowsy blue eyes and an orange collar with a bell, on a soft studio backdrop","caption":"","originalUrl":"https://cdnb.artstation.com/p/assets/images/images/010/524/807/large/maciej-gornicki-3.jpg?1569347520","width":1200,"height":1296},{"type":"image","url":"/media/original-f2a2a3e6af89fb48fc0b.jpg","alt":"Untextured clay render line-up on blue: a sheep, pig, two cows, goat, four women and a man in a hat","caption":"","originalUrl":"https://cdnb.artstation.com/p/assets/images/images/010/524/801/large/maciej-gornicki-prototypecharacters.jpg?1524862968","width":1920,"height":563},{"type":"image","url":"/media/original-aab250c40cd75568a94c.jpg","alt":"Full-length render of a blonde cartoon farm girl in a striped cap, pink top, denim shorts and red heels, shown front-on","caption":"","originalUrl":"https://cdnb.artstation.com/p/assets/images/images/010/524/803/large/maciej-gornicki-2.jpg?1524862971","width":1920,"height":2074}],"source":"https://gornicki.me/projects/oDrmw"},{"id":"daisy","title":"Daisy","categories":["Game Art","Personal"],"date":"November 27, 2018","description":"A character study exploring a more expressive, contemporary look for animals in farming games.","descriptionHtml":"<p>A character study exploring a more expressive, contemporary look for animals in farming games.</p>","thumbnail":"/media/original-d84eb781c491b7512b02.jpg","assets":[{"type":"image","url":"/media/original-d84eb781c491b7512b02.jpg","alt":"Daisy, a stylised 3D cow, leaning on large orange letters that spell 'MILK?' against a blue background","caption":"","originalUrl":"https://cdnb.artstation.com/p/assets/images/images/014/276/963/large/maciej-gornicki-maciej-gornicki-3.jpg?1543301720","width":1596,"height":1055},{"type":"image","url":"/media/original-245593252ce6be71c2e7.jpg","alt":"Daisy the cow in three-quarter view on green: hand on hip, one hoof raised, red bandana, brass cowbell and gold ear rings","caption":"","originalUrl":"https://cdnb.artstation.com/p/assets/images/images/014/276/961/large/maciej-gornicki-maciej-gornicki-1.jpg?1543301716","width":1596,"height":1055},{"type":"image","url":"/media/original-caa33af6370280539c6b.jpg","alt":"Daisy walking toward the camera on green with her head tilted, red bandana and cowbell, her shadow cast to the right","caption":"","originalUrl":"https://cdna.artstation.com/p/assets/images/images/014/276/962/large/maciej-gornicki-maciej-gornicki-2.jpg?1543301718","width":1596,"height":1055},{"type":"image","url":"/media/original-ab8119a553859abce605.jpg","alt":"Daisy in side-back view on green, facing right, showing her brown patches, tufted tail, red bandana and cowbell","caption":"","originalUrl":"https://cdna.artstation.com/p/assets/images/images/014/276/964/large/maciej-gornicki-maciej-gornicki-5.jpg?1543301723","width":1596,"height":1055}],"source":"https://gornicki.me/projects/qAQwde"},{"id":"unnamed-turn-based-strategy-game","title":"Unnamed Turn-Based Strategy game","categories":["UI/UX","Technical Art","Personal"],"date":"October 8, 2018","description":"An interface prototype for a turn-based strategy game. The goal was to keep gameplay and menus connected, giving players access to the interface without interrupting the experience with separate screens.\n\nThe design also explored how pausing could feel natural within that flow.","descriptionHtml":"<p>An interface prototype for a turn-based strategy game. The goal was to keep gameplay and menus connected, giving players access to the interface without interrupting the experience with separate screens.</p><p>The design also explored how pausing could feel natural within that flow.</p>","thumbnail":"/media/original-363a7040ecc674a74c48.jpg","assets":[{"type":"image","url":"/media/original-363a7040ecc674a74c48.jpg","alt":"Game-paused overlay on a dark top-down hex arena with a knight, skeleton and red demon, Restart and Resume buttons, tab bar below","caption":"","originalUrl":"https://cdnb.artstation.com/p/assets/images/images/013/305/973/large/maciej-gornicki-img-3867.jpg?1539018778","width":1125,"height":2436},{"type":"image","url":"/media/original-03fb7e3a81ac9ab270c3.jpg","alt":"Tavern screen, Achievements tab: a list of 'Find 10 chests in the dungeon' progress bars with rewards, coin and gem counters on top","caption":"","originalUrl":"https://cdnb.artstation.com/p/assets/images/images/013/305/969/large/maciej-gornicki-img-3868.jpg?1539018762","width":1125,"height":2436},{"type":"image","url":"/media/original-a3283f0353ba5330e71c.jpg","alt":"Inventory screen: a selected character slot with empty familiar slots above a grid of knight portrait cards, coins and gems on top","caption":"","originalUrl":"https://cdnb.artstation.com/p/assets/images/images/013/305/971/large/maciej-gornicki-img-3866.jpg?1539018768","width":1125,"height":2436},{"type":"image","url":"/media/original-36c79247dcae4e9d66db.jpg","alt":"Social screen titled Gathering with a Facebook friends prompt and a single leaderboard row for the player Aixa, 2111 trophies","caption":"","originalUrl":"https://cdna.artstation.com/p/assets/images/images/013/305/970/large/maciej-gornicki-img-3869.jpg?1539018766","width":1125,"height":2436},{"type":"image","url":"/media/original-a5bfe667392266935e6b.jpg","alt":"Tavern screen, Missions tab: a Pumpkin Day event banner with a progress bar, a locked event and daily mission cards","caption":"","originalUrl":"https://cdnb.artstation.com/p/assets/images/images/013/305/975/large/maciej-gornicki-img-3872.jpg?1539018783","width":1125,"height":2436},{"type":"image","url":"/media/original-4c4644f5e6bcb5ba42f7.jpg","alt":"Shop screen with a Subscription special offer for 999 gems above a grid of eight daily items priced at 999 coins each","caption":"","originalUrl":"https://cdna.artstation.com/p/assets/images/images/013/305/980/large/maciej-gornicki-img-3871.jpg?1539018789","width":1125,"height":2436},{"type":"image","url":"/media/original-9bd2a1a9781eda62cf2e.jpg","alt":"Alternate inventory screen layout with the character slot, familiar slots and a portrait grid, with the Inventory tab selected","caption":"","originalUrl":"https://cdna.artstation.com/p/assets/images/images/013/305/972/large/maciej-gornicki-img-3870.jpg?1539018773","width":1125,"height":2436},{"type":"embed","url":"https://www.youtube-nocookie.com/embed/KtHfSUViglk?feature=oembed&rel=0","caption":"UI WIP"}],"source":"https://gornicki.me/projects/rRELwa"},{"id":"demon","title":"Demon","categories":["Game Art","Personal"],"date":"July 6, 2018","description":"A demon character created for a personal game project.","descriptionHtml":"<p>A demon character created for a personal game project.</p>","thumbnail":"/media/original-5bb9437fba0f7f52af10.jpg","assets":[{"type":"image","url":"/media/original-5bb9437fba0f7f52af10.jpg","alt":"Front view 3D render of a small red demon with horns, glowing yellow eyes, bat-like wings, a spiked tail and a tattered orange loincloth","caption":"","originalUrl":"https://cdna.artstation.com/p/assets/images/images/011/694/970/large/maciej-gornicki-demonfinal.jpg?1530898569","width":1920,"height":1920},{"type":"image","url":"/media/original-23a7740527abd63328cf.jpg","caption":"Substance Painter shot","originalUrl":"https://cdnb.artstation.com/p/assets/images/images/011/694/973/large/maciej-gornicki-img-3427.jpg?1530898475","width":1920,"height":1920},{"type":"image","url":"/media/1c208457bd35ac813999.gif","caption":"Side shot showing how I ended up with final version.","originalUrl":"https://cdna.artstation.com/p/assets/images/images/011/694/976/original/maciej-gornicki-demonwip.gif?1530898490","width":503,"height":739},{"type":"image","url":"/media/a6887b8dea80783f1ece.gif","caption":"Front shot showing how I ended up with final version.","originalUrl":"https://cdnb.artstation.com/p/assets/images/images/011/694/977/original/maciej-gornicki-demonwip2.gif?1530898491","width":580,"height":739}],"source":"https://gornicki.me/projects/X5EXy"},{"id":"steamvision-on-hololens-2","title":"Steamvision on Hololens 2","categories":["UI/UX","Technical Art"],"date":"March 13, 2026","description":"User-interface design for Steamvision, an app made entirely for HoloLens 2, in cooperation with MindTrust Labs. The main image is a capture through the headset, so the panels float in a real office, over a desk with monitors, a keyboard and a window with vertical blinds.\n\nEverything is dark grey and translucent, so the room stays visible behind it. Teal marks active rows and play buttons; orange marks close buttons and the rules above the page controls. The panels shown are a list of training videos, a data table with quantity controls, a prompt to scan a barcode to start, a confirmation before leaving the app, a panel for a 3D model file, picture-zoom windows beside a list of camera feeds, and a vertical toolbar with scan, tools, camera, call and search icons. Most panels carry a pin and a close button. The text is still placeholder.\n\nThe second image is the app icon: a teal iris ringed by red and yellow rays inside an orange disc. I designed the interface in Figma and built it in Unity.","descriptionHtml":"<p>User-interface design for Steamvision, an app made entirely for HoloLens 2, in cooperation with MindTrust Labs. The main image is a capture through the headset, so the panels float in a real office, over a desk with monitors, a keyboard and a window with vertical blinds.</p><p>Everything is dark grey and translucent, so the room stays visible behind it. Teal marks active rows and play buttons; orange marks close buttons and the rules above the page controls. The panels shown are a list of training videos, a data table with quantity controls, a prompt to scan a barcode to start, a confirmation before leaving the app, a panel for a 3D model file, picture-zoom windows beside a list of camera feeds, and a vertical toolbar with scan, tools, camera, call and search icons. Most panels carry a pin and a close button. The text is still placeholder.</p><p>The second image is the app icon: a teal iris ringed by red and yellow rays inside an orange disc. I designed the interface in Figma and built it in Unity.</p>","thumbnail":"/media/original-23cbefae128a8b3a736c.webp","assets":[{"type":"image","url":"/media/original-23cbefae128a8b3a736c.webp","alt":"HoloLens 2 view of a real desk with floating UI panels: video list, barcode scan prompt, tool palette, tooltip and picture zoom windows","caption":"","originalUrl":"https://cdnb.artstation.com/p/assets/images/images/097/179/415/large/maciej-gornicki-mindtrust-labs-20221028-133317-hololens-1.webp?1773403802","width":1920,"height":1080},{"type":"image","url":"/media/original-ec0e57ba85a02aeeb559.webp","alt":"Round icon of a teal eye with a red and yellow sunburst iris ring inside an orange disc, on a dark grey background","caption":"","originalUrl":"https://cdnb.artstation.com/p/assets/images/images/097/179/411/large/maciej-gornicki-mindtrust-labs-icon.webp?1773403798","width":1024,"height":1024}],"source":"https://gornicki.me/projects/6LmylO"},{"id":"undead-archer","title":"Undead Archer","categories":["Game Art","Personal"],"date":"July 6, 2018","description":"An undead archer created for a personal game project.","descriptionHtml":"<p>An undead archer created for a personal game project.</p>","thumbnail":"/media/original-d1f232f65ad2be3011aa.jpg","assets":[{"type":"image","url":"/media/original-d1f232f65ad2be3011aa.jpg","alt":"Skeleton archer in a brown hood kneeling and drawing a bow, with an arrow flying right with motion blur, on a green background","caption":"","originalUrl":"https://cdnb.artstation.com/p/assets/images/images/011/687/287/large/maciej-gornicki-archerfinal0.jpg?1530862350","width":1920,"height":1312},{"type":"image","url":"/media/original-6c52474e5acef65ff2af.jpg","alt":"Skeleton archer asset sheet on dark grey: front view of the hooded figure, a separate bow, and a rear view showing the arrow quiver","caption":"","originalUrl":"https://cdna.artstation.com/p/assets/images/images/011/687/300/large/maciej-gornicki-c4b21746-e596-4172-97c7-45863e4528a3.jpg?1530861766","width":1920,"height":1920}],"source":"https://gornicki.me/projects/5NRlE"},{"id":"vampire","title":"Vampire","categories":["Game Art","Personal"],"date":"July 3, 2018","description":"A vampire character for a personal mobile game, designed to read clearly from a top-down camera.\n\nI rendered the character in Arnold and used RizomUV for the first time to develop the UV layout.","descriptionHtml":"<p>A vampire character for a personal mobile game, designed to read clearly from a top-down camera.</p><p>I rendered the character in Arnold and used RizomUV for the first time to develop the UV layout.</p>","thumbnail":"/media/original-bd275d5d57ae3ef2961a.jpg","assets":[{"type":"image","url":"/media/original-bd275d5d57ae3ef2961a.jpg","alt":"Front view of a small blue-skinned vampire in a dark robe holding a bone staff topped with a glowing-eyed skull, on a dusk-blue backdrop","caption":"","originalUrl":"https://cdna.artstation.com/p/assets/images/images/011/663/972/large/maciej-gornicki-vampire5.jpg?1530736918","width":1920,"height":1920},{"type":"image","url":"/media/original-15c50842ce57893b88ca.jpg","caption":"Alternative render version","originalUrl":"https://cdnb.artstation.com/p/assets/images/images/011/641/759/large/maciej-gornicki-vampire2.jpg?1530632438","width":1280,"height":1280},{"type":"image","url":"/media/original-7abe60d799aa52e76b08.jpg","caption":"Substance Painter render","originalUrl":"https://cdnb.artstation.com/p/assets/images/images/011/642/063/large/maciej-gornicki-img-3432.jpg?1530630606","width":1080,"height":1080},{"type":"image","url":"/media/original-f1de226d6a3e337779d1.jpg","caption":"Back side of the character","originalUrl":"https://cdnb.artstation.com/p/assets/images/images/011/642/517/large/maciej-gornicki-vampire-back.jpg?1530632353","width":908,"height":908},{"type":"image","url":"/media/9793b7f75775447305cd.gif","caption":"Small gif with few iterations I did for the character in Zbrush","originalUrl":"https://cdnb.artstation.com/p/assets/images/images/011/641/577/original/maciej-gornicki-giphy.gif?1530628808","width":478,"height":444},{"type":"image","url":"/media/688721b7dfbaff34f280.gif","caption":"In game animation for attack","originalUrl":"https://cdnb.artstation.com/p/assets/images/images/011/644/697/original/maciej-gornicki-move.gif?1530639577","width":400,"height":406},{"type":"image","url":"/media/original-a5f5f250c465621f916d.jpg","alt":"Vampire with red eyes, fangs and pink hands holding a skull-topped bone staff, rendered against a magenta backdrop","caption":"","originalUrl":"https://cdna.artstation.com/p/assets/images/images/011/663/872/large/maciej-gornicki-vampire4.jpg?1530736535","width":1280,"height":1280}],"source":"https://gornicki.me/projects/y86lR"},{"id":"haribo-childhood","title":"Haribo Childhood","categories":["Game Art","Personal"],"date":"May 30, 2018","description":"A personal rendering and material study, done one Sunday as a self-learning exercise while I was moving my workflow from Octane to Arnold. The gummy bears gave me a way to experiment with more complex materials and compare the two workflows: a heap of them in red, dark red, orange, yellow and green, each one translucent, with light passing through so the thinner edges glow.\n\nI found Arnold much easier to work with, especially for more advanced materials like skin, milk or a gummy bear. Octane was still the faster of the two, and its Color Response was my favourite feature.\n\nThere are two images of the same pile from the same camera, with a few bears scattered off the top, both rendered in Octane: one darker with a heavy vignette, one lighter and more even. I built the scene in 3ds Max.","descriptionHtml":"<p>A personal rendering and material study, done one Sunday as a self-learning exercise while I was moving my workflow from Octane to Arnold. The gummy bears gave me a way to experiment with more complex materials and compare the two workflows: a heap of them in red, dark red, orange, yellow and green, each one translucent, with light passing through so the thinner edges glow.</p><p>I found Arnold much easier to work with, especially for more advanced materials like skin, milk or a gummy bear. Octane was still the faster of the two, and its Color Response was my favourite feature.</p><p>There are two images of the same pile from the same camera, with a few bears scattered off the top, both rendered in Octane: one darker with a heavy vignette, one lighter and more even. I built the scene in 3ds Max.</p>","thumbnail":"/media/original-ae25b5c880a15c29ed8a.jpg","assets":[{"type":"image","url":"/media/original-ae25b5c880a15c29ed8a.jpg","alt":"Render of a heap of translucent gummy bears in red, orange, yellow and green on a dark mauve surface with a vignette","caption":"","originalUrl":"https://cdna.artstation.com/p/assets/images/images/011/061/920/large/maciej-gornicki-haribo.jpg?1527664057","width":1920,"height":1920},{"type":"image","url":"/media/original-796e5d37f55ec2e8faaf.jpg","alt":"The same pile of glossy gummy bears on a lighter, warmer pink-brown surface, with brighter and more even lighting","caption":"","originalUrl":"https://cdnb.artstation.com/p/assets/images/images/011/061/819/large/maciej-gornicki-haribo.jpg?1527663449","width":1920,"height":1920}],"source":"https://gornicki.me/projects/nnx0e"},{"id":"art-direction-fantasy-cooking-game","title":"Art Direction - Fantasy Cooking Game","categories":["Game Art","UI/UX","Personal"],"date":"May 28, 2018","description":"A rapid art-direction study for a Chinese game company, combining fantasy and cooking themes for a mobile game. The initial direction was developed over a weekend.","descriptionHtml":"<p>A rapid art-direction study for a Chinese game company, combining fantasy and cooking themes for a mobile game. The initial direction was developed over a weekend.</p>","thumbnail":"/media/original-6928ca3b691b786d4fe8.jpg","assets":[{"type":"image","url":"/media/original-6928ca3b691b786d4fe8.jpg","caption":"Final version that includes also UI.","originalUrl":"https://cdnb.artstation.com/p/assets/images/images/011/023/995/large/maciej-gornicki-59.jpg?1527486160","width":1536,"height":2048},{"type":"image","url":"/media/original-d3e63aa258ee8e2499f5.jpg","caption":"Red outline is aspect ratio for iPhone X as a reference.","originalUrl":"https://cdnb.artstation.com/p/assets/images/images/011/023/993/large/maciej-gornicki-58.jpg?1527485872","width":1536,"height":2048},{"type":"image","url":"/media/original-81bffdf196f19b4877ed.jpg","caption":"Early stage where I was doing a lot of adjustments to perspective, camera angle, shape of elements.","originalUrl":"https://cdnb.artstation.com/p/assets/images/images/011/023/987/large/maciej-gornicki-50.jpg?1527485857","width":1536,"height":2048},{"type":"image","url":"/media/original-f6ea724d85cc0d9dedef.jpg","caption":"Some of the color versions I was testing for the game.","originalUrl":"https://cdna.artstation.com/p/assets/images/images/011/024/106/large/maciej-gornicki-colorversions.jpg?1527487064","width":1920,"height":428}],"source":"https://gornicki.me/projects/ExKz0"},{"id":"mobile-rpg","title":"Mobile RPG","categories":["Game Art","Technical Art","Personal"],"date":"April 28, 2018","description":"Gameplay footage from a personal mobile RPG prototype, recorded on an iPhone.","descriptionHtml":"<p>Gameplay footage from a personal mobile RPG prototype, recorded on an iPhone.</p>","thumbnail":"/media/7932ab2fc527088f35d4.webp","assets":[{"type":"embed","url":"https://www.youtube-nocookie.com/embed/lzf6PVqQb10?feature=oembed&rel=0","caption":"Gameplay Progress"}],"source":"https://gornicki.me/projects/xEWx4"},{"id":"hex-grid-level-design-for-mobile-game","title":"Hex Grid level design for mobile game","categories":["Game Art","Personal"],"date":"April 28, 2018","description":"An early level-design study for a personal, hex-grid strategy game on mobile.","descriptionHtml":"<p>An early level-design study for a personal, hex-grid strategy game on mobile.</p>","thumbnail":"/media/original-838390992a7ae61a2820.jpg","assets":[{"type":"embed","url":"https://www.youtube-nocookie.com/embed/7CxzIbx-O5c?feature=oembed&rel=0","caption":"Gameplay Preview"},{"type":"image","url":"/media/original-838390992a7ae61a2820.jpg","caption":"Last iteration","originalUrl":"https://cdnb.artstation.com/p/assets/images/images/010/528/869/large/maciej-gornicki-level.jpg?1524898612","width":1536,"height":2048},{"type":"image","url":"/media/original-1a32bef8a7976e5f46b1.jpg","caption":"First quick blockout and water tests. Also I had this idea to make the level dense with foliage but at the same time keeping it readable.","originalUrl":"https://cdna.artstation.com/p/assets/images/images/010/528/864/large/maciej-gornicki-progress1.jpg?1524898603","width":1920,"height":437},{"type":"image","url":"/media/original-f3fa4e41a408bf4e909e.jpg","caption":"Trying to find this sweet spot for readability of the hex grid in the middle. Sides won't be visible most of the time on mobile phones because they are for iPad aspect ratio.","originalUrl":"https://cdna.artstation.com/p/assets/images/images/010/528/866/large/maciej-gornicki-progress2.jpg?1524898607","width":1920,"height":437},{"type":"image","url":"/media/original-8bb7e4ece09ddbe161a0.jpg","caption":"Mostly trying different colors for trees and fixing details.","originalUrl":"https://cdnb.artstation.com/p/assets/images/images/010/528/867/large/maciej-gornicki-progress3.jpg?1524898610","width":1920,"height":437}],"source":"https://gornicki.me/projects/wzDOZ"},{"id":"diegetic-ui-for-mobile-games","title":"Diegetic UI for mobile games","categories":["UI/UX","Technical Art","Game Art","Personal"],"date":"April 28, 2018","description":"A personal UI prototype exploring an interface that feels like part of the game world while keeping interactions clear and usable.\n\nThe prototype also includes effects driven by flow maps. Everything shown was implemented in Unity and running on a device.","descriptionHtml":"<p>A personal UI prototype exploring an interface that feels like part of the game world while keeping interactions clear and usable.</p><p>The prototype also includes effects driven by flow maps. Everything shown was implemented in Unity and running on a device.</p>","thumbnail":"/media/original-4a0790af0f2dee0cb11e.jpg","assets":[{"type":"embed","url":"https://www.youtube-nocookie.com/embed/0KMKYl3JPC4?feature=oembed&rel=0","caption":"Menu"},{"type":"image","url":"/media/original-4a0790af0f2dee0cb11e.jpg","alt":"Crafting screen in a wooden shelf setting: a central hero card, locked chain slots, a Craft button and a row of item cards below","caption":"","originalUrl":"https://cdna.artstation.com/p/assets/images/images/010/528/560/large/maciej-gornicki-img-3106.jpg?1524895880","width":1125,"height":2001},{"type":"embed","url":"https://www.youtube-nocookie.com/embed/uSPHbnpmQTU?feature=oembed&rel=0","caption":"Closeup"},{"type":"embed","url":"https://www.youtube-nocookie.com/embed/7kVBZE3az2s?feature=oembed&rel=0","caption":"Bottom VFX"},{"type":"image","url":"/media/original-8aaf6984f2d4c18aa541.jpg","alt":"Loot screen with six item cards marked Free, a yellow Sell Upgrades button and a wooden shelf header reading Loot!","caption":"","originalUrl":"https://cdna.artstation.com/p/assets/images/images/010/528/562/large/maciej-gornicki-img-3108.jpg?1524895884","width":1125,"height":2001},{"type":"image","url":"/media/original-73c2c53770cdaced4e57.jpg","alt":"Shop screen: a 1-month Subscription banner for 991 gems above Skeleton Bones, Troll Skin and Demon Spawn offers","caption":"","originalUrl":"https://cdnb.artstation.com/p/assets/images/images/010/528/565/large/maciej-gornicki-img-3109.jpg?1524895888","width":1125,"height":2001},{"type":"image","url":"/media/original-eb4c0e715e022e4f76d6.jpg","alt":"Adventure tab with three Daily Arena Practice cards showing entry fee and rewards, over a stone gate with blue banners","caption":"","originalUrl":"https://cdna.artstation.com/p/assets/images/images/010/528/568/large/maciej-gornicki-img-3110.jpg?1524895892","width":1125,"height":2001},{"type":"image","url":"/media/original-ca84140eacf2e4a332ef.jpg","alt":"Crafting screen with an anvil, a glowing empty slot, two X10 ingredient cards, locked slots and a Craft 20 coin button","caption":"","originalUrl":"https://cdnb.artstation.com/p/assets/images/images/010/528/681/large/maciej-gornicki-img-3112.jpg?1524897419","width":1125,"height":2001}],"source":"https://gornicki.me/projects/ebGRP"},{"id":"racing-ui-prototype","title":"Racing UI prototype","categories":["UI/UX","Game Art"],"date":"March 13, 2026","description":"An interface prototype for a racing game.","descriptionHtml":"<p>An interface prototype for a racing game.</p>","thumbnail":"/media/original-952afba60c49aa25af77.webp","assets":[{"type":"image","url":"/media/original-952afba60c49aa25af77.webp","alt":"Game lobby screen with a chat panel, a lobby list of Tokyo, Japan entries at 4/8, past games and a Create Lobby form","caption":"","originalUrl":"https://cdna.artstation.com/p/assets/images/images/097/179/876/large/maciej-gornicki-mindtrust-labs-screenshot-2.webp?1773404785","width":1920,"height":1141},{"type":"image","url":"/media/original-bbae7341f3a0eef1368c.webp","alt":"Lobby room screen with chat and Drivers, Spectators and Unassigned player columns, plus Join and Play buttons","caption":"","originalUrl":"https://cdnb.artstation.com/p/assets/images/images/097/179/871/large/maciej-gornicki-mindtrust-labs-screenshot-3.webp?1773404779","width":912,"height":544},{"type":"image","url":"/media/original-86306decac47afb7a174.webp","alt":"Settings screen with the Macrometa logo, New Game and Options menu, and fields for URL, API key, city, country and volume","caption":"","originalUrl":"https://cdna.artstation.com/p/assets/images/images/097/179/874/large/maciej-gornicki-mindtrust-labs-image-29.webp?1773404782","width":932,"height":547}],"source":"https://gornicki.me/projects/BkE4bl"},{"id":"key-art-battle","title":"Key Art - Battle","categories":["Game Art","Personal"],"date":"January 23, 2018","description":"Key art created for my writing on game UX. I experimented with the camera angle to give the scene a more dramatic composition.\n\nRead the accompanying post: https://www.artstation.com/dasp/blog/Woq/ux-in-clash-royale-part-2","descriptionHtml":"<p>Key art created for my writing on game UX. I experimented with the camera angle to give the scene a more dramatic composition.</p><p>Read the accompanying post: <a href=\"https://www.artstation.com/dasp/blog/Woq/ux-in-clash-royale-part-2\" target=\"_blank\" rel=\"noopener\">www.artstation.com/dasp/blog/Woq/ux-in-clash-royale-part-2</a></p>","thumbnail":"/media/original-47c9a26822a3d2f90ac1.jpg","assets":[{"type":"image","url":"/media/original-47c9a26822a3d2f90ac1.jpg","alt":"Low-angle 3D key art of a white-haired knight in checkered armour, a sword in the foreground and blurred orange monsters around him","caption":"","originalUrl":"https://cdna.artstation.com/p/assets/images/images/009/021/722/large/maciej-gornicki-art7.jpg?1516691108","width":1200,"height":627}],"source":"https://gornicki.me/projects/k6n3y"},{"id":"blog-art","title":"Blog Art","categories":["Game Art","Personal"],"date":"January 16, 2018","description":"An illustration for an ArtStation blog post, using characters originally built for a mobile-game prototype with a top-down camera. The composition brings those assets into a closer view.","descriptionHtml":"<p>An illustration for an ArtStation blog post, using characters originally built for a mobile-game prototype with a top-down camera. The composition brings those assets into a closer view.</p>","thumbnail":"/media/original-2758d918374ecfbc70df.jpg","assets":[{"type":"image","url":"/media/original-2758d918374ecfbc70df.jpg","alt":"Green ogre with a raised club faces a white-haired knight with a sword, beside a speech bubble reading 'Give me back great UX!'","caption":"","originalUrl":"https://cdnb.artstation.com/p/assets/images/images/008/923/311/large/maciej-gornicki-art2.jpg?1516170766","width":1200,"height":627},{"type":"image","url":"/media/original-ded7aae1537432c1ec68.jpg","alt":"The ogre and knight face-off on a plain white background, with a crowd of blurred orange monsters below","caption":"","originalUrl":"https://cdna.artstation.com/p/assets/images/images/008/923/308/large/maciej-gornicki-art1.jpg?1516122962","width":1200,"height":627},{"type":"image","url":"/media/original-baaf47f5361861086db0.jpg","alt":"Variation of the face-off on white: the knight lunges closer with his sword extended at the ogre, orange monsters behind","caption":"","originalUrl":"https://cdna.artstation.com/p/assets/images/images/008/923/306/large/maciej-gornicki-art0.jpg?1516122961","width":1200,"height":627},{"type":"image","url":"/media/original-61933ef2dd321793a3ca.jpg","caption":"Clay render, where I was testing light setup.","originalUrl":"https://cdnb.artstation.com/p/assets/images/images/008/923/303/large/maciej-gornicki-art3.jpg?1516122959","width":1200,"height":627}],"source":"https://gornicki.me/projects/n9YEo"},{"id":"legion-units","title":"Legion - Units","categories":["Game Art"],"date":"January 9, 2018","description":"Mobile-game units created in early 2017, with an art direction inspired by Warhammer.\n\nThe characters were designed for a top-down camera and optimised to stay within 2,000 triangles per unit.","descriptionHtml":"<p>Mobile-game units created in early 2017, with an art direction inspired by Warhammer.</p><p>The characters were designed for a top-down camera and optimised to stay within 2,000 triangles per unit.</p>","thumbnail":"/media/original-43f3f58d3a2ef4c91759.jpg","assets":[{"type":"image","url":"/media/original-43f3f58d3a2ef4c91759.jpg","caption":"Long range cannon.","originalUrl":"https://cdnb.artstation.com/p/assets/images/images/008/824/859/large/maciej-gornicki-irondominator1.jpg?1515567455","width":1920,"height":1080},{"type":"image","url":"/media/original-bac23ccb38d03639d823.jpg","alt":"Two game units on dark grey: a gold-armoured warrior with a glowing blue sword, and a green hover vehicle with a haloed rider","caption":"","originalUrl":"https://cdna.artstation.com/p/assets/images/images/008/824/860/large/maciej-gornicki-gg.jpg?1515533396","width":1920,"height":1080}],"source":"https://gornicki.me/projects/2rmYe"},{"id":"legion-environment-3d-art","title":"Legion - Environment 3D Art","categories":["Game Art"],"date":"January 9, 2018","description":"Environment assets for a mobile game, created in early 2017 with an art direction inspired by Warhammer.\n\nMost objects stay below 2,000 triangles, with textures packed together to improve performance. The work was built for an in-house engine using a simplified PBR pipeline rendered in real time with Metal.","descriptionHtml":"<p>Environment assets for a mobile game, created in early 2017 with an art direction inspired by Warhammer.</p><p>Most objects stay below 2,000 triangles, with textures packed together to improve performance. The work was built for an in-house engine using a simplified PBR pipeline rendered in real time with Metal.</p>","thumbnail":"/media/original-47cea0931f4927fb9e37.jpg","assets":[{"type":"image","url":"/media/original-47cea0931f4927fb9e37.jpg","caption":"Gates that were used to spawn armies. Different color for different army.","originalUrl":"https://cdna.artstation.com/p/assets/images/images/008/824/518/large/maciej-gornicki-gate.jpg?1515567118","width":1920,"height":1080},{"type":"image","url":"/media/original-0012525439aa261e074c.jpg","caption":"Another version for army entry points onto battle ground.","originalUrl":"https://cdnb.artstation.com/p/assets/images/images/008/824/511/large/maciej-gornicki-base0.jpg?1515565230","width":1920,"height":1080},{"type":"image","url":"/media/original-846939e41a39fb47f1c4.jpg","caption":"Rocks and ruins covered with moss. Background for the battlefield.","originalUrl":"https://cdnb.artstation.com/p/assets/images/images/008/824/521/large/maciej-gornicki-rocks.jpg?1515565254","width":1920,"height":1080},{"type":"image","url":"/media/original-860843c3e4cc0d6ffb11.jpg","caption":"Obstacles and decorations for battlefield. The goal was to create interesting obstacles on the battlefield without obstructing view of the units.","originalUrl":"https://cdnb.artstation.com/p/assets/images/images/008/824/519/large/maciej-gornicki-obstacles.jpg?1515567095","width":1920,"height":1080},{"type":"image","url":"/media/original-17ec8fda661c257ecc41.jpg","caption":"Ancient marble faces. Side decorations on the map.","originalUrl":"https://cdnb.artstation.com/p/assets/images/images/008/824/513/large/maciej-gornicki-faces.jpg?1515532273","width":1920,"height":1080}],"source":"https://gornicki.me/projects/Q3yg8"},{"id":"rogue-work-in-progress","title":"Rogue — Work in Progress","categories":["Game Art","Personal"],"date":"July 7, 2017","description":"Work-in-progress images of Rogue, part of my stylised X-Men character series.","descriptionHtml":"<p>Work-in-progress images of Rogue, part of my stylised X-Men character series.</p>","thumbnail":"/media/original-0d1fc64be473e9b14f7f.jpg","assets":[{"type":"image","url":"/media/original-0d1fc64be473e9b14f7f.jpg","alt":"Greyscale render of Rogue's bust with wide eyes, a bold white hair streak, dark hair and a suit with an X emblem","caption":"","originalUrl":"https://cdnb.artstation.com/p/assets/images/images/006/549/811/large/maciej-gornicki-34.jpg?1499438591","width":1920,"height":1920},{"type":"image","url":"/media/original-591fb50462c8ad183a5d.jpg","alt":"Front view of the Rogue sculpt in plain tan clay, with the hair, headband and empty eye sockets, and a red brush cursor","caption":"","originalUrl":"https://cdna.artstation.com/p/assets/images/images/006/549/802/large/maciej-gornicki-33-4.jpg?1499438446","width":876,"height":876},{"type":"image","url":"/media/original-4c701d0de8ecb6fa9fb4.jpg","alt":"Three-quarter view of the Rogue sculpt in red clay, showing the hair shapes, face and shoulders","caption":"","originalUrl":"https://cdnb.artstation.com/p/assets/images/images/006/549/803/large/maciej-gornicki-33-3.jpg?1499438448","width":873,"height":873},{"type":"image","url":"/media/original-6752594ff8b2857a82ae.jpg","alt":"Side profile of Rogue with flat colours: brown hair, white streak, green headband and yellow collar, on dark grey","caption":"","originalUrl":"https://cdna.artstation.com/p/assets/images/images/006/549/806/large/maciej-gornicki-33-2.jpg?1499438452","width":865,"height":865},{"type":"image","url":"/media/original-d615383358f380cee2f4.jpg","alt":"Front view of Rogue with flat colours: white streak, brown hair, green headband, wide eyes and a yellow suit","caption":"","originalUrl":"https://cdnb.artstation.com/p/assets/images/images/006/549/807/large/maciej-gornicki-33-1.jpg?1499438455","width":882,"height":882}],"source":"https://gornicki.me/projects/PV1oo"},{"id":"x-men-series-jubilee-update-3","title":"X-Men Series — Jubilee (Update 3)","categories":["Game Art","Personal"],"date":"June 30, 2017","description":"Jubilee, the next character in my stylised X-Men series.","descriptionHtml":"<p>Jubilee, the next character in my stylised X-Men series.</p>","thumbnail":"/media/original-0010e9d6b73308226fee.jpg","assets":[{"type":"image","url":"/media/original-0010e9d6b73308226fee.jpg","alt":"Render of Jubilee's bust in three-quarter view: spiky black hair, pink sunglasses, a bubblegum bubble and a yellow jacket, on pink","caption":"","originalUrl":"https://cdnb.artstation.com/p/assets/images/images/006/471/071/large/maciej-gornicki-32.jpg?1498835104","width":1920,"height":1920}],"source":"https://gornicki.me/projects/zq6Ld"},{"id":"jubilee-work-in-progress","title":"Jubilee — Work in Progress","categories":["Game Art","Personal"],"date":"June 29, 2017","description":"A work-in-progress study of Jubilee, exploring the character’s stylised form and vivid pink palette.","descriptionHtml":"<p>A work-in-progress study of Jubilee, exploring the character’s stylised form and vivid pink palette.</p>","thumbnail":"/media/original-1b8dd98a97be0fad82c0.jpg","assets":[{"type":"image","url":"/media/original-1b8dd98a97be0fad82c0.jpg","alt":"Close render of Jubilee blowing a pink bubble, wearing pink shades and an orange-yellow collar against a matching pink backdrop","caption":"","originalUrl":"https://cdnb.artstation.com/p/assets/images/images/006/462/145/large/maciej-gornicki-32.jpg?1498835102","width":1920,"height":1920},{"type":"image","url":"/media/original-ed62ec435184c7cbe250.jpg","alt":"Front view of the Jubilee sculpt with flat colours: pink sunglasses, a big bubblegum bubble and a yellow jacket collar","caption":"","originalUrl":"https://cdnb.artstation.com/p/assets/images/images/006/462/149/large/maciej-gornicki-31-1.jpg?1498760210","width":617,"height":617},{"type":"image","url":"/media/original-4eb8096dda99aa8c64c8.jpg","alt":"Three-quarter view of the Jubilee sculpt with flat colours, showing the swept dark hair, sunglasses, bubble and yellow collar","caption":"","originalUrl":"https://cdnb.artstation.com/p/assets/images/images/006/462/151/large/maciej-gornicki-31-2.jpg?1498760213","width":781,"height":781}],"source":"https://gornicki.me/projects/GKdZd"},{"id":"3d-stylized-ui","title":"3D Stylized UI","categories":["UI/UX","Personal"],"date":"June 26, 2017","description":"A stylised 3D interface study combining a physical, tactile appearance with a clean layout that is easy to understand at a glance. Hearthstone was a reference for the visual direction.","descriptionHtml":"<p>A stylised 3D interface study combining a physical, tactile appearance with a clean layout that is easy to understand at a glance. Hearthstone was a reference for the visual direction.</p>","thumbnail":"/media/original-a4a7a323741a2581d0f6.jpg","assets":[{"type":"image","url":"/media/original-a4a7a323741a2581d0f6.jpg","alt":"Character card for Wild Dancer, level 2: wooden plank panel with leaves, mask portrait, stat bars, Upgrade and Use buttons","caption":"","originalUrl":"https://cdna.artstation.com/p/assets/images/images/006/422/958/large/maciej-gornicki-ui2artstation.jpg?1498490365","width":1920,"height":1080}],"source":"https://gornicki.me/projects/JVbwz"},{"id":"wild-dancer","title":"Wild Dancer","categories":["Game Art","Personal"],"date":"June 26, 2017","description":"A personal character study of a stylised tribal warrior, exploring a chaotic, energetic look.","descriptionHtml":"<p>A personal character study of a stylised tribal warrior, exploring a chaotic, energetic look.</p>","thumbnail":"/media/94cb9765636742e98872.webp","assets":[{"type":"image","url":"/media/original-474163f4e7a190e0538e.jpg","alt":"Stylised tribal warrior in a wooden mask and blue feather crest holding two curved blades, full-length on a green backdrop","caption":"","originalUrl":"https://cdnb.artstation.com/p/assets/images/images/006/422/501/large/maciej-gornicki-25.jpg?1498488622","width":1920,"height":1920},{"type":"image","url":"/media/original-aa9712b01798aade48c6.jpg","caption":"Some color variations.","originalUrl":"https://cdna.artstation.com/p/assets/images/images/006/422/634/large/maciej-gornicki-27.jpg?1498489366","width":1920,"height":1920},{"type":"image","url":"/media/original-04839a551d577dd26191.jpg","alt":"Close view of the Wild Dancer facing the camera: grinning wooden mask with glowing yellow eyes, blue feathers and two blades","caption":"","originalUrl":"https://cdna.artstation.com/p/assets/images/images/006/422/560/large/maciej-gornicki-26.jpg?1498488994","width":1920,"height":1920},{"type":"image","url":"/media/original-1c7fbca22dd271313584.jpg","caption":"Version with more details","originalUrl":"https://cdnb.artstation.com/p/assets/images/images/006/422/377/large/maciej-gornicki-character.jpg?1498488048","width":1920,"height":1458},{"type":"image","url":"/media/original-99025f8cfb33e91fd2cb.jpg","alt":"Colour variant of the Wild Dancer with red, yellow and green feathers and a long rope-wrapped weapon, in three-quarter view on green","caption":"","originalUrl":"https://cdna.artstation.com/p/assets/images/images/006/422/380/large/maciej-gornicki-character1.jpg?1498488057","width":1920,"height":1458},{"type":"image","url":"/media/original-f747638f2b29c971a96d.jpg","caption":"Low-Poly version, 2146 triangles","originalUrl":"https://cdnb.artstation.com/p/assets/images/images/006/422/443/large/maciej-gornicki-1.jpg?1498488380","width":763,"height":710},{"type":"image","url":"/media/original-eefd392bec26c0c4c583.jpg","caption":"Low-Poly version, 2146 triangles","originalUrl":"https://cdna.artstation.com/p/assets/images/images/006/422/444/large/maciej-gornicki-0.jpg?1498488383","width":861,"height":686}],"source":"https://gornicki.me/projects/gLoRP"},{"id":"x-men-series-update-2","title":"X-Men series (Update 2)","categories":["Game Art","Personal"],"date":"June 19, 2017","description":"A new character study from my ongoing stylised X-Men series.","descriptionHtml":"<p>A new character study from my ongoing stylised X-Men series.</p>","thumbnail":"/media/original-f3937666c1f97271e2f0.jpg","assets":[{"type":"image","url":"/media/original-f3937666c1f97271e2f0.jpg","alt":"Render of Nightcrawler's bust: grey-blue skin, yellow eyes, fangs, a pointed ear, swept dark hair and a red scaled collar","caption":"","originalUrl":"https://cdna.artstation.com/p/assets/images/images/006/339/798/large/maciej-gornicki-28.jpg?1497863477","width":1920,"height":1920},{"type":"image","url":"/media/original-f8f3be27dacb85f39faf.jpg","alt":"Sculpt viewport capture of the Nightcrawler bust in flat blue, with yellow eyes, swept hair and a plain red collar","caption":"","originalUrl":"https://cdnb.artstation.com/p/assets/images/images/006/339/799/large/maciej-gornicki-25.jpg?1497863483","width":756,"height":839}],"source":"https://gornicki.me/projects/bZGqv"},{"id":"stylized-x-men-series","title":"Stylized X-Men series","categories":["Game Art","Personal"],"date":"June 10, 2017","description":"A series of stylised X-Men portraits based on concepts by Randy Bishop. I began the project as a break from realistic anatomy studies, then developed the sculpts into textured and rendered characters.\n\nThe morning sculpts took between one and four hours each, followed by around three hours of texturing.","descriptionHtml":"<p>A series of stylised X-Men portraits based on concepts by Randy Bishop. I began the project as a break from realistic anatomy studies, then developed the sculpts into textured and rendered characters.</p><p>The morning sculpts took between one and four hours each, followed by around three hours of texturing.</p>","thumbnail":"/media/original-71351b6d8caa2b9d2418.jpg","assets":[{"type":"image","url":"/media/original-71351b6d8caa2b9d2418.jpg","alt":"Render of Wolverine's head and shoulders, front view: yellow honeycomb-textured cowl, navy mask with tall ears, green eyes, on green","caption":"","originalUrl":"https://cdna.artstation.com/p/assets/images/images/006/246/032/large/maciej-gornicki-26.jpg?1497095163","width":1920,"height":1920},{"type":"image","url":"/media/original-f7cd5421d5a5c81d0ac9.jpg","alt":"Three-quarter render of Cyclops's head in a dark hex-textured hood with a glowing red visor in a gold frame, on teal","caption":"","originalUrl":"https://cdna.artstation.com/p/assets/images/images/006/246/034/large/maciej-gornicki-24.jpg?1497094450","width":1920,"height":1920},{"type":"image","url":"/media/original-76fdd8b261075b2d0be6.jpg","alt":"Render of Mystique's bust: blue skin, yellow eyes, swept red hair with a skull ornament and a white collar, on maroon","caption":"","originalUrl":"https://cdnb.artstation.com/p/assets/images/images/006/246/029/large/maciej-gornicki-27.jpg?1497094440","width":1920,"height":1920},{"type":"image","url":"/media/original-d7631341c3b46ff53b83.jpg","alt":"Three-quarter render of Beast's head with blue fur, wide eyes, fangs and a swept mane, looking up and to the left on grey","caption":"","originalUrl":"https://cdna.artstation.com/p/assets/images/images/006/246/038/large/maciej-gornicki-22.jpg?1497094460","width":1920,"height":1920},{"type":"image","url":"/media/original-e2ea4edd5774b1ef4b98.jpg","alt":"Front render of Colossus's head in polished steel with a furrowed scowl, blue eyes and black hair, on a grey backdrop","caption":"","originalUrl":"https://cdnb.artstation.com/p/assets/images/images/006/246/035/large/maciej-gornicki-23.jpg?1497094455","width":1920,"height":1920},{"type":"image","url":"/media/original-b12f779106213c376ecc.jpg","alt":"Sculpt viewport capture of the Beast head in flat blue, with tan eyes, fangs and swept hair, on a grid background","caption":"","originalUrl":"https://cdna.artstation.com/p/assets/images/images/006/246/018/large/maciej-gornicki-21.jpg?1497094397","width":743,"height":743},{"type":"image","url":"/media/original-cca020240695a25c1ab6.jpg","alt":"Sculpt viewport capture of Mystique with flat colours: red hair, blue skin, yellow eyes, skull ornament and white collar","caption":"","originalUrl":"https://cdnb.artstation.com/p/assets/images/images/006/246/019/large/maciej-gornicki-20.jpg?1497094399","width":924,"height":924},{"type":"image","url":"/media/original-e414cbdf3efe122d37d1.jpg","alt":"Sculpt viewport capture of Cyclops with flat colours: dark blue hood, orange visor and tan lower face, on a grid","caption":"","originalUrl":"https://cdna.artstation.com/p/assets/images/images/006/246/020/large/maciej-gornicki-19.jpg?1497094401","width":686,"height":686},{"type":"image","url":"/media/original-271f717e67292710c5a3.jpg","alt":"Front view of the Colossus sculpt in plain grey clay with a scowling face, blue eyes and dark hair, on a grid","caption":"","originalUrl":"https://cdnb.artstation.com/p/assets/images/images/006/246/021/large/maciej-gornicki-18.jpg?1497094403","width":636,"height":636},{"type":"image","url":"/media/original-3a6142ce2fcea733c027.jpg","alt":"Front view of the Wolverine sculpt with flat colours: yellow cowl, blue mask with tall ears and green eyes, on a grid","caption":"","originalUrl":"https://cdna.artstation.com/p/assets/images/images/006/246/022/large/maciej-gornicki-17.jpg?1497094405","width":683,"height":683}],"source":"https://gornicki.me/projects/2z63B"},{"id":"reebok-high-red","title":"Reebok High Red","categories":["Game Art","Personal"],"date":"May 25, 2017","description":"A work-in-progress shoe asset for a character project, rendered in Octane. The study explores the model, normal maps and material roughness.","descriptionHtml":"<p>A work-in-progress shoe asset for a character project, rendered in Octane. The study explores the model, normal maps and material roughness.</p>","thumbnail":"/media/original-b9089432c2e319ed3966.jpg","assets":[{"type":"image","url":"/media/original-b9089432c2e319ed3966.jpg","alt":"Side view of a red high-top Reebok trainer with a silver padded collar and two straps, 3D render in Octane","caption":"","originalUrl":"https://cdnb.artstation.com/p/assets/images/images/006/062/023/large/maciej-gornicki-2-noise.jpg?1495743096","width":1900,"height":1900}],"source":"https://gornicki.me/projects/o12QW"},{"id":"daily-sculpts","title":"Daily sculpts","categories":["Game Art","Personal"],"date":"May 11, 2017","description":"A collection of one-hour morning sculpts, made as daily practice.","descriptionHtml":"<p>A collection of one-hour morning sculpts, made as daily practice.</p>","thumbnail":"/media/original-d8ecae43e935011dc619.jpg","assets":[{"type":"image","url":"/media/original-d8ecae43e935011dc619.jpg","alt":"Front view of a bald sculpted head with eyes closed and tongue poking out, lit with warm and blue light","caption":"","originalUrl":"https://cdnb.artstation.com/p/assets/images/images/005/897/731/large/maciej-gornicki-14.jpg?1494526108","width":1920,"height":1920},{"type":"image","url":"/media/original-48c2883709bb97eb0704.jpg","alt":"Front view of four sculpted bodies in orange clay: a slim woman, a heavy woman, a lean man and a muscular man","caption":"","originalUrl":"https://cdna.artstation.com/p/assets/images/images/005/897/716/large/maciej-gornicki-10.jpg?1494525947","width":1920,"height":960},{"type":"image","url":"/media/original-e3b621594650db7da131.jpg","alt":"Back view of the same four orange sculpted figures on a green background","caption":"","originalUrl":"https://cdnb.artstation.com/p/assets/images/images/005/897/717/large/maciej-gornicki-11.jpg?1494525951","width":1920,"height":960},{"type":"image","url":"/media/original-1cc606c3c393209017da.jpg","alt":"Front view of three pale female body sculpts with different proportions, in front of a glowing green triangle","caption":"","originalUrl":"https://cdnb.artstation.com/p/assets/images/images/005/897/733/large/maciej-gornicki-12.jpg?1494526033","width":1920,"height":1440},{"type":"image","url":"/media/original-8fa4d589e7bafabc0a12.jpg","alt":"Back view of the three female body sculpts against the glowing green triangle","caption":"","originalUrl":"https://cdnb.artstation.com/p/assets/images/images/005/897/737/large/maciej-gornicki-13.jpg?1494526054","width":1920,"height":1440},{"type":"image","url":"/media/original-91704c2cbda4122442b4.jpg","alt":"Three-quarter view of a male figure sculpt with a glossy gold metallic finish, lit warm above and blue below","caption":"","originalUrl":"https://cdna.artstation.com/p/assets/images/images/005/897/700/large/maciej-gornicki-copy-of-3.jpg?1494525865","width":646,"height":1400}],"source":"https://gornicki.me/projects/nyqbo"},{"id":"painter-mat-painter","title":"Painter, Mat Painter","categories":["Game Art","Personal"],"date":"May 10, 2017","description":"My entry for Allegorithmic’s Meet MAT texturing contest: a passionate painter with a distinct personality and an independent creative streak.","descriptionHtml":"<p>My entry for Allegorithmic’s Meet MAT texturing contest: a passionate painter with a distinct personality and an independent creative streak.</p>","thumbnail":"/media/original-a1528ff011838c872724.jpg","assets":[{"type":"image","url":"/media/original-a1528ff011838c872724.jpg","alt":"Front view of a toy-like painter character in a red knitted beret, round glasses and moustache, covered in paint splashes","caption":"","originalUrl":"https://cdna.artstation.com/p/assets/images/images/005/886/234/large/maciej-gornicki-matpainter2.jpg?1494447913","width":1920,"height":1200},{"type":"image","url":"/media/original-0cfd7eb0f22579256b5f.jpg","alt":"Close-up of the painter figure's arm with an 'ARTIST' wristband, beside a paint-splashed denim shirt and khaki shorts","caption":"","originalUrl":"https://cdna.artstation.com/p/assets/images/images/005/886/236/large/maciej-gornicki-matpainter3.jpg?1494447838","width":1920,"height":1200},{"type":"image","url":"/media/original-d56fe74538df3691c835.jpg","alt":"Macro close-up of the painter's belt buckle, paint-stained shirt and trousers, showing fabric and stitching detail","caption":"","originalUrl":"https://cdna.artstation.com/p/assets/images/images/005/886/238/large/maciej-gornicki-matpainter4.jpg?1494447843","width":1920,"height":1200}],"source":"https://gornicki.me/projects/vX5LA"},{"id":"futuristic-motorcycle-wip2","title":"Futuristic Motorcycle WIP2","categories":["Game Art","Personal"],"date":"April 5, 2017","description":"A new render of an existing futuristic motorcycle model, made while switching my rendering workflow to Octane.","descriptionHtml":"<p>A new render of an existing futuristic motorcycle model, made while switching my rendering workflow to 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shield-shaped badge, 3D render on a red background, inspired by Clash Royale","caption":"","originalUrl":"https://cdnb.artstation.com/p/assets/images/images/004/221/101/large/maciej-gornicki-redcc.jpg?1481484263","width":1920,"height":1080},{"type":"image","url":"/media/original-5032ecca4aa0c1376d93.jpg","caption":"Which side you are on?","originalUrl":"https://cdna.artstation.com/p/assets/images/images/004/221/102/large/maciej-gornicki-teamscc.jpg?1481484264","width":1920,"height":1080}],"source":"https://gornicki.me/projects/m1Wzd"},{"id":"futuristic-motorcycle-wip","title":"Futuristic Motorcycle (WIP)","categories":["Game Art"],"date":"November 5, 2016","description":"A work-in-progress futuristic motorcycle design.","descriptionHtml":"<p>A work-in-progress futuristic motorcycle design.</p>","thumbnail":"/media/original-38fe7650ddfccb8c42f3.jpg","assets":[{"type":"image","url":"/media/original-38fe7650ddfccb8c42f3.jpg","alt":"Low-angle view of the futuristic motorcycle in purple and pink light, with a glowing yellow headlight and chunky tyre","caption":"","originalUrl":"https://cdna.artstation.com/p/assets/images/images/003/903/200/large/maciej-gornicki-10.jpg?1478385341","width":1920,"height":2880}],"source":"https://gornicki.me/projects/PNO4L"},{"id":"3d-game-user-interface","title":"3D Game User Interface","categories":["UI/UX","Game Art"],"date":"November 5, 2016","description":"User-interface artwork for 7 Legends: Run. The icons were created as pre-rendered 3D models.","descriptionHtml":"<p>User-interface artwork for 7 Legends: Run. 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The unit was pre-rendered and composited into its environment.","descriptionHtml":"<p>An isometric catapult inspired by the visual style of Clash of Clans. The unit was pre-rendered and composited into its environment.</p>","thumbnail":"/media/original-6b34508d1834af3ba873.jpg","assets":[{"type":"image","url":"/media/original-6b34508d1834af3ba873.jpg","alt":"Isometric view of a small wooden catapult with rope torsion and stone-rimmed wheels on sandy ground, grey rocks blurred behind","caption":"","originalUrl":"https://cdnb.artstation.com/p/assets/images/images/002/994/829/large/maciej-gornicki-catapult.jpg?1468257519","width":1920,"height":1920}],"source":"https://gornicki.me/projects/wN0Yw"},{"id":"blacksmith","title":"Blacksmith","categories":["Game Art","Personal"],"date":"May 28, 2016","description":"A stylised scene developed from a concept found online. The images were captured in Unity.","descriptionHtml":"<p>A stylised scene developed from a concept found online. The images were captured in Unity.</p>","thumbnail":"/media/original-91b4a13fb0af72c9f745.jpg","assets":[{"type":"image","url":"/media/original-91b4a13fb0af72c9f745.jpg","alt":"Stylised blacksmith workshop with an anvil banner beside a spiked, skull-faced furnace with a glowing mouth, among rocks","caption":"","originalUrl":"https://cdnb.artstation.com/p/assets/images/images/002/680/101/large/maciej-gornicki-characterrendering-5-29-2016.jpg?1464472047","width":1920,"height":1080},{"type":"image","url":"/media/original-2365d854895e312d8ddb.jpg","alt":"Higher three-quarter view of the blacksmith workshop and skull furnace, with glowing forge light and scattered stones","caption":"","originalUrl":"https://cdna.artstation.com/p/assets/images/images/002/680/102/large/maciej-gornicki-characterrendering-5-29-2016-2.jpg?1464471631","width":1920,"height":1080}],"source":"https://gornicki.me/projects/4R8A8"},{"id":"sunday-gun","title":"Sunday Gun","categories":["Game Art","Personal"],"date":"April 24, 2016","description":"A personal texturing exercise, revisiting a gun model I had made two years earlier.","descriptionHtml":"<p>A personal texturing exercise, revisiting a gun model I had made two years earlier.</p>","thumbnail":"/media/original-f28f608e79e4d7437928.jpg","assets":[{"type":"image","url":"/media/original-f28f608e79e4d7437928.jpg","alt":"Close-up of a stylised sci-fi revolver firing, with a muzzle flash at the cyan barrel and a yellow skull emblem","caption":"","originalUrl":"https://cdna.artstation.com/p/assets/images/images/002/418/904/large/maciej-gornicki-characterrendering-4-24-2016.jpg?1461520231","width":1920,"height":1080},{"type":"image","url":"/media/original-aa18f0e9bfc55692402b.jpg","alt":"Side view of the textured revolver with a cyan barrel, checkered yellow cylinder band, skull decal and cracked wooden grip","caption":"","originalUrl":"https://cdnb.artstation.com/p/assets/images/images/002/418/903/large/maciej-gornicki-characterrendering-4-24-2016-1.jpg?1461519482","width":1920,"height":1080},{"type":"image","url":"/media/original-e2aabad26f1d2b7c6e82.jpg","alt":"Both sides of the revolver shown together, one with the skull decal and the other with a yellow paint-splat decal","caption":"","originalUrl":"https://cdna.artstation.com/p/assets/images/images/002/418/902/large/maciej-gornicki-characterrendering-4-24-2016-4.jpg?1461519474","width":1920,"height":1080}],"source":"https://gornicki.me/projects/Wgd9E"},{"id":"knowledge","title":"Knowledge","categories":["Game Art","Personal"],"date":"March 28, 2016","description":"A stylised book asset based on a concept by Arslan Shyriiev.","descriptionHtml":"<p>A stylised book asset based on a concept by Arslan Shyriiev.</p>","thumbnail":"/media/original-621904ea8f754883b228.jpg","assets":[{"type":"image","url":"/media/original-621904ea8f754883b228.jpg","alt":"Stylised closed book with a brown leather cover, gold corner caps and clasp, and a blue gem set in a cross emblem","caption":"","originalUrl":"https://cdnb.artstation.com/p/assets/images/images/002/242/227/large/maciej-gornicki-characterrendering-3-29-2016-3.jpg?1459201585","width":1920,"height":1440},{"type":"image","url":"/media/original-42df014a624e2560ee63.jpg","alt":"Lower angle of the same book showing the page edge, bookmark ribbon and gold fittings, with a glint on the gem","caption":"","originalUrl":"https://cdna.artstation.com/p/assets/images/images/002/242/228/large/maciej-gornicki-characterrendering-3-29-2016-4.jpg?1459201588","width":1920,"height":1440}],"source":"https://gornicki.me/projects/81DaE"},{"id":"monster","title":"Monster","categories":["Game Art","Personal"],"date":"March 21, 2016","description":"A character modelling and texturing study based on a concept from BITGEM3D.COM. Created over two days, with images captured in Unity.","descriptionHtml":"<p>A character modelling and texturing study based on a concept from BITGEM3D.COM. Created over two days, with images captured in Unity.</p>","thumbnail":"/media/original-d9f1da4d00f2289a5f45.jpg","assets":[{"type":"image","url":"/media/original-d9f1da4d00f2289a5f45.jpg","alt":"Front view of a stylised red ogre with dark spiky hair and beard, holding two large square-headed hammers, on a yellow floor","caption":"","originalUrl":"https://cdnb.artstation.com/p/assets/images/images/002/223/151/large/maciej-gornicki-characterrendering-3-25-2016-4.jpg?1458914800","width":1920,"height":1440},{"type":"image","url":"/media/original-8e751be5a32b020595df.jpg","alt":"The red ogre standing among several hammers laid on the yellow floor in front of a maroon wall","caption":"","originalUrl":"https://cdnb.artstation.com/p/assets/images/images/002/223/153/large/maciej-gornicki-characterrendering-3-25-2016-3.jpg?1458914809","width":1920,"height":1440},{"type":"image","url":"/media/original-76e0aa2cd013863366ff.jpg","alt":"Three-quarter view of the ogre hunched beside a hammer on the floor, showing his earring and spiral shoulder pads","caption":"","originalUrl":"https://cdnb.artstation.com/p/assets/images/images/002/223/155/large/maciej-gornicki-characterrendering-3-25-2016-6.jpg?1458914813","width":1920,"height":1440},{"type":"image","url":"/media/original-2bcfea6937333fa9756a.jpg","alt":"Front view of the ogre holding both hammers against a plain maroon background, with an orange glow on his chest","caption":"","originalUrl":"https://cdnb.artstation.com/p/assets/images/images/002/200/013/large/maciej-gornicki-characterrendering-3-22-2016.jpg?1458598758","width":1920,"height":1440},{"type":"image","url":"/media/original-f2ea248dd1c5fe47ad23.jpg","alt":"Side-on view of the ogre's upper body and one hammer in front of him, against a plain maroon background","caption":"","originalUrl":"https://cdna.artstation.com/p/assets/images/images/002/200/016/large/maciej-gornicki-characterrendering-3-22-2016-1.jpg?1458598762","width":1920,"height":1440},{"type":"image","url":"/media/original-566d4ba1fad9a3b5a9a3.jpg","alt":"Close front view of the ogre with several hammers resting around him, against a maroon backdrop","caption":"","originalUrl":"https://cdna.artstation.com/p/assets/images/images/002/200/018/large/maciej-gornicki-characterrendering-3-22-2016-2.jpg?1458598767","width":1920,"height":1440},{"type":"image","url":"/media/original-53549f4448e20032c41e.jpg","alt":"Front view of the ogre without hammers, showing spiral shoulder pads, studded wristbands and belt under flat lighting","caption":"","originalUrl":"https://cdna.artstation.com/p/assets/images/images/002/200/020/large/maciej-gornicki-characterrendering-3-22-2016-3.jpg?1458598771","width":1920,"height":1440},{"type":"image","url":"/media/original-174d6f114c29076b265f.jpg","alt":"BITGEM3D.COM concept art of the red ogre, with two hammer designs drawn beside him","caption":"","originalUrl":"https://cdnb.artstation.com/p/assets/images/images/002/200/007/large/maciej-gornicki-b2b76baa64134dfdedfa234952776bf7.jpg?1458598729","width":576,"height":400}],"source":"https://gornicki.me/projects/1EZqK"},{"id":"square-ville","title":"Square Ville","categories":["Game Art"],"date":"November 30, 2015","description":"A stylised environment made for the Unity Asset Store. The visual language builds on Square Fantasy with a different setting.\n\nProcedural textures allow the assets to change appearance with the seasons. The images were captured in Unity.","descriptionHtml":"<p>A stylised environment made for the Unity Asset Store. The visual language builds on Square Fantasy with a different setting.</p><p>Procedural textures allow the assets to change appearance with the seasons. The images were captured in Unity.</p>","thumbnail":"/media/original-18c0daef28779b8f472e.jpg","assets":[{"type":"image","url":"/media/original-18c0daef28779b8f472e.jpg","alt":"Farm scene with a fenced paddock of pigs and goats, corn and radish plots, and a red barn beneath green hills","caption":"","originalUrl":"https://cdnb.artstation.com/p/assets/images/images/001/576/829/large/maciej-gornicki-5-0-11-28-2015-10.jpg?1448893201","width":1920,"height":1080},{"type":"image","url":"/media/original-62d3ec76bd3ab974a151.jpg","alt":"A blocky goat on a hilltop at sunset, with a large glowing sun between low-poly mountains","caption":"","originalUrl":"https://cdnb.artstation.com/p/assets/images/images/001/576/825/large/maciej-gornicki-5-0-11-28-2015.jpg?1448893095","width":1920,"height":1080},{"type":"image","url":"/media/original-142fc6687882107a556d.jpg","alt":"Low view along a path through sunflowers towards a pig and an apple tree, with mountains behind","caption":"","originalUrl":"https://cdna.artstation.com/p/assets/images/images/001/576/788/large/maciej-gornicki-5-0-11-28-2015-24.jpg?1448892908","width":1920,"height":1080},{"type":"image","url":"/media/original-5235c27d40758f2e6d4a.jpg","alt":"Elevated view of the whole farm in warm autumn tones, with orchards, fields, paddocks, barn, windmill and silos","caption":"","originalUrl":"https://cdnb.artstation.com/p/assets/images/images/001/576/831/large/maciej-gornicki-5-0-11-28-2015-17.jpg?1448893141","width":1920,"height":1080},{"type":"image","url":"/media/original-ec5457becdb9185bfbb9.jpg","alt":"Carrot field with a scarecrow in the foreground, and geese, sheep, an orchard and a red barn beyond","caption":"","originalUrl":"https://cdnb.artstation.com/p/assets/images/images/001/576/827/large/maciej-gornicki-5-0-11-28-2015-8.jpg?1448893101","width":1920,"height":1080},{"type":"image","url":"/media/original-efe80c4ff15a4ee760c2.jpg","alt":"Wheat and sunflower fields beside a red barn, with a windmill, farmhouses and silos behind","caption":"","originalUrl":"https://cdna.artstation.com/p/assets/images/images/001/576/828/large/maciej-gornicki-5-0-11-28-2015-9.jpg?1448893110","width":1920,"height":1080},{"type":"image","url":"/media/original-3ce677634713f72691ce.jpg","alt":"High view across the Square Ville farm: rows of apple trees, a pumpkin patch, crop fields, farmhouses and a windmill","caption":"","originalUrl":"https://cdna.artstation.com/p/assets/images/images/001/576/830/large/maciej-gornicki-5-0-11-28-2015-14.jpg?1448893120","width":1920,"height":1080},{"type":"image","url":"/media/original-dc0968e2566fa8593ef3.jpg","alt":"Square Ville farm in summer: a red barn between wheat and sunflower fields, an animal by the fence and fruit trees","caption":"","originalUrl":"https://cdna.artstation.com/p/assets/images/images/001/576/832/large/maciej-gornicki-5-0-11-28-2015-20.jpg?1448893148","width":1920,"height":1080},{"type":"image","url":"/media/original-c83921a4585e30f3049b.jpg","alt":"The same Square Ville farm view under snow, with the red barn, crop fields and fence on white ground","caption":"","originalUrl":"https://cdnb.artstation.com/p/assets/images/images/001/576/833/large/maciej-gornicki-5-0-11-28-2015-21.jpg?1448893155","width":1920,"height":1080},{"type":"image","url":"/media/original-a87537e628fbec9eb470.jpg","alt":"The same Square Ville farm view in autumn: orange crops, dark trees with orange fruit and patches of snow on the grass","caption":"","originalUrl":"https://cdna.artstation.com/p/assets/images/images/001/576/834/large/maciej-gornicki-5-0-11-28-2015-22.jpg?1448893163","width":1920,"height":1080},{"type":"image","url":"/media/original-64913a84fdea81185708.jpg","alt":"The same Square Ville farm view in warm yellow light, with golden wheat, sunflowers and dark green fruit trees","caption":"","originalUrl":"https://cdna.artstation.com/p/assets/images/images/001/576/836/large/maciej-gornicki-5-0-11-28-2015-23.jpg?1448893171","width":1920,"height":1080}],"source":"https://gornicki.me/projects/8vQoQ"},{"id":"tokyo-diorama","title":"Tokyo Diorama","categories":["Game Art","Personal"],"date":"November 19, 2015","description":"A work-in-progress diorama inspired by a visit to Tokyo, built and captured in Unity. It is one street corner cut out as a block on a plain grey background: a strip of tiled pavement, a stretch of road with a white line and blue-and-white barrier rails, and underneath, a cut-away of the brick-lined channel below the street.\n\nMost of the work is in the props. Against orange render chipped back to brick stand a utility pole with a transformer and sagging cables, an air-conditioning unit, conduit and meter boxes, a green awning with characters on its flaps, a green neon sign, a framed God Eater poster and a red drinks vending machine. At street level are a lattice sliding door, umbrellas in a tub, cardboard boxes, a potted plant with a coiled hose, steel bins, a decorated manhole cover and a yellow barrel dripping green slime.\n\nClose-ups with a shallow depth of field show the wear on the tiles, the timber door and the barrel. When I posted it I still had a few things to add. The assets were made in 3ds Max, ZBrush, Substance Painter and Photoshop before going into Unity.","descriptionHtml":"<p>A work-in-progress diorama inspired by a visit to Tokyo, built and captured in Unity. It is one street corner cut out as a block on a plain grey background: a strip of tiled pavement, a stretch of road with a white line and blue-and-white barrier rails, and underneath, a cut-away of the brick-lined channel below the street.</p><p>Most of the work is in the props. Against orange render chipped back to brick stand a utility pole with a transformer and sagging cables, an air-conditioning unit, conduit and meter boxes, a green awning with characters on its flaps, a green neon sign, a framed God Eater poster and a red drinks vending machine. At street level are a lattice sliding door, umbrellas in a tub, cardboard boxes, a potted plant with a coiled hose, steel bins, a decorated manhole cover and a yellow barrel dripping green slime.</p><p>Close-ups with a shallow depth of field show the wear on the tiles, the timber door and the barrel. When I posted it I still had a few things to add. The assets were made in 3ds Max, ZBrush, Substance Painter and Photoshop before going into Unity.</p>","thumbnail":"/media/original-cfa7830e84e7eef258b5.jpg","assets":[{"type":"image","url":"/media/original-cfa7830e84e7eef258b5.jpg","alt":"The whole Tokyo diorama from above: an orange-walled street corner with a green awning, neon sign and vending machine","caption":"","originalUrl":"https://cdna.artstation.com/p/assets/images/images/001/522/762/large/maciej-gornicki-tokyo-11-16-2015.jpg?1781200106","width":1920,"height":1080},{"type":"image","url":"/media/original-38e0312f68b82acadddc.jpg","alt":"Front view of the diorama: neon sign, God Eater poster, red vending machine, steel bins and a yellow barrel on tiled pavement","caption":"","originalUrl":"https://cdna.artstation.com/p/assets/images/images/001/522/764/large/maciej-gornicki-tokyo-11-16-2015-1.jpg?1447928578","width":1920,"height":1080},{"type":"image","url":"/media/original-9782af1221126d18e708.jpg","alt":"Low close-up at the kerb: tiled pavement, a coiled green hose, a planter and the vending machine, with barrier rails","caption":"","originalUrl":"https://cdnb.artstation.com/p/assets/images/images/001/522/765/large/maciej-gornicki-tokyo-11-16-2015-2.jpg?1447928584","width":1920,"height":1080},{"type":"image","url":"/media/original-136c7b47e4f23041b2a3.jpg","alt":"Close-up of the red drinks vending machine beside cardboard boxes, a coiled hose and a potted plant under the awning","caption":"","originalUrl":"https://cdnb.artstation.com/p/assets/images/images/001/522/767/large/maciej-gornicki-tokyo-11-16-2015-3.jpg?1447928589","width":1920,"height":1080},{"type":"image","url":"/media/original-38c3c3a1e977824a7611.jpg","alt":"Close-up of the timber lattice sliding door under the awning, with a tub of umbrellas and stacked cardboard boxes","caption":"","originalUrl":"https://cdna.artstation.com/p/assets/images/images/001/522/770/large/maciej-gornicki-tokyo-11-16-2015-4.jpg?1447928597","width":1920,"height":1080},{"type":"image","url":"/media/original-586d93d2de0cc024f762.jpg","alt":"Close-up of a decorated yellow manhole cover in the tiled pavement, with a green hose and planter behind","caption":"","originalUrl":"https://cdna.artstation.com/p/assets/images/images/001/522/756/large/maciej-gornicki-tokyo-11-16-2015-11.jpg?1447928545","width":1920,"height":1080},{"type":"image","url":"/media/original-0734f413646c9b1240ca.jpg","alt":"Utility pole with a transformer and sagging cables against the orange wall, above the awning and vending machine","caption":"","originalUrl":"https://cdnb.artstation.com/p/assets/images/images/001/522/761/large/maciej-gornicki-tokyo-11-16-2015-5.jpg?1447928570","width":1920,"height":1080},{"type":"image","url":"/media/original-602b15eec320f44ac1e7.jpg","alt":"Side view of the wall: a meter box with conduit running down, the God Eater poster and an air-conditioning unit","caption":"","originalUrl":"https://cdnb.artstation.com/p/assets/images/images/001/522/757/large/maciej-gornicki-tokyo-11-16-2015-12.jpg?1447928551","width":1920,"height":1080},{"type":"image","url":"/media/original-28f52808968568d24433.jpg","alt":"Upper wall detail: a duct along the orange render, an air-conditioning unit, the God Eater poster and the awning","caption":"","originalUrl":"https://cdnb.artstation.com/p/assets/images/images/001/522/763/large/maciej-gornicki-tokyo-11-16-2015-6.jpg?1447928577","width":1920,"height":1080},{"type":"image","url":"/media/original-62c561cd2b87d6344c02.jpg","alt":"The green neon sign glowing on a red board by the utility pole, with the awning and vending machine 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three metal dustbins on white tiled pavement, with a red vending machine and plant pot behind","caption":"","originalUrl":"https://cdna.artstation.com/p/assets/images/images/001/522/768/large/maciej-gornicki-tokyo-11-16-2015-8.jpg?1447928590","width":1920,"height":1080},{"type":"image","url":"/media/original-4356a5c3aaaa9e089451.jpg","alt":"Overview of the Tokyo diorama: an orange wall with an anime poster, green awning, vending machine, bins and barrel on tiles","caption":"","originalUrl":"https://cdna.artstation.com/p/assets/images/images/001/522/760/large/maciej-gornicki-tokyo-11-16-2015-15.jpg?1447928568","width":1920,"height":1080},{"type":"image","url":"/media/original-25fcbe0dfd5fd03a8f01.jpg","alt":"Yellow oil drum with green slime and a radiation symbol on tiled pavement, with a bin and vending machine behind","caption":"","originalUrl":"https://cdnb.artstation.com/p/assets/images/images/001/522/769/large/maciej-gornicki-tokyo-11-16-2015-10.jpg?1447928597","width":1920,"height":1080}],"source":"https://gornicki.me/projects/ndK56"},{"id":"pocket-empires","title":"Pocket Empires","categories":["Game Art","Personal"],"date":"November 5, 2015","description":"A small scene created in Modo.","descriptionHtml":"<p>A small scene created in Modo.</p>","thumbnail":"/media/original-e2fb14acadc02016bf42.jpg","assets":[{"type":"image","url":"/media/original-e2fb14acadc02016bf42.jpg","alt":"Stylised coastal scene of blue-roofed timber houses, cannon emplacements behind spiked fences, and sailing ships on blue water","caption":"","originalUrl":"https://cdnb.artstation.com/p/assets/images/images/001/457/235/large/maciej-gornicki-render0.jpg?1446754063","width":1920,"height":1080},{"type":"image","url":"/media/original-27b8ba17720938a7a54f.jpg","alt":"Close view of blue-roofed half-timbered towers and houses among rounded green trees on yellow ground","caption":"","originalUrl":"https://cdnb.artstation.com/p/assets/images/images/001/457/237/large/maciej-gornicki-render2.jpg?1446754020","width":1920,"height":1080},{"type":"image","url":"/media/original-72334c0cc9f72273d4f9.jpg","alt":"Three small sailing ships with blue sails near the shore, beside two spiked cannon emplacements","caption":"","originalUrl":"https://cdna.artstation.com/p/assets/images/images/001/457/236/large/maciej-gornicki-render1.jpg?1446753963","width":1920,"height":1080}],"source":"https://gornicki.me/projects/DY6L9"},{"id":"stylized-viking-armory","title":"Stylized Viking Armory","categories":["Game Art"],"date":"November 5, 2015","description":"A collection of stylised Viking weapons with configurable Substance materials and blend shapes. Combining the two allows each asset’s appearance to change substantially.\n\nThe images were captured in Unity.","descriptionHtml":"<p>A collection of stylised Viking weapons with configurable Substance materials and blend shapes. Combining the two allows each asset’s appearance to change substantially.</p><p>The images were captured in Unity.</p>","thumbnail":"/media/original-76232168b39c3f5246a5.jpg","assets":[{"type":"image","url":"/media/original-76232168b39c3f5246a5.jpg","alt":"Pile of colourful round Viking shields pierced by arrows, with swords and an axe lying around, seen from above","caption":"","originalUrl":"https://cdnb.artstation.com/p/assets/images/images/001/456/589/large/maciej-gornicki-3.jpg?1446743840","width":1920,"height":1080},{"type":"image","url":"/media/original-81f12b53cef70c315493.jpg","alt":"Close-up of a teal and white painted shield with a callout reading 'Custom decal textures'","caption":"","originalUrl":"https://cdna.artstation.com/p/assets/images/images/001/456/588/large/maciej-gornicki-2.jpg?1446743836","width":1920,"height":1080},{"type":"image","url":"/media/original-183f8696746ff7454660.jpg","alt":"Extreme close-up of battered shield rims and rivets with an arrow fletching, in a dark teal grade","caption":"","originalUrl":"https://cdna.artstation.com/p/assets/images/images/001/456/584/large/maciej-gornicki-7.jpg?1446743780","width":1920,"height":1080},{"type":"image","url":"/media/original-a9f38570fbeeb1f8e804.jpg","alt":"Two dark dagger hilts and blades stuck in the ground, with a callout reading 'PBR and Mobile textures'","caption":"","originalUrl":"https://cdnb.artstation.com/p/assets/images/images/001/456/581/large/maciej-gornicki-1.jpg?1446743626","width":1920,"height":1080},{"type":"embed","url":"https://www.youtube-nocookie.com/embed/BpwRAohU_8k?feature=oembed&rel=0","caption":"Stylized Viking Armory"},{"type":"image","url":"/media/original-b8659d73a6670ab4d11e.jpg","alt":"Axe with a red-wrapped handle resting on a shield, with a callout reading 'Customizable materials using Substance'","caption":"","originalUrl":"https://cdna.artstation.com/p/assets/images/images/001/456/590/large/maciej-gornicki-4.jpg?1446743843","width":1920,"height":1080},{"type":"image","url":"/media/original-2a238aa623405fc408c4.jpg","alt":"Sword with a gold pommel and crossguard leaning on a shield, with a callout reading 'Choose your shape using blend shapes'","caption":"","originalUrl":"https://cdnb.artstation.com/p/assets/images/images/001/456/591/large/maciej-gornicki-5.jpg?1446743846","width":1920,"height":1080},{"type":"image","url":"/media/original-0a5f2ad6c0144876bef9.jpg","alt":"Wider high-angle view of the shield heap, with more arrows and swords planted in the ground around it","caption":"","originalUrl":"https://cdna.artstation.com/p/assets/images/images/001/456/592/large/maciej-gornicki-6.jpg?1446743849","width":1920,"height":1080},{"type":"image","url":"/media/original-b77ed8c763a46107e2ef.jpg","alt":"Blurred motion shot of the shield pile with an arrow fletching passing in the foreground","caption":"","originalUrl":"https://cdnb.artstation.com/p/assets/images/images/001/456/585/large/maciej-gornicki-8.jpg?1446743784","width":1920,"height":1080}],"source":"https://gornicki.me/projects/G13OQ"},{"id":"square-fantasy","title":"Square Fantasy","categories":["Game Art"],"date":"November 5, 2015","description":"Stylised environments with procedural snow, built in Unity. 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floor","caption":"","originalUrl":"https://cdna.artstation.com/p/assets/images/images/001/470/628/large/maciej-gornicki-lego.jpg?1447008588","width":1280,"height":960},{"type":"image","url":"/media/original-be8a46e2f053728a3417.jpg","alt":"Three-quarter front view of a black classic sports car with gold stripes, 3D render on a grey studio backdrop","caption":"","originalUrl":"https://cdna.artstation.com/p/assets/images/images/002/435/118/large/maciej-gornicki-mustang.jpg?1461699260","width":1920,"height":1200},{"type":"image","url":"/media/original-b2d19502005bdb5142b4.jpg","alt":"Three-quarter front view of a silver supercar with red trim and a raised rear wing, 3D render on a reflective floor","caption":"","originalUrl":"https://cdna.artstation.com/p/assets/images/images/001/470/634/large/maciej-gornicki-koenigsegg-ccxr.jpg?1447008595","width":1920,"height":1200},{"type":"image","url":"/media/original-bb69cd42d82d50cb0cf4.jpg","alt":"3D render of a food processor with blender jug in 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view","caption":"","originalUrl":"https://cdnb.artstation.com/p/assets/images/images/001/470/635/large/maciej-gornicki-sculpt1.jpg?1447008597","width":1527,"height":1048},{"type":"image","url":"/media/original-43a4745156f24f09766e.jpg","alt":"Grey digital sculpt of a young man in a buttoned jacket with a satchel and lace-up boots, three-quarter view","caption":"","originalUrl":"https://cdnb.artstation.com/p/assets/images/images/001/470/633/large/maciej-gornicki-sculpt.jpg?1447008594","width":1527,"height":1048},{"type":"image","url":"/media/original-37f2f29051deef8b2f0a.jpg","alt":"Grey digital sculpt of a hooded, masked figure in a long layered dress with a sharp collar and clawed hands, front view","caption":"","originalUrl":"https://cdnb.artstation.com/p/assets/images/images/001/470/623/large/maciej-gornicki-sculpt3.jpg?1447008584","width":1527,"height":1048},{"type":"image","url":"/media/original-ba4cbbeb766d0f84b869.jpg","alt":"Stylised colour 3D character of a blue-skinned girl with antennae, an orange suit and a heart-shaped hip detail","caption":"","originalUrl":"https://cdna.artstation.com/p/assets/images/images/001/470/632/large/maciej-gornicki-heroine-lost-story.jpg?1447008593","width":1527,"height":1048},{"type":"image","url":"/media/original-73e6556cdcd848d734c3.jpg","alt":"Stylised 3D character of a small blue alien with antennae, grey armour, a red scarf-cape and mittens, on white","caption":"","originalUrl":"https://cdna.artstation.com/p/assets/images/images/001/470/630/large/maciej-gornicki-hero-lost-story.jpg?1447008591","width":1527,"height":1048},{"type":"image","url":"/media/original-1a7dd47a11bb76bb9520.jpg","alt":"Untextured grey 3D model of a vintage station wagon with a roof rack, three-quarter front view on white","caption":"","originalUrl":"https://cdna.artstation.com/p/assets/images/images/001/470/626/large/maciej-gornicki-car.jpg?1447008585","width":1920,"height":1080},{"type":"image","url":"/media/original-f144307157c5c88761fc.jpg","alt":"Textured 3D model of a red and white agricultural implement for a tractor, angled view on dark grey","caption":"","originalUrl":"https://cdna.artstation.com/p/assets/images/images/001/470/624/large/maciej-gornicki-lawn-mover.jpg?1447008585","width":1701,"height":978},{"type":"image","url":"/media/original-955ed615919c9324cb4c.jpg","alt":"Grey digital sculpt of a small round planet with terraced rock layers, boulders and two stylised trees","caption":"","originalUrl":"https://cdna.artstation.com/p/assets/images/images/001/470/622/large/maciej-gornicki-sculpt2.jpg?1447008580","width":1527,"height":1048},{"type":"image","url":"/media/original-f036d9fd9b6e10e1bea0.jpg","alt":"3D model of an orange delivery van with flame graphics and 'Hot Wheels Speedy Delivery' livery, on white","caption":"","originalUrl":"https://cdnb.artstation.com/p/assets/images/images/001/470/627/large/maciej-gornicki-toy-car.jpg?1447008587","width":1920,"height":1080}],"source":"https://gornicki.me/projects/31WZB"},{"id":"physical-depth-of-field","title":"Physical Depth of Field","categories":["Technical Art"],"date":"November 5, 2015","description":"A depth-of-field implementation for Unity, developed with performance and scalability across platforms in mind.\n\nThe project explores an alternative to Unity’s standard effect, balancing rendering speed with image quality.","descriptionHtml":"<p>A depth-of-field implementation for Unity, developed with performance and scalability across platforms in mind.</p><p>The project explores an alternative to Unity’s standard effect, balancing rendering speed with image quality.</p>","thumbnail":"/media/original-69f4fc765e52a00b0fb3.jpg","assets":[{"type":"image","url":"/media/original-69f4fc765e52a00b0fb3.jpg","alt":"Unity depth-of-field test: pool balls and 3D 'Depth of Field' lettering, the yellow number 1 sharp, the rest blurred","caption":"","originalUrl":"https://cdnb.artstation.com/p/assets/images/images/001/457/247/large/maciej-gornicki-package-videos-9-14-2015-7.jpg?1446754291","width":1920,"height":1080},{"type":"image","url":"/media/original-34c3b4befa9bb6257dd3.jpg","alt":"Close-up depth-of-field shot: a sharp yellow number 1 ball in front, a soft red ball and floating 'DOF' letters behind","caption":"","originalUrl":"https://cdna.artstation.com/p/assets/images/images/001/457/256/large/maciej-gornicki-package-videos-9-14-2015-8.jpg?1446754433","width":1920,"height":1440}],"source":"https://gornicki.me/projects/O3lvJ"},{"id":"happiness","title":"Happiness","categories":["Game Art","Technical Art"],"date":"November 8, 2015","description":"A technical demo created for Unity’s DirectX 11 competition. The project received an honourable mention for its art-driven approach to happiness.","descriptionHtml":"<p>A technical demo created for Unity’s DirectX 11 competition. The project received an honourable mention for its art-driven approach to happiness.</p>","thumbnail":"/media/original-0bd78e12f96feccfafc8.jpg","assets":[{"type":"image","url":"/media/original-0bd78e12f96feccfafc8.jpg","alt":"Unity demo scene: a bearded man in a wide-brimmed hat swings a butterfly net beside a hay bale, 'Happiness is like butterfly.'","caption":"","originalUrl":"https://cdnb.artstation.com/p/assets/images/images/001/470/583/large/maciej-gornicki-happiness1.jpg?1447008493","width":1851,"height":984},{"type":"image","url":"/media/original-973c3fefb438acea4121.jpg","alt":"Side view of the bearded character diving through the air with a green butterfly net and blue butterflies below, on warm beige","caption":"","originalUrl":"https://cdna.artstation.com/p/assets/images/images/001/470/582/large/maciej-gornicki-happiness0.jpg?1447008214","width":1341,"height":594},{"type":"embed","url":"https://www.youtube-nocookie.com/embed/4rVbfRIXW4A?feature=oembed&rel=0","caption":"Happiness"}],"source":"https://gornicki.me/projects/zzG5m"},{"id":"square-city-architect","title":"Square City Architect","categories":["Game Art"],"date":"November 6, 2015","description":"A prototype for a multiplatform sandbox city builder. Nearly all of the colour information uses vertex colours to keep the memory footprint low.","descriptionHtml":"<p>A prototype for a multiplatform sandbox city builder. Nearly all of the colour information uses vertex colours to keep the memory footprint low.</p>","thumbnail":"/media/original-0ca94fa7257914520cc8.jpg","assets":[{"type":"image","url":"/media/original-0ca94fa7257914520cc8.jpg","alt":"Overview of a floating square city plot at night, with tall towers, a wind turbine and low-poly trees on a blue background","caption":"","originalUrl":"https://cdna.artstation.com/p/assets/images/images/001/459/606/large/maciej-gornicki-cube-city-builder-7-15-2015-2.jpg?1446799852","width":1920,"height":1080},{"type":"image","url":"/media/original-140cbeb5a1664d59dd3a.jpg","alt":"Low-angle, soft-focus view up at a glowing blue shopfront and tall towers under cartoon clouds","caption":"","originalUrl":"https://cdna.artstation.com/p/assets/images/images/001/459/604/large/maciej-gornicki-cube-city-builder-7-15-2015-1.jpg?1446799847","width":1920,"height":1080},{"type":"embed","url":"https://www.youtube-nocookie.com/embed/Z0UYNpKYSYg?feature=oembed&rel=0","caption":"Square City Architect"},{"type":"image","url":"/media/original-ff7015f26db82ae02bf7.jpg","alt":"High-angle blurred view of a yellow power block topped with a wind turbine, with red towers and blue shops behind","caption":"","originalUrl":"https://cdnb.artstation.com/p/assets/images/images/001/459/607/large/maciej-gornicki-cube-city-builder-7-15-2015-3.jpg?1446799857","width":1920,"height":1080},{"type":"image","url":"/media/original-6286d7be9fc088685568.jpg","alt":"High-angle view over city streets, with a hazard-striped building at the centre between red glass towers and glowing shops","caption":"","originalUrl":"https://cdna.artstation.com/p/assets/images/images/001/459/608/large/maciej-gornicki-cube-city-builder-7-15-2015-4.jpg?1446799860","width":1920,"height":1080},{"type":"image","url":"/media/original-a93c62e7880388c785af.jpg","alt":"Street-level view along a road, with a low-poly tree in front of a blue shop, a green tower and a yellow substation","caption":"","originalUrl":"https://cdnb.artstation.com/p/assets/images/images/001/459/609/large/maciej-gornicki-cube-city-builder-7-15-2015-5.jpg?1446799865","width":1920,"height":1080},{"type":"image","url":"/media/original-b0e7a12491dccc23cb05.jpg","alt":"Close-up of a rooftop substation with DANGER signs and a small wind turbine on a green building, against a blue sky","caption":"","originalUrl":"https://cdnb.artstation.com/p/assets/images/images/001/459/575/large/maciej-gornicki-square-city-architect-7-15-2015-1.jpg?1446799487","width":1004,"height":1004}],"source":"https://gornicki.me/projects/XawEL"},{"id":"biathlon-x5","title":"Biathlon X5","categories":["UI/UX","Technical Art","Game Art"],"date":"April 26, 2016","description":"Level design and UI development for Biathlon X5. I created the full interface and its functionality, and contributed to other parts of the game’s code.","descriptionHtml":"<p>Level design and UI development for Biathlon X5. I created the full interface and its functionality, and contributed to other parts of the game’s code.</p>","thumbnail":"/media/original-2ce697b9dc7a7f88a8bd.jpg","assets":[{"type":"image","url":"/media/original-2ce697b9dc7a7f88a8bd.jpg","alt":"Game UI: ranked athlete list on the left, track elevation profile with shooting stops, and pulse, timer, tempo and Play controls","caption":"","originalUrl":"https://cdnb.artstation.com/p/assets/images/images/002/434/977/large/maciej-gornicki-screenshot5.jpg?1461697991","width":1920,"height":1080},{"type":"image","url":"/media/original-10b76aa4c544dccb9ac4.jpg","alt":"Track Profile screen for Kontiolahti with adjustable section sliders, a course map and tempo controls","caption":"","originalUrl":"https://cdnb.artstation.com/p/assets/images/images/002/434/979/large/maciej-gornicki-screenshot6.jpg?1461698000","width":1920,"height":1080},{"type":"image","url":"/media/original-72266066efec0015b1dd.jpg","alt":"First-person rifle view at a snowy shooting range, with numbered targets, a live ranking, pulse, timer and a zoomed target inset","caption":"","originalUrl":"https://cdna.artstation.com/p/assets/images/images/002/434/980/large/maciej-gornicki-screenshot8.jpg?1461698001","width":1920,"height":1080},{"type":"image","url":"/media/original-924aaf2721db1f8a433e.jpg","alt":"Biathlon X5 main menu with Play Live, Play Now, Biathlon Center, Settings and Store tiles, each with a round photo icon","caption":"","originalUrl":"https://cdnb.artstation.com/p/assets/images/images/002/434/981/large/maciej-gornicki-screenshot1.jpg?1461698005","width":1920,"height":1080},{"type":"embed","url":"https://www.youtube-nocookie.com/embed/lmH3sNo827w?feature=oembed&rel=0","caption":"Biathlon X5"},{"type":"image","url":"/media/original-b13a43b98472eaa3aa98.jpg","alt":"Biathlon Tracks screen: venue list, Kontiolahti details and race dates, an elevation profile and a track map","caption":"","originalUrl":"https://cdnb.artstation.com/p/assets/images/images/002/434/983/large/maciej-gornicki-screenshot3.jpg?1461698016","width":1920,"height":1080},{"type":"image","url":"/media/original-0dff3d1758886fd7e353.jpg","alt":"Mode choice screen split into Simple Mode and Advanced Mode, with a Remember toggle and a back button","caption":"","originalUrl":"https://cdnb.artstation.com/p/assets/images/images/002/434/985/large/maciej-gornicki-screenshot4.jpg?1461698022","width":1920,"height":1080},{"type":"image","url":"/media/original-c08c7ff0d4f8da00c7f8.jpg","alt":"Biathlon Store screen with rifle skins to equip or buy, including a birch wood skin priced at 2.99$","caption":"","originalUrl":"https://cdna.artstation.com/p/assets/images/images/002/434/982/large/maciej-gornicki-screenshot2.jpg?1461698011","width":1920,"height":1080}],"source":"https://gornicki.me/projects/qZ28z"},{"id":"photo-map-ui-concept","title":"Photo Map UI Concept","categories":["UI/UX"],"date":"April 26, 2016","description":"A user-interface concept for a map app that pins old photographs to the places they were taken, with a timeline for browsing them by year.","descriptionHtml":"<p>A user-interface concept for a map app that pins old photographs to the places they were taken, with a timeline for browsing them by year.</p>","thumbnail":"/media/original-13eb769f13583132efec.jpg","assets":[{"type":"image","url":"/media/original-13eb769f13583132efec.jpg","alt":"Map screen with a picture upload window open over a city map, two files uploading and a year timeline on the right","caption":"","originalUrl":"https://cdna.artstation.com/p/assets/images/images/002/434/998/large/maciej-gornicki-oldapps3.jpg?1461698172","width":1920,"height":1080},{"type":"image","url":"/media/original-4cd5ea5a6772ba266efb.jpg","alt":"City map with camera-pin markers for photos, one highlighted red, a 1899 to 2014 timeline and a cartoon assistant","caption":"","originalUrl":"https://cdnb.artstation.com/p/assets/images/images/002/434/999/large/maciej-gornicki-oldapps0.jpg?1461698175","width":1920,"height":1080},{"type":"image","url":"/media/original-baf62ee68bbff6bdc4a0.jpg","alt":"Login panel on a teal background with login and password fields, Forgot Password and Cancel buttons, and the assistant character","caption":"","originalUrl":"https://cdna.artstation.com/p/assets/images/images/002/435/000/large/maciej-gornicki-oldapps1.jpg?1461698178","width":1920,"height":1080},{"type":"image","url":"/media/original-6d1e88da94cec0ec1305.jpg","alt":"Photo viewer over the map showing a sepia picture titled 'Old Family Car', with date and place tags and a film strip below","caption":"","originalUrl":"https://cdnb.artstation.com/p/assets/images/images/002/435/001/large/maciej-gornicki-oldapps2.jpg?1461698181","width":1920,"height":1080}],"source":"https://gornicki.me/projects/dgQv1"},{"id":"turku-castle-ui-concept","title":"Turku Castle UI Concept","categories":["UI/UX","Game Art"],"date":"April 26, 2016","description":"A user-interface concept for an app about Turku Castle, with hand-drawn illustrations and a card for each part of the castle.","descriptionHtml":"<p>A user-interface concept for an app about Turku Castle, with hand-drawn illustrations and a card for each part of the castle.</p>","thumbnail":"/media/original-17e89b1be20a70f05a14.jpg","assets":[{"type":"image","url":"/media/original-17e89b1be20a70f05a14.jpg","alt":"Start screen with a hand-drawn Turku Castle on a red hill under a blue sky, and a large gold play button","caption":"","originalUrl":"https://cdna.artstation.com/p/assets/images/images/002/435/100/large/maciej-gornicki-turkucastle1.jpg?1461699121","width":1920,"height":1080},{"type":"image","url":"/media/original-167e0eeb735f3bc73f02.jpg","alt":"Grid of six castle cards with patterned borders, including Nun's Chapel and Armory, and one greyed out as Unknown","caption":"","originalUrl":"https://cdnb.artstation.com/p/assets/images/images/002/435/099/large/maciej-gornicki-turkucastle3.jpg?1461699116","width":1920,"height":1080},{"type":"image","url":"/media/original-9ead10ace45e5a3e784d.jpg","alt":"The Walls card enlarged in the centre with a diamond-patterned border, while the other cards dim behind it","caption":"","originalUrl":"https://cdnb.artstation.com/p/assets/images/images/002/435/101/large/maciej-gornicki-turkucastle2.jpg?1461699125","width":1920,"height":1080}],"source":"https://gornicki.me/projects/L8m5P"},{"id":"pbr-in-unity-4-6","title":"PBR in Unity 4.6","categories":["Technical Art"],"date":"April 26, 2016","description":"A PBR implementation for Unity 4.6, based on the Unreal Engine 4 and Substance Painter shading models, with importance sampling.\n\nThe 3D model is used to demonstrate the shader and was created by another artist.","descriptionHtml":"<p>A PBR implementation for Unity 4.6, based on the Unreal Engine 4 and Substance Painter shading models, with importance sampling.</p><p>The 3D model is used to demonstrate the shader and was created by another artist.</p>","thumbnail":"/media/original-01ccd449aff6887d7dab.jpg","assets":[{"type":"image","url":"/media/original-01ccd449aff6887d7dab.jpg","alt":"Side view of a weathered sci-fi helmet with brass details, scuffed white plates and a yellow hose, shown with the PBR shader","caption":"","originalUrl":"https://cdna.artstation.com/p/assets/images/images/002/435/078/large/maciej-gornicki-pbs0.jpg?1461698916","width":1144,"height":644},{"type":"image","url":"/media/original-e27e78837fc3bf0e220e.jpg","alt":"Front three-quarter view of the sci-fi helmet, showing its plated face, slotted visor and top armour panel on grey","caption":"","originalUrl":"https://cdnb.artstation.com/p/assets/images/images/002/435/079/large/maciej-gornicki-pbs1.jpg?1461698919","width":1144,"height":644},{"type":"image","url":"/media/original-5d770cd8b733e4e9fdac.jpg","alt":"Front view of the sci-fi helmet with three lenses on top and two ribbed yellow hoses running down to the collar","caption":"","originalUrl":"https://cdnb.artstation.com/p/assets/images/images/002/435/081/large/maciej-gornicki-pbs2.jpg?1461698921","width":1144,"height":644}],"source":"https://gornicki.me/projects/3Lvlg"},{"id":"scalable-ambient-obscurance","title":"Scalable Ambient Obscurance","categories":["Technical Art"],"date":"April 26, 2016","description":"An implementation of Scalable Ambient Obscurance in Unity 4.6, based on published research.\n\nResearch reference: https://graphics.cs.williams.edu/papers/SAOHPG12/McGuire12SAO-talk.pdf","descriptionHtml":"<p>An implementation of Scalable Ambient Obscurance in Unity 4.6, based on published research.</p><p>Research reference: <a href=\"https://graphics.cs.williams.edu/papers/SAOHPG12/McGuire12SAO-talk.pdf\" target=\"_blank\" rel=\"noopener\">graphics.cs.williams.edu/papers/SAOHPG12/McGuire12SAO-talk.pdf</a></p>","thumbnail":"/media/original-6fcbc5a08c412681b141.jpg","assets":[{"type":"image","url":"/media/original-6fcbc5a08c412681b141.jpg","alt":"Final lit view down an arched stone colonnade hung with blue, green and red banners, with potted plants and sunlit floor","caption":"","originalUrl":"https://cdna.artstation.com/p/assets/images/images/002/435/086/large/maciej-gornicki-ao2.jpg?1461699034","width":1144,"height":644},{"type":"image","url":"/media/original-7d3c2215271c3125476d.jpg","alt":"Ambient obscurance buffer of the same corridor: a soft, mostly white image with faint dark shading in the creases","caption":"","originalUrl":"https://cdnb.artstation.com/p/assets/images/images/002/435/087/large/maciej-gornicki-ao0.jpg?1461699037","width":1144,"height":644},{"type":"image","url":"/media/original-25fdb30d08f15a361117.jpg","alt":"Sharper, grainier obscurance pass of the same corridor, with dark speckled shading near edges, plants and pillars","caption":"","originalUrl":"https://cdna.artstation.com/p/assets/images/images/002/435/088/large/maciej-gornicki-ao1.jpg?1461699039","width":1144,"height":644}],"source":"https://gornicki.me/projects/oZWXw"},{"id":"shader-effects","title":"Shader effects","categories":["Technical Art"],"date":"August 3, 2016","description":"A selection of shaders developed for different projects and optimised for mobile platforms.","descriptionHtml":"<p>A selection of shaders developed for different projects and optimised for mobile platforms.</p>","thumbnail":"/media/2030d72b2dcdc1eecc52.webp","assets":[{"type":"embed","url":"https://www.youtube-nocookie.com/embed/ll5lcUOH2i0?feature=oembed&rel=0","caption":"Water shader with flowmap that controls direction of the flow."},{"type":"embed","url":"https://www.youtube-nocookie.com/embed/T7lhcOcKbOU?feature=oembed&rel=0","caption":"Billboard shader that blinks in unmasked places"},{"type":"embed","url":"https://www.youtube-nocookie.com/embed/a5mAE_1mtzY?feature=oembed&rel=0","caption":"Billboard shader that have animated pattern in unmasked places"},{"type":"embed","url":"https://www.youtube-nocookie.com/embed/D3yIV1KOx2c?feature=oembed&rel=0","caption":"Shader with one texture that is tiled twice in two different directions to make it more random."},{"type":"embed","url":"https://www.youtube-nocookie.com/embed/mZ04RX0NglA?feature=oembed&rel=0","caption":"Shield shader with tiling pattern and fresnel on the edges."},{"type":"embed","url":"https://www.youtube-nocookie.com/embed/UDEWUWKjX_E?feature=oembed&rel=0","caption":"Simple pulse shader."},{"type":"embed","url":"https://www.youtube-nocookie.com/embed/a01NwBbeTYY?feature=oembed&rel=0","caption":"Shader that simulates baloon with fire on the bottom and hot air inside expanding mesh."}],"source":"https://gornicki.me/projects/vYP2D"},{"id":"leisure-suit-larry-reloaded","title":"Leisure Suit Larry - Reloaded","categories":["Technical Art","UI/UX","Game Art"],"date":"April 26, 2016","description":"UI development and implementation for Leisure Suit Larry: Reloaded, alongside bug fixes.","descriptionHtml":"<p>UI development and implementation for Leisure Suit Larry: Reloaded, alongside bug fixes.</p>","thumbnail":"/media/original-7abcb48db3bde33ecfe5.jpg","assets":[{"type":"image","url":"/media/original-7abcb48db3bde33ecfe5.jpg","alt":"Leisure Suit Larry: Reloaded bar scene with Larry among patrons, a bartender, a jukebox and a moose head, with subtitle text","caption":"","originalUrl":"https://cdnb.artstation.com/p/assets/images/images/002/435/015/large/maciej-gornicki-larry-bar.jpg?1461698345","width":1670,"height":964},{"type":"embed","url":"https://www.youtube-nocookie.com/embed/SZajjBJscFA?feature=oembed&rel=0","caption":"Leisure Suit Larry Reloaded: Walkthrough Part 1: The Hooker"}],"source":"https://gornicki.me/projects/yZE99"},{"id":"race-to-mars","title":"Race To Mars","categories":["Game Art","UI/UX","Technical Art"],"date":"April 15, 2016","description":"Race to Mars is a turn-based simulation about running a space company and working towards a colony on Mars.\n\nMy contributions covered level design, a substantial part of the interface and its functionality, graphics programming and 3D modelling.","descriptionHtml":"<p>Race to Mars is a turn-based simulation about running a space company and working towards a colony on Mars.</p><p>My contributions covered level design, a substantial part of the interface and its functionality, graphics programming and 3D modelling.</p>","thumbnail":"/media/9782d20ad6cdb7631a01.webp","assets":[{"type":"image","url":"/media/original-ed72b5fabf5685e3636a.jpg","alt":"Management screen: aerial view of a space company's campus on a green coastline, with a tutorial box, budget and End Turn button","caption":"","originalUrl":"https://cdnb.artstation.com/p/assets/images/images/002/361/235/large/maciej-gornicki-racetomars-main-screen.jpg?1460757880","width":1539,"height":863},{"type":"image","url":"/media/original-35c339e0399bccef1e45.jpg","alt":"A fireball with trailing debris against a dark cloudy sky, with funds, date and a mission timeline at the screen edges","caption":"","originalUrl":"https://cdna.artstation.com/p/assets/images/images/002/361/236/large/maciej-gornicki-racetomars-exsplosion.jpg?1460757882","width":1281,"height":721},{"type":"image","url":"/media/original-1f2310b6a987ae92fc00.jpg","alt":"Title screen with the Race to Mars logo, a rocket climbing through a blue sky, and menu buttons down the left","caption":"","originalUrl":"https://cdna.artstation.com/p/assets/images/images/002/361/238/large/maciej-gornicki-racetomars-menu.jpg?1460757886","width":1532,"height":858},{"type":"image","url":"/media/original-e4a61cdac21b1f89523e.jpg","alt":"A rocket launching from the coast under an amber cloudy sky, a thin smoke trail rising from a billow of exhaust at sea level","caption":"","originalUrl":"https://cdnb.artstation.com/p/assets/images/images/002/361/237/large/maciej-gornicki-racetomars-rocket-launch.jpg?1460757885","width":1280,"height":720},{"type":"image","url":"/media/original-eae1df2e59fcb89fb2d6.jpg","alt":"A rocket with side boosters climbing at night through a hazy starry sky, with the mission timeline and End Turn button","caption":"","originalUrl":"https://cdnb.artstation.com/p/assets/images/images/002/361/239/large/maciej-gornicki-racetomars-rocket.jpg?1460757887","width":1920,"height":1080},{"type":"image","url":"/media/original-f5038c5a70d8ab07599a.jpg","alt":"Buildings tree screen with research, mission control and launch facilities, each with a cost and build time, and a tutorial prompt","caption":"","originalUrl":"https://cdna.artstation.com/p/assets/images/images/002/361/240/large/maciej-gornicki-racetomars-ui.jpg?1460757892","width":1533,"height":865},{"type":"embed","url":"https://www.youtube-nocookie.com/embed/z0P37CwZOkQ?feature=oembed&rel=0","caption":"Race To Mars Gameplay (PC HD)"}],"source":"https://gornicki.me/projects/mWrE8"},{"id":"bajkoteka-rzepka","title":"Bajkoteka - Rzepka","categories":["Technical Art","Game Art"],"date":"April 26, 2016","description":"Lead programming for an interactive children’s project. I developed the 2D animation system and implemented the interface and mini-games.","descriptionHtml":"<p>Lead programming for an interactive children’s project. I developed the 2D animation system and implemented the interface and mini-games.</p>","thumbnail":"/media/original-2f77aefb4a87711e342c.jpg","assets":[{"type":"image","url":"/media/original-2f77aefb4a87711e342c.jpg","alt":"Illustrated start screen: a farmer, a boy and farm animals in a row beside a shed, with three ribbon menu tabs","caption":"","originalUrl":"https://cdnb.artstation.com/p/assets/images/images/002/434/921/large/maciej-gornicki-bajkoteka-rzepka.jpg?1461697655","width":1136,"height":640},{"type":"embed","url":"https://www.youtube-nocookie.com/embed/Cm6XluTldW0?feature=oembed&rel=0","caption":"Rzepka - Julian Tuwim (Bajkoteka.pl)"}],"source":"https://gornicki.me/projects/Gzmbz"},{"id":"against-gravity","title":"Against Gravity","categories":["Game Art"],"date":"April 26, 2016","description":"An iOS game created at the company I co-founded. I produced all of the artwork and most of the game design.","descriptionHtml":"<p>An iOS game created at the company I co-founded. I produced all of the artwork and most of the game design.</p>","thumbnail":"/media/original-d9cfbd8d04a13832bf0f.jpg","assets":[{"type":"image","url":"/media/original-d9cfbd8d04a13832bf0f.jpg","alt":"Three hovercraft racers, blue, green and white, flying down a stone-walled track beneath a hexagon-panelled dome with palm trees","caption":"","originalUrl":"https://cdna.artstation.com/p/assets/images/images/002/435/040/large/maciej-gornicki-against-gravity.jpg?1461698594","width":1547,"height":573}],"source":"https://gornicki.me/projects/2nyly"},{"id":"lost-story","title":"Lost Story","categories":["Game Art"],"date":"April 26, 2016","description":"The third game created at the company I co-founded, released on iOS. I produced all of the artwork and most of the game design.","descriptionHtml":"<p>The third game created at the company I co-founded, released on iOS. I produced all of the artwork and most of the game design.</p>","thumbnail":"/media/original-5b6269e65380d5768cab.jpg","assets":[{"type":"image","url":"/media/original-5b6269e65380d5768cab.jpg","alt":"Story panel of a balloon-lifted spaceship drifting among asteroids above a striped green planet, with a caption box","caption":"","originalUrl":"https://cdnb.artstation.com/p/assets/images/images/002/435/029/large/maciej-gornicki-lost-story-intro4.jpg?1461698480","width":1600,"height":1200},{"type":"image","url":"/media/original-5a3ead6c5a25eb5c9b5e.jpg","alt":"Stylised 3D island level: a grassy plateau with a large tree, a curving stone wall and path, and small balloons on blue","caption":"","originalUrl":"https://cdna.artstation.com/p/assets/images/images/002/435/022/large/maciej-gornicki-lost-story-map0.jpg?1461698458","width":1024,"height":768},{"type":"image","url":"/media/original-2302509e6a6a6c229492.jpg","alt":"Icy 3D level: a snowy platform with blue ice crystals and frozen spikes, a tiny red-scarfed character and a path beyond","caption":"","originalUrl":"https://cdnb.artstation.com/p/assets/images/images/002/435/025/large/maciej-gornicki-lost-story-map1.jpg?1461698468","width":1024,"height":768},{"type":"image","url":"/media/original-efddc4ddd13329a4d6e4.jpg","alt":"Stylised 3D character of a small blue alien with antennae, grey armour and a red scarf-cape, three-quarter view on white","caption":"","originalUrl":"https://cdnb.artstation.com/p/assets/images/images/002/435/023/large/maciej-gornicki-hero-lost-story.jpg?1461698462","width":1527,"height":1048},{"type":"image","url":"/media/original-53f0c1e9fb2b834c1fe4.jpg","alt":"Story panel of a red spaceship flying through a blue nebula, with a caption about a mysterious race exploring new worlds","caption":"","originalUrl":"https://cdna.artstation.com/p/assets/images/images/002/435/026/large/maciej-gornicki-lost-story-intro.jpg?1461698471","width":1600,"height":1200},{"type":"image","url":"/media/original-56e70e862992fa323530.jpg","alt":"Stylised 3D character of a blue-skinned girl with antennae, an orange suit, grey chest armour and a heart emblem, on white","caption":"","originalUrl":"https://cdna.artstation.com/p/assets/images/images/002/435/024/large/maciej-gornicki-heroine-lost-story.jpg?1461698465","width":1527,"height":1048},{"type":"image","url":"/media/original-1750b0f5ccdcc4be9b80.jpg","alt":"Story panel of a spaceship trailing flame as it veers past a large asteroid towards a small green planet, with caption","caption":"","originalUrl":"https://cdna.artstation.com/p/assets/images/images/002/435/028/large/maciej-gornicki-lost-story-intro3.jpg?1461698477","width":1600,"height":1200},{"type":"image","url":"/media/original-4c856b4c88494a73d20a.jpg","alt":"Story panel of a spaceship struck by a meteorite, with a 'BAM' burst and a caption about the accident","caption":"","originalUrl":"https://cdnb.artstation.com/p/assets/images/images/002/435/027/large/maciej-gornicki-lost-story-intro2.jpg?1461698474","width":1600,"height":1200}],"source":"https://gornicki.me/projects/NEbw5"},{"id":"bouncy-volleyball","title":"Bouncy Volleyball","categories":["Game Art"],"date":"April 26, 2016","description":"My first game, released on Android and downloaded more than 20,000 times. I produced all of the artwork and most of the game design.","descriptionHtml":"<p>My first game, released on Android and downloaded more than 20,000 times. I produced all of the artwork and most of the game design.</p>","thumbnail":"/media/original-46ec8064f399e1046c66.jpg","assets":[{"type":"image","url":"/media/original-46ec8064f399e1046c66.jpg","alt":"Android game screenshot: red and blue blob characters play beach volleyball on a small court, with palm trees, score and touch controls","caption":"","originalUrl":"https://cdnb.artstation.com/p/assets/images/images/002/435/059/large/maciej-gornicki-bd5hp6zwvptnqm3refsgz7osjpv1yqgz-hv8rjj1zi5lvwj8sgc5-zg9k3y2gujcn6s4-h900.jpg?1461698726","width":854,"height":480}],"source":"https://gornicki.me/projects/ZR3gx"}],"journal":[{"id":"mA1Z","title":"Goblin the Shopkeeper — switching to Arnold","category":"Workflow","date":"01 June 2018","excerpt":"Behind the Goblin: moving from Octane to Arnold, exploring materials and lighting, and finding a workflow for a new game character.","image":"/media/f0bc052c6ef41a975e78.jpg","source":"https://www.artstation.com/dasp/blog/mA1Z/goblin-the-shopkeeper-switching-workflow-to-arnold","contentHtml":"<p>For the past few months, I’d been thinking about switching my renderer from Octane to Arnold. So when I started designing a new character for my game, I decided to render him in Arnold and learn its workflow. Here’s my work in progress.</p><a href=\"https://cdnb.artstation.com/p/media_assets/images/images/000/249/563/large/WIPGoblin0.jpg?1527869912\" target=\"_blank\" rel=\"noopener\"><img src=\"/media/v1/f0bc052c6ef41a975e78-830.webp\" srcset=\"/media/v1/f0bc052c6ef41a975e78-480.webp 480w, /media/v1/f0bc052c6ef41a975e78-830.webp 830w\" sizes=\"(max-width: 830px) 100vw, 830px\" width=\"830\" height=\"830\" data-full=\"/media/v1/f0bc052c6ef41a975e78-830.webp\" alt=\"\" fetchpriority=\"high\" decoding=\"async\"></a><p>First colour test in Substance Painter.</p><a href=\"https://cdnb.artstation.com/p/media_assets/images/images/000/249/557/large/Goblin.jpg?1527869796\" target=\"_blank\" rel=\"noopener\"><img src=\"/media/v1/8fc43b83cec55d6d793a-800.webp\" srcset=\"/media/v1/8fc43b83cec55d6d793a-480.webp 480w, /media/v1/8fc43b83cec55d6d793a-800.webp 800w, /media/v1/8fc43b83cec55d6d793a-1280.webp 1280w\" sizes=\"(max-width: 880px) 100vw, 880px\" width=\"1280\" height=\"720\" data-full=\"/media/v1/8fc43b83cec55d6d793a-1280.webp\" alt=\"\" loading=\"lazy\" decoding=\"async\"></a><p>First Arnold render test.</p><h3 aria-level=\"2\"><strong>Character</strong></h3><p>The shopkeeper is a character who will mainly appear in the game’s UI. He’s more of a decoration. I want to render him in a few different poses, making weird and funky faces. One idea is to place him at the top of the shop UI, holding a coin with a greedy expression.</p><a href=\"https://cdnb.artstation.com/p/media_assets/images/images/000/249/559/large/Head1.jpg?1527869822\" target=\"_blank\" rel=\"noopener\"><img src=\"/media/v1/251403b751dc2eea4d95-800.webp\" srcset=\"/media/v1/251403b751dc2eea4d95-480.webp 480w, /media/v1/251403b751dc2eea4d95-800.webp 800w, /media/v1/251403b751dc2eea4d95-1280.webp 1280w\" sizes=\"(max-width: 880px) 100vw, 880px\" width=\"1280\" height=\"720\" data-full=\"/media/v1/251403b751dc2eea4d95-1280.webp\" alt=\"\" loading=\"lazy\" decoding=\"async\"></a><p>An early version of the head material. You can still see that the displacement is too strong, along with a few other problems.</p><p>My game has a high-fantasy setting, and the character needs to fit into that world. Because of his role, I also wanted players to see him as a sneaky, greedy and annoying little bastard. So a goblin was an obvious choice for me.</p><h3 aria-level=\"2\"><strong>Arnold vs Octane</strong></h3><p>I had a few reasons for wanting to switch to Arnold. It’s production-ready, well-tested software, and it supports many plugins I’m interested in. Material creation also feels more intuitive to me, especially when working with things like skin, milk or jelly.</p><a href=\"https://cdnb.artstation.com/p/media_assets/images/images/000/249/561/large/Goblin4.jpg?1527869863\" target=\"_blank\" rel=\"noopener\"><img src=\"/media/v1/8a2f5567654605fbf74f-800.webp\" srcset=\"/media/v1/8a2f5567654605fbf74f-480.webp 480w, /media/v1/8a2f5567654605fbf74f-800.webp 800w, /media/v1/8a2f5567654605fbf74f-1280.webp 1280w\" sizes=\"(max-width: 880px) 100vw, 880px\" width=\"1280\" height=\"1280\" data-full=\"/media/v1/8a2f5567654605fbf74f-1280.webp\" alt=\"\" loading=\"lazy\" decoding=\"async\"></a><p>A random render.</p><p>Octane is still my guilty pleasure because of its GPU support. It’s sooo much faster when I want a quick, rough render. Another advantage is the camera’s Color Response option, which lets me apply colour grading directly to the render in 3ds Max. Last but not least, the standard camera effects feel a bit more intuitive. Maybe that’s because it’s so fast to render and iterate.</p><p>In the end, both are really good and have their own advantages.</p><p><strong>Hope you enjoy!</strong></p><a href=\"https://cdna.artstation.com/p/media_assets/images/images/000/249/282/large/32923940_2047359875528684_4257893344459358208_n.jpg?1527838877\" target=\"_blank\" rel=\"noopener\"><img src=\"/media/v1/d05a7150d3976726de27-640.webp\" srcset=\"/media/v1/d05a7150d3976726de27-480.webp 480w, /media/v1/d05a7150d3976726de27-640.webp 640w\" sizes=\"(max-width: 640px) 100vw, 640px\" width=\"640\" height=\"640\" data-full=\"/media/v1/d05a7150d3976726de27-640.webp\" alt=\"\" loading=\"lazy\" decoding=\"async\"></a>"},{"id":"WB2Y","title":"UX in Lineage 2: Revolution — Part 2","category":"Game UX","date":"06 March 2018","excerpt":"The second part of my Lineage 2: Revolution analysis looks at shop offers, monetisation and their effect on the player experience.","image":"/media/92d0bfef2cae652a3754.jpg","source":"https://www.artstation.com/dasp/blog/WB2Y/ux-in-lineage-2-revolution-part-2","contentHtml":"<p>This is a continuation of the article you can find <a href=\"/journal/bo63/\">here</a>.</p><h2><strong>Monetisation</strong></h2><h3>Pop-ups and offers</h3><p>The L2: Revolution developers also use an annoying way of telling players which offers are available in the shop: full-screen pop-ups when you enter the game. Every time you get disconnected, the pop-up comes back. The game might show several offers in a short period, or even the same offer twice within ten seconds of entering the game.</p><p>Entering the in-game shop can also trigger a pop-up.</p><p>On top of that, the amount of information inside an offer can be enormous.</p><p>There’s also a “Don’t show for Today” checkbox, but it’s only available on some full-screen pop-ups and resets the following day.</p><p>These mechanics are a great way to annoy players. I’m sure we can do better than that.</p><a href=\"https://cdna.artstation.com/p/media_assets/images/images/000/202/122/large/IMG_2933.jpg?1520261380\" target=\"_blank\" rel=\"noopener\"><img src=\"/media/v1/92d0bfef2cae652a3754-800.webp\" srcset=\"/media/v1/92d0bfef2cae652a3754-480.webp 480w, /media/v1/92d0bfef2cae652a3754-800.webp 800w, /media/v1/92d0bfef2cae652a3754-1139.webp 1139w\" sizes=\"(max-width: 880px) 100vw, 880px\" width=\"1139\" height=\"1280\" data-full=\"/media/v1/92d0bfef2cae652a3754-1139.webp\" alt=\"\" fetchpriority=\"high\" decoding=\"async\"></a><h3>“Generosity”</h3><p>Lineage is very generous to players, handing out multiple rewards every day from all kinds of quests and missions. The loot drop rate is also high. There’s even an option in the settings to ignore items below a certain grade. This generosity is part of what makes the game so addictive in the short term. Rewarding players often at the beginning is a good approach, but generous rewards can have a negative side effect over time: players quickly get used to them, and the excitement fades.</p><p>There’s a fine balance between too many rewards and not enough. Rewards are a way to motivate and excite players. Use them too often, and they stop feeling valuable. Use them too sparingly, and players lose the motivation to work towards a goal.</p><p>It all comes down to how much developers think about their audience. Understanding players is an important part of development.</p><a href=\"https://cdnb.artstation.com/p/media_assets/images/images/000/202/121/large/IMG_2952.jpg?1520261292\" target=\"_blank\" rel=\"noopener\"><img src=\"/media/v1/023f2caed13112fff3bb-800.webp\" srcset=\"/media/v1/023f2caed13112fff3bb-480.webp 480w, /media/v1/023f2caed13112fff3bb-800.webp 800w, /media/v1/023f2caed13112fff3bb-1280.webp 1280w\" sizes=\"(max-width: 880px) 100vw, 880px\" width=\"1280\" height=\"720\" data-full=\"/media/v1/023f2caed13112fff3bb-1280.webp\" alt=\"\" loading=\"lazy\" decoding=\"async\"></a><p>The “Auto Loot Minimum Grade” setting lets us ignore items below a certain quality.</p><h2><strong>Technical</strong></h2><h3>Server</h3><p>When navigating the UI in L2: Revolution, we can experience delays when opening menus. My guess is that the game is validating player actions on the server. When this is implemented efficiently, players usually don’t notice it. In L2: Revolution, the delay is noticeable during normal use. A UI that doesn’t respond quickly enough makes it harder to interact comfortably and hurts the experience.</p><p>As a rule of thumb, a UI needs to respond within about 0.1 seconds for the reaction to feel instantaneous. Beyond that, the delay becomes noticeable. Around one second is the limit for keeping the user’s flow of thought uninterrupted; longer delays can seriously hurt the experience.</p><h2><strong>Summary</strong></h2><p>To sum up, Lineage 2: Revolution is a quality game. The UI is consistent, the art is beautiful, and players can get hooked quickly. Its similarities to the original Lineage 2 evoke nostalgia. The auto-hunting mechanic also makes the game lighter and much more approachable for a general audience.</p><p>The game monetises well, but aggressive monetisation and an addictive gameplay loop leave players exhausted. The developers bombard players with full-screen pop-ups, while the number of daily tasks, reinforced by generous rewards, creates an exhausting core loop. These elements significantly hurt the UX.</p><p>We don’t know the exact retention figures, but I suspect they’re affected too.</p><p>The US is usually the leading market for revenue, but Lineage performs much better in Asian markets, especially Japan and Korea. There could be a few reasons for this. Lineage 2 was widely popular in Korea, and players in Asia tend to have longer play sessions than players in the West.</p><p>Overall, Lineage 2: Revolution offers a mediocre user experience. I wouldn’t recommend it as a model to follow, but it has a few distinctive ideas worth exploring.</p>"},{"id":"bo63","title":"UX in Lineage 2: Revolution","category":"Game UX","date":"06 March 2018","excerpt":"A closer look at Lineage 2: Revolution: interface clarity, cognitive load, progression and the habits a mobile MMORPG creates.","image":"/media/699bfd30c86cea789d3f.jpg","source":"https://www.artstation.com/dasp/blog/bo63/ux-in-lineage-2-revolution","contentHtml":"<p>This time, I’m taking a close look at Lineage 2: Revolution, a mobile take on the MMORPG genre. It’s the younger brother of NCSOFT’s Lineage 2, released in 2003. This version was developed by Netmarble and had already grossed more than $600 million when I wrote this article.</p><a href=\"https://cdna.artstation.com/p/media_assets/images/images/000/202/104/large/unified_app_analysis_by_country_in_all_countries_on_android_ipad_iphone.jpg?1520260278\" target=\"_blank\" rel=\"noopener\"><img src=\"/media/v1/094dfc51e3d366154563-800.webp\" srcset=\"/media/v1/094dfc51e3d366154563-480.webp 480w, /media/v1/094dfc51e3d366154563-800.webp 800w, /media/v1/094dfc51e3d366154563-1280.webp 1280w\" sizes=\"(max-width: 880px) 100vw, 880px\" width=\"1280\" height=\"640\" data-full=\"/media/v1/094dfc51e3d366154563-1280.webp\" alt=\"\" fetchpriority=\"high\" decoding=\"async\"></a><p>L2: Revolution is an example of an IP that originated on “big platforms” and successfully moved into the mobile market.</p><p>With this article, I want to answer one question: is the UX in L2: Revolution worth learning from?</p><p>Let’s start with the user interface. This is an area where MMORPGs often struggle because of how complex these games are.</p><h2>User Interface</h2><p>The first few minutes with Lineage’s interface are overwhelming. The player is hit with a massive in-game UI. Fortunately, there are good parts too. I should also mention that the tutorial limits the interface, so the developers do try to ease players into it.</p><a href=\"https://cdnb.artstation.com/p/media_assets/images/images/000/202/105/large/lineage-2-revolution-pc-1024x576.jpg?1520260323\" target=\"_blank\" rel=\"noopener\"><img src=\"/media/v1/699bfd30c86cea789d3f-800.webp\" srcset=\"/media/v1/699bfd30c86cea789d3f-480.webp 480w, /media/v1/699bfd30c86cea789d3f-800.webp 800w, /media/v1/699bfd30c86cea789d3f-1024.webp 1024w\" sizes=\"(max-width: 880px) 100vw, 880px\" width=\"1024\" height=\"576\" data-full=\"/media/v1/699bfd30c86cea789d3f-1024.webp\" alt=\"\" loading=\"lazy\" decoding=\"async\"></a><h3>UI Pillars</h3><p>A consistent UI is the foundation of great UX, and Lineage makes a real effort here. Buttons, text, icons and backgrounds have their own distinctive look, so we don’t mistake one thing for another.</p><p>The separation between backgrounds and interactive elements is clear, and key functionality is appropriately highlighted.</p><p>The developers use familiar symbols for icons, making them intuitive for many players. The icon style also helps with clarity, and the font is readable at every size.</p><a href=\"https://cdna.artstation.com/p/media_assets/images/images/000/202/106/large/IMG_2941s.jpg?1520260369\" target=\"_blank\" rel=\"noopener\"><img src=\"/media/v1/d987456070ed2ee022ee-800.webp\" srcset=\"/media/v1/d987456070ed2ee022ee-480.webp 480w, /media/v1/d987456070ed2ee022ee-800.webp 800w, /media/v1/d987456070ed2ee022ee-1280.webp 1280w\" sizes=\"(max-width: 880px) 100vw, 880px\" width=\"1280\" height=\"720\" data-full=\"/media/v1/d987456070ed2ee022ee-1280.webp\" alt=\"\" loading=\"lazy\" decoding=\"async\"></a><h3>Notifications</h3><p>My personal favourite is the visual notification system. L2: Revolution tells players there’s something of interest in the UI with a red dot: simple and clear. Colour and contrast separate the notification from the background and make it pop. It’s a great combination of simplicity and clarity. Red also carries familiar associations that help draw our attention.</p><a href=\"https://cdna.artstation.com/p/media_assets/images/images/000/202/110/large/IMG_2946.jpg?1520260627\" target=\"_blank\" rel=\"noopener\"><img src=\"/media/v1/eec98ea432114fcda600-800.webp\" srcset=\"/media/v1/eec98ea432114fcda600-480.webp 480w, /media/v1/eec98ea432114fcda600-800.webp 800w, /media/v1/eec98ea432114fcda600-1280.webp 1280w\" sizes=\"(max-width: 880px) 100vw, 880px\" width=\"1280\" height=\"720\" data-full=\"/media/v1/eec98ea432114fcda600-1280.webp\" alt=\"\" loading=\"lazy\" decoding=\"async\"></a><h3>Delight</h3><p>Once basic user needs are met, designers can move higher in the hierarchy of needs. At the top, we have pleasure. The most memorable interfaces bring a feeling of delight to the people using them. Audio, animation, VFX, art or a combination of these can create that feeling. L2: Revolution has a few moments like this.</p><p>The screens for rewards, upgrades, equipment levelling and enchanting have beautiful particles and animations that feel really good. By building strong foundations and polishing these key screens, L2: Revolution creates a satisfying and memorable progression experience.</p><iframe class=\"journal-embed\" src=\"https://www.youtube-nocookie.com/embed/gw8E8I6xnoY?feature=oembed&amp;rel=0\" title=\"Embedded article video\" loading=\"lazy\" allow=\"encrypted-media; picture-in-picture; fullscreen\" allowfullscreen></iframe><p>Level Up</p><iframe class=\"journal-embed\" src=\"https://www.youtube-nocookie.com/embed/3E9lEEuYqjg?feature=oembed&amp;rel=0\" title=\"Embedded article video\" loading=\"lazy\" allow=\"encrypted-media; picture-in-picture; fullscreen\" allowfullscreen></iframe><p>Free shop item</p><h3>Cognitive Load</h3><p>MMORPGs rarely have a clear, minimal user interface. L2: Revolution is no different.</p><p>The interface is overwhelming, and that remains a problem well into the game. Navigating it is also slow, simply because there are so many menus. Players often feel confused by the amount of information on screen.</p><a href=\"https://cdnb.artstation.com/p/media_assets/images/images/000/202/111/large/IMG_2939.jpg?1520260683\" target=\"_blank\" rel=\"noopener\"><img src=\"/media/v1/197bfdd4938dbbdef7b9-800.webp\" srcset=\"/media/v1/197bfdd4938dbbdef7b9-480.webp 480w, /media/v1/197bfdd4938dbbdef7b9-800.webp 800w, /media/v1/197bfdd4938dbbdef7b9-1280.webp 1280w\" sizes=\"(max-width: 880px) 100vw, 880px\" width=\"1280\" height=\"720\" data-full=\"/media/v1/197bfdd4938dbbdef7b9-1280.webp\" alt=\"\" loading=\"lazy\" decoding=\"async\"></a><p>The gameplay UI is no different. It’s hard to keep track of changes when there’s so much information. A great notification system and a consistent UI help, but they don’t solve the problem.</p><a href=\"https://cdna.artstation.com/p/media_assets/images/images/000/202/112/large/IMG_2938_%281%29.jpg?1520260722\" target=\"_blank\" rel=\"noopener\"><img src=\"/media/v1/0b1fa8ccc44a028805c3-800.webp\" srcset=\"/media/v1/0b1fa8ccc44a028805c3-480.webp 480w, /media/v1/0b1fa8ccc44a028805c3-800.webp 800w, /media/v1/0b1fa8ccc44a028805c3-1280.webp 1280w\" sizes=\"(max-width: 880px) 100vw, 880px\" width=\"1280\" height=\"720\" data-full=\"/media/v1/0b1fa8ccc44a028805c3-1280.webp\" alt=\"\" loading=\"lazy\" decoding=\"async\"></a><h3>Creating habits</h3><p>Part of the problem with information overload is our limited memory. As developers, we want players to build habits and return to our games. A complex UI with difficult navigation slows that process down.</p><p>Players also have to spend a lot of mental effort navigating the UI. That may be less noticeable on consoles and PC, but mobile games are a different beast. Players need to be aware of their surroundings, and sooner or later they get tired of a heavy interface.</p><p>One of the biggest benefits of mobile platforms is right there in the name: they’re mobile. Developers shouldn’t forget that.</p><h3>Positioning</h3><p>Lineage has two types of exit button at the top of the screen: “back” and “exit”. These try to make navigation easier, but their position forces players to reach to the top of the screen. That might not seem like a big problem, but L2: Revolution has more than 30 submenus. Over time, it makes navigation cumbersome.</p><p>Overall, the positioning of UI elements isn’t bad, but some parts could be better. A complex interface needs, at the very least, a great navigation system that lets players move quickly between screens.</p><a href=\"https://cdnb.artstation.com/p/media_assets/images/images/000/202/113/large/IMG_2945.jpg?1520260750\" target=\"_blank\" rel=\"noopener\"><img src=\"/media/v1/9fb5fd4234917180e663-800.webp\" srcset=\"/media/v1/9fb5fd4234917180e663-480.webp 480w, /media/v1/9fb5fd4234917180e663-800.webp 800w, /media/v1/9fb5fd4234917180e663-1280.webp 1280w\" sizes=\"(max-width: 880px) 100vw, 880px\" width=\"1280\" height=\"942\" data-full=\"/media/v1/9fb5fd4234917180e663-1280.webp\" alt=\"\" loading=\"lazy\" decoding=\"async\"></a><a href=\"https://cdna.artstation.com/p/media_assets/images/images/000/202/114/large/IMG_2942.jpg?1520260803\" target=\"_blank\" rel=\"noopener\"><img src=\"/media/v1/9de010c48f2b003ea2ef-800.webp\" srcset=\"/media/v1/9de010c48f2b003ea2ef-480.webp 480w, /media/v1/9de010c48f2b003ea2ef-800.webp 800w, /media/v1/9de010c48f2b003ea2ef-1280.webp 1280w\" sizes=\"(max-width: 880px) 100vw, 880px\" width=\"1280\" height=\"720\" data-full=\"/media/v1/9de010c48f2b003ea2ef-1280.webp\" alt=\"\" loading=\"lazy\" decoding=\"async\"></a><h2>Gameplay</h2><h3>Auto-play</h3><p>My favourite design element in L2: Revolution is auto-hunting.</p><p>“Grind” and “MMORPG” are two words often used together. Designers use grind for several reasons, including levelling the playing field and creating a natural progression system: the more you play, the further you advance.</p><p>But there are downsides too. Grind can be addictive, and people unfamiliar with MMORPGs may be hesitant to try them because they see the genre as hardcore and time-consuming.</p><p>Older MMORPGs often had very steep progression curves. Players could spend as long as four years reaching a high level. Newer generations made the grind lighter and reduced the risk of losing experience or items. Lineage goes further.</p><p>The developers made the whole mechanic semi-automatic. You mainly need to pay attention when accepting new quests and collecting rewards. The penalty for dying is tiny, and players quickly learn that it’s OK not to focus all the time. Lineage cleverly combines idle-game mechanics with MMORPG grind to create something light and surprisingly approachable. This improves the experience by letting players enjoy a semi-idle game without giving it their full attention.</p><h3>Creating a “shop habit”</h3><p>An interesting practice used by more and more developers is offering free items or other benefits inside the shop. It tries to improve conversion by telling players, “Hey, this shop isn’t so bad. Drop in every now and then.”</p><p>It builds a habit through positive reinforcement. This may take longer to establish, but it can work better over time: players are less likely to reject it than a habit built on negative reinforcement.</p><p>Visiting the shop teaches players that they don’t need to be afraid of it, which increases the chance of conversion. Positive reinforcement can work better because it doesn’t create negative feelings.</p><a href=\"https://cdnb.artstation.com/p/media_assets/images/images/000/202/115/large/IMG_2938.jpg?1520260823\" target=\"_blank\" rel=\"noopener\"><img src=\"/media/v1/69db4bd9912ab24928f8-800.webp\" srcset=\"/media/v1/69db4bd9912ab24928f8-480.webp 480w, /media/v1/69db4bd9912ab24928f8-800.webp 800w, /media/v1/69db4bd9912ab24928f8-1280.webp 1280w\" sizes=\"(max-width: 880px) 100vw, 880px\" width=\"1280\" height=\"720\" data-full=\"/media/v1/69db4bd9912ab24928f8-1280.webp\" alt=\"\" loading=\"lazy\" decoding=\"async\"></a><h3>“Away from keyboard” bonus</h3><p>Another clever use of positive reinforcement is rewarding players for being offline. The “Recess Reward” mechanic adds bonus points for every minute spent offline, up to a limit. Players can then return and choose one of three rewards. It’s a recurring feature, so we can collect it every day.</p><p>It’s a nice mechanic that uses positive reinforcement to encourage breaks. Taking a break benefits both players and developers. From a UX perspective, it’s part of empathetic design: it slows progression and helps reduce player burnout.</p><p>Players can experience burnout just as professional athletes can. That can affect both their wellbeing and retention. We should remember the responsibility that comes with designing these experiences.</p><a href=\"https://cdna.artstation.com/p/media_assets/images/images/000/202/116/large/IMG_2940.jpg?1520260859\" target=\"_blank\" rel=\"noopener\"><img src=\"/media/v1/c438b7c3675553f2d93c-800.webp\" srcset=\"/media/v1/c438b7c3675553f2d93c-480.webp 480w, /media/v1/c438b7c3675553f2d93c-800.webp 800w, /media/v1/c438b7c3675553f2d93c-1280.webp 1280w\" sizes=\"(max-width: 880px) 100vw, 880px\" width=\"1280\" height=\"720\" data-full=\"/media/v1/c438b7c3675553f2d93c-1280.webp\" alt=\"\" loading=\"lazy\" decoding=\"async\"></a><h3>Progression curve</h3><p>Progression in L2: Revolution depends heavily on player efficiency. At the time of writing, efficient play could get you to level 100 in a month without spending money, and the level cap on EU servers was 180. The whole loop can be seen as a game of resources.</p><p>What I like about Lineage’s progression curve is that it’s light enough for players to enjoy levelling up every day. Progress unlocks new features, keeping players engaged and giving them a sense of achievement. It rewards commitment without punishing players as much as a typical exponential progression curve.</p><p>On its own, this progression loop offers a nice experience. But it has downsides too, as we’ll see next.</p><h3>Core loop to hell</h3><p>Lineage 2: Revolution also has a dark side: its core gameplay loop.</p><p>Clearing all available activities takes more than an hour a day. Each activity gives a reward, and completing several activities can earn another. It’s an intensive loop and a form of Skinner box.</p><p>The worst part is how tightly it holds players, keeping them playing at high intensity for long stretches and leaving them exhausted at the end.</p><a href=\"https://cdnb.artstation.com/p/media_assets/images/images/000/202/117/large/Untitled-2.jpg?1520260890\" target=\"_blank\" rel=\"noopener\"><img src=\"/media/v1/012cb2589f9a49ecddb9-800.webp\" srcset=\"/media/v1/012cb2589f9a49ecddb9-480.webp 480w, /media/v1/012cb2589f9a49ecddb9-800.webp 800w, /media/v1/012cb2589f9a49ecddb9-1280.webp 1280w\" sizes=\"(max-width: 880px) 100vw, 880px\" width=\"1280\" height=\"514\" data-full=\"/media/v1/012cb2589f9a49ecddb9-1280.webp\" alt=\"\" loading=\"lazy\" decoding=\"async\"></a><p>This intensity comes from a fixed-ratio reward schedule: rewards arrive after a set number of actions. One characteristic of this approach is that activity increases as the reward gets closer. L2: Revolution has several quests running in parallel, so the intensity can stay high for a long time. We’re always nearing some reward.</p><p>Reinforced by the mechanics I discussed earlier, this loop creates very addictive gameplay. Because the intensity is so high, players can quickly burn out. Exploiting people for our own purposes doesn’t benefit our audience or their experience.</p><h3>Cooperation and social experience</h3><p>One element the Lineage developers haven’t explored enough is cooperation.</p><p>MMORPGs are all about social interaction: joining a clan, fighting wars, getting to know people and bonding through adventures.</p><p>In L2: Revolution, playing with others is cumbersome for several reasons. Most quests are designed for one player. If you want to complete them with a friend, you need to start and finish each one together. Otherwise, you end up in different regions, killing different monsters and unable to share experience or support each other.</p><p>Most activities focus on solo play, with only a few built around teamwork. Social interaction is a key part of retention. People naturally want to form groups, and making that difficult only hurts our games.</p><h2>Monetisation</h2><p>Monetisation is a hot topic among players, who often associate it with developers using tricks to bait them into spending money. It’s also a vital part of free-to-play games: developers need a way to earn money. Unfortunately, L2: Revolution doesn’t do much to improve the reputation of F2P monetisation.</p><h3>Aggressive monetisation</h3><p>Many companies embrace aggressive monetisation mechanics, consciously or otherwise. But the effects on long-term retention and loyalty can be negative and hard to measure. Let’s look at an example.</p><p>Using the rough split discussed here—around 5% of players paying and 95% never making an in-app purchase—developers often use a few familiar techniques to push players towards spending:</p><ul>\n<li><p>Difficulty gates: sudden increases in difficulty, common in match-three games.</p></li>\n<li><p>Excessive pop-ups with offers and discounts.</p></li>\n</ul><p>These techniques work against familiar UX principles. They create negative emotions that players can remove by spending money: negative reinforcement. That approach hurts the experience, and Lineage uses it in several places.</p><p>Gating can force players to abandon the game if they aren’t willing to pay. Even if most of the audience never spends money, that doesn’t make them unimportant.</p><p>Paying players want to enjoy the game with friends, compete and show their achievements to others. What happens if they lose that audience? They may stop playing or paying.</p><p>These two groups are closely connected. One can’t sustain the game without the other.</p><p>I think this makes it clear why aggressive monetisation is a shortsighted approach. A lack of empathy for players drives these mechanics. Let’s not lose that empathy.</p><p><a href=\"https://cdna.artstation.com/p/media_assets/images/images/000/202/118/large/IMG_2951.jpg?1520261048\" target=\"_blank\" rel=\"noopener\"><img src=\"/media/v1/0b56bc71ec4e606c87b4-800.webp\" srcset=\"/media/v1/0b56bc71ec4e606c87b4-480.webp 480w, /media/v1/0b56bc71ec4e606c87b4-800.webp 800w, /media/v1/0b56bc71ec4e606c87b4-1280.webp 1280w\" sizes=\"(max-width: 880px) 100vw, 880px\" width=\"1280\" height=\"720\" data-full=\"/media/v1/0b56bc71ec4e606c87b4-1280.webp\" alt=\"\" loading=\"lazy\" decoding=\"async\"></a><br></p><h3>Shop</h3><p>The shop is the main place where players spend money, and Lineage’s shop is overwhelming. It has more than 100 items across over 15 categories, including discounts, special offers and free daily items. With so many choices, players can struggle to compare options and decide what to buy. This is “choice overload”.</p><p>It doesn’t improve the experience or satisfaction of buying. Instead, it connects the purchase with anxiety and panic.</p><a href=\"https://cdnb.artstation.com/p/media_assets/images/images/000/202/119/large/IMG_2937.jpg?1520261057\" target=\"_blank\" rel=\"noopener\"><img src=\"/media/v1/7c0b9fb0b1ffec83a53d-800.webp\" srcset=\"/media/v1/7c0b9fb0b1ffec83a53d-480.webp 480w, /media/v1/7c0b9fb0b1ffec83a53d-800.webp 800w, /media/v1/7c0b9fb0b1ffec83a53d-1280.webp 1280w\" sizes=\"(max-width: 880px) 100vw, 880px\" width=\"1280\" height=\"720\" data-full=\"/media/v1/7c0b9fb0b1ffec83a53d-1280.webp\" alt=\"\" loading=\"lazy\" decoding=\"async\"></a><p>Thirteen main shop categories, with more hidden inside them. You could fit a grocery store in this shop.</p><p>You can find the final part of this article <a href=\"/journal/WB2Y/\">here</a>.</p>"},{"id":"Bd87","title":"UX in Clash Royale — Part 3","category":"Game UX","date":"24 January 2018","excerpt":"The final part of my Clash Royale analysis explores how art and technical choices shape the player experience.","image":"/media/9ac75667c988dc071cbf.jpg","source":"https://www.artstation.com/dasp/blog/Bd87/ux-in-clash-royale-part-3","contentHtml":"<a href=\"https://cdna.artstation.com/p/media_assets/images/images/000/188/456/large/Art9.jpg?1516808911\" target=\"_blank\" rel=\"noopener\"><img src=\"/media/v1/9ac75667c988dc071cbf-800.webp\" srcset=\"/media/v1/9ac75667c988dc071cbf-480.webp 480w, /media/v1/9ac75667c988dc071cbf-800.webp 800w, /media/v1/9ac75667c988dc071cbf-1200.webp 1200w\" sizes=\"(max-width: 880px) 100vw, 880px\" width=\"1200\" height=\"627\" data-full=\"/media/v1/9ac75667c988dc071cbf-1200.webp\" alt=\"\" fetchpriority=\"high\" decoding=\"async\"></a><p>In this final part, I’m looking at art and the technical side of UX. You can also read <a href=\"/journal/90l/\">part 1</a> and <a href=\"/journal/Woq/\">part 2</a>.</p><h2><strong>Technical</strong></h2><p>I’ve included this section to show that improving user experience isn’t just the job of art and design departments. Much of this is common knowledge, but paying attention to it and pushing it further matters. In a small mobile team, everyone is a UX designer, whether they like it or not.</p><h3>Fast loading times</h3><p>The title says it all. Fast loading usually means keeping the amount of data loaded into memory small. Clash Royale has a small scope, and its developers paid attention to asset optimisation. They use several tricks to reduce memory use, including sprite mirroring and limiting the number of frames in character animations. The result is really good loading times: around 4.5 seconds on the iPhone used for this test.</p><p>Of course, not every game can achieve that. It depends on the project’s goals and the type of game.</p><a href=\"https://cdna.artstation.com/p/media_assets/images/images/000/187/974/large/spell_goblin_barrel_tex.jpg?1516721609\" target=\"_blank\" rel=\"noopener\"><img src=\"/media/v1/f91ffcc8e3e4f86fed41-551.webp\" srcset=\"/media/v1/f91ffcc8e3e4f86fed41-551.webp 551w\" sizes=\"(max-width: 551px) 100vw, 551px\" width=\"551\" height=\"504\" data-full=\"/media/v1/f91ffcc8e3e4f86fed41-551.webp\" alt=\"\" loading=\"lazy\" decoding=\"async\"></a><p>Two examples of texture packing in Clash Royale: the Elixir Collector on the left and the Goblin Barrel on the right. You can see how the developers change team colours, probably by placing the circled elements onto the unit or building.</p><h3>Loading screens</h3><p>As we’ve just discussed, loading times are a common bottleneck. Every second spent on a loading screen increases the chance of a player switching games or opening a browser. It takes away from the pleasure of playing.</p><p>Clash Royale has two loading screens: one when entering the game and another before entering a battle. That’s a restrained approach, and it works really well for UX.</p><h3>Battery Drain</h3><p>Battery drain is another common problem. Pushing a device’s performance drains its battery, and some games can empty a phone in two hours—especially those with real-time 3D graphics and an internet connection. Supercell’s art style has an advantage here. It uses pre-rendered 3D sprites, so the game is essentially 2D. That can reduce the load on the GPU and let players enjoy longer sessions. I assume this is only part of why Clash Royale uses less battery, and I don’t want to speculate too much. But it’s good to be aware of these things. Players care, and developers should too.</p><h3>Disconnecting from the game</h3><p>Clash Royale requires players to be online. As with any online game, you can lose your internet connection, especially while travelling. The game lets you rejoin a match after losing connection or closing the app. Its fast start-up time is another advantage here.</p><p>Being able to reconnect reduces anxiety. Losing the connection might not be the player’s fault. Letting them return to an important tournament match is simply empathetic.</p><p>There’s one small change that shows how Supercell thinks about players. A few months after launch, the developers noticed that players pushed harder when an opponent disconnected, hoping to gain an advantage before they returned. They removed the notification that an opponent had lost connection. Now, a disconnected opponent just looks as though they’re taking a little longer to choose a card. It’s a small change, but it gives players time to reconnect and makes things fairer.</p><a href=\"https://cdna.artstation.com/p/media_assets/images/images/000/187/976/large/Internet.jpg?1516722239\" target=\"_blank\" rel=\"noopener\"><img src=\"/media/v1/0cf4ab6e69c21732783b-796.webp\" srcset=\"/media/v1/0cf4ab6e69c21732783b-480.webp 480w, /media/v1/0cf4ab6e69c21732783b-796.webp 796w\" sizes=\"(max-width: 796px) 100vw, 796px\" width=\"796\" height=\"474\" data-full=\"/media/v1/0cf4ab6e69c21732783b-796.webp\" alt=\"\" loading=\"lazy\" decoding=\"async\"></a><p>On the left is the old notification that an opponent had lost connection. On the right is the message shown to a player who loses their own connection.</p><h3>Ordered randomness</h3><p>When people talk about randomness, they often have a particular experience in mind. A player might chase an item with a 1% drop rate and still not find it after 100 or 200 attempts. Many games use pseudorandom systems: deterministic under the hood, but appearing random to the player. Some also adjust the sequence to avoid frustrating streaks.</p><p>In Clash Royale, chest drops follow a predefined order that imitates randomness. It’s about the player’s mental model. If players think it’s random and enjoy it, that may be enough.</p><p>Players discovered the chest-drop order and published it, so anyone can look it up. Adjusting randomness is an interesting practice. It shows that the developers considered the experience from more than one angle.</p><a href=\"https://cdna.artstation.com/p/media_assets/images/images/000/187/978/large/ChestOrder.jpg?1516722439\" target=\"_blank\" rel=\"noopener\"><img src=\"/media/v1/b970fde8f2c78c515b7e-718.webp\" srcset=\"/media/v1/b970fde8f2c78c515b7e-480.webp 480w, /media/v1/b970fde8f2c78c515b7e-718.webp 718w\" sizes=\"(max-width: 718px) 100vw, 718px\" width=\"718\" height=\"643\" data-full=\"/media/v1/b970fde8f2c78c515b7e-718.webp\" alt=\"\" loading=\"lazy\" decoding=\"async\"></a><p>A screenshot from clashroyalearena.com showing part of the chest-drop order.</p><h2>Aesthetics</h2><p>Aesthetics is one of the main tools of UX design. Visual choices can make an experience incredible—or awful.</p><h3>Art Style</h3><p>Supercell created a distinctive style: a pre-rendered, Pixar-esque 3D look adapted for mobile. Strong contrast, bright colours and clear silhouettes make it readable on a phone screen.</p><a href=\"https://cdna.artstation.com/p/media_assets/images/images/000/187/986/large/UnitColor.jpg?1516724748\" target=\"_blank\" rel=\"noopener\"><img src=\"/media/v1/b1bfef13916c0bed53d5-800.webp\" srcset=\"/media/v1/b1bfef13916c0bed53d5-480.webp 480w, /media/v1/b1bfef13916c0bed53d5-800.webp 800w, /media/v1/b1bfef13916c0bed53d5-966.webp 966w\" sizes=\"(max-width: 880px) 100vw, 880px\" width=\"966\" height=\"700\" data-full=\"/media/v1/b1bfef13916c0bed53d5-966.webp\" alt=\"\" loading=\"lazy\" decoding=\"async\"></a><p>The image above shows how distinct the units are, from their icons to their shapes and colours.</p><h3>Gameplay Colours and VFX</h3><p>Colour is valuable when it emphasises gameplay information. Clash Royale uses it to improve readability and clarity. For example:</p><ul>\n<li><p>When time runs out, a red outline flashes around the screen.</p></li>\n<li><p>Units flash a brighter colour when they take damage.</p></li>\n<li><p>A full elixir bar glows with an animated effect.</p></li>\n<li><p>Cards show radial progress until there’s enough elixir to use them.</p></li>\n<li><p>Each unit has its own characteristic colour theme.</p></li>\n<li><p>Effects show statuses such as poison and freeze.</p></li>\n<li><p>Blue and red distinguish the two teams.</p></li>\n</ul><p>All of this helps players understand the battlefield without spending too much time working out what’s happening. Visual consistency matters, especially when it’s part of gameplay. Art and game design are closely connected: interactions and visual style often work together. Understanding that relationship is how we take our games further.</p><a href=\"https://cdna.artstation.com/p/media_assets/images/images/000/187/992/large/maxresdefault.jpg?1516724913\" target=\"_blank\" rel=\"noopener\"><img src=\"/media/v1/abeec0474721948beed2-404.webp\" srcset=\"/media/v1/abeec0474721948beed2-404.webp 404w\" sizes=\"(max-width: 404px) 100vw, 404px\" width=\"404\" height=\"540\" data-full=\"/media/v1/abeec0474721948beed2-404.webp\" alt=\"\" loading=\"lazy\" decoding=\"async\"></a><p>When the game enters overtime, a reddish frame appears around the screen.</p><h3>UI Colours</h3><p>I’ve already touched on colour in the UI. The developers use yellow for the most important actions, green for secondary actions, and blue for backgrounds and some buttons.</p><p>Used well, colour makes the UI clearer and directs the player’s attention.</p><a href=\"https://cdnb.artstation.com/p/media_assets/images/images/000/188/451/large/UIColors.jpg?1516807523\" target=\"_blank\" rel=\"noopener\"><img src=\"/media/v1/be7de7c803dc31f333a7-923.webp\" srcset=\"/media/v1/be7de7c803dc31f333a7-480.webp 480w, /media/v1/be7de7c803dc31f333a7-923.webp 923w\" sizes=\"(max-width: 880px) 100vw, 880px\" width=\"923\" height=\"1000\" data-full=\"/media/v1/be7de7c803dc31f333a7-923.webp\" alt=\"\" loading=\"lazy\" decoding=\"async\"></a><p>There’s also a fourth colour: red, used for notifications and the exit button.</p><h2><strong>The bad in Clash Royale</strong></h2><p>Clash Royale certainly has flaws. But the developers have reduced them enough that interacting with the game is a pleasure. Improving user experience is an ongoing battle.</p><p>The biggest UX problem we encounter is input delay.</p><h3>Input delay</h3><p>Many players treat this as a bug, but it’s part of the design. Clash Royale uses an authoritative server, meaning the server controls the game logic. Player input travels to the server, where gameplay is calculated, and the server sends the result back. My assumption is that the developers use a fixed delay of around 500 ms to allow that exchange to happen reliably. A slow connection can add more delay, but most of the time the system is stable.</p><p>So why use a system that hurts the gameplay experience?</p><p>The reason is to close loopholes for cheating. Online games often attract players who don’t follow the rules. Calculating outcomes on the server removes many opportunities to cheat and keeps both players working from the same result. Most of us have encountered cheaters, so we understand why this matters. The developers sacrifice some responsiveness to improve the overall experience. It’s a trade-off we face every day. Things aren’t always black and white.</p><h3>Live games</h3><p>Games as a service was still a fairly new concept when I wrote this. Supercell focuses on games people can play for years. Supporting a game long after launch has side effects: players want more features, bigger features and shiny features. Every addition makes the game more complicated. For UX, that’s a problem that grows over time.</p><p>Even a relatively young game like Clash Royale had already seen a decline in UX. We should prepare for that pressure rather than wait for it to become a problem. Long-term planning can help.</p><a href=\"https://cdna.artstation.com/p/media_assets/images/images/000/188/006/large/Shops.jpg?1516726391\" target=\"_blank\" rel=\"noopener\"><img src=\"/media/v1/e9331ccdecee32dd8204-800.webp\" srcset=\"/media/v1/e9331ccdecee32dd8204-480.webp 480w, /media/v1/e9331ccdecee32dd8204-800.webp 800w, /media/v1/e9331ccdecee32dd8204-1280.webp 1280w\" sizes=\"(max-width: 880px) 100vw, 880px\" width=\"1280\" height=\"1138\" data-full=\"/media/v1/e9331ccdecee32dd8204-1280.webp\" alt=\"\" loading=\"lazy\" decoding=\"async\"></a><p>New and old shop.</p><h3>Updates</h3><p>The October 2017 update introduced many changes, including one to shop items. Every few days, the shop offers an Epic Chest for coins. It’s a rare opportunity, and usually a good purchase. The update changed the item’s button to yellow. Why is that a problem? Until then, yellow had been associated with key actions and rewards, and rewards were free: no soft or premium currency required. This breaks that consistency and can create confusion, especially around purchases.</p><p>The same update removed the red text indicating that you lacked the resources to buy an item. That’s another break in consistency. It can lead players to tap an item thinking they have enough resources when they don’t.</p><p>Fortunately, the developers listened to players and brought the red text back in the following update.</p><a href=\"https://cdnb.artstation.com/p/media_assets/images/images/000/188/007/large/free-gems-377x450.jpg?1516726686\" target=\"_blank\" rel=\"noopener\"><img src=\"/media/v1/a97e7cbbc8f3ae617cc4-400.webp\" srcset=\"/media/v1/a97e7cbbc8f3ae617cc4-400.webp 400w\" sizes=\"(max-width: 400px) 100vw, 400px\" width=\"400\" height=\"477\" data-full=\"/media/v1/a97e7cbbc8f3ae617cc4-400.webp\" alt=\"\" loading=\"lazy\" decoding=\"async\"></a><p>The free item is green, while the paid item is yellow. That breaks the earlier association between yellow and rewards.</p><h2><strong>Summary</strong></h2><p>We know the immediate effects of better UX: players feel more immersed, enjoy interacting with the game and want to come back. But there’s a longer-term effect too. Fairness and empathy build a bond between developers and players. If we care about players, they can reward us with loyalty. If we do the opposite, they’ll respond accordingly. I think this helps explain why Clash Royale is popular, and why other developers can learn from it.</p>"},{"id":"Woq","title":"UX in Clash Royale — Part 2","category":"Game UX","date":"23 January 2018","excerpt":"Continuing my Clash Royale analysis with a focus on empathy, player needs and user-centred game design.","image":"/media/359596bf04522dbc3566.jpg","source":"https://www.artstation.com/dasp/blog/Woq/ux-in-clash-royale-part-2","contentHtml":"<a href=\"https://cdnb.artstation.com/p/media_assets/images/images/000/187/565/large/Art7.jpg?1516651923\" target=\"_blank\" rel=\"noopener\"><img src=\"/media/v1/359596bf04522dbc3566-800.webp\" srcset=\"/media/v1/359596bf04522dbc3566-480.webp 480w, /media/v1/359596bf04522dbc3566-800.webp 800w, /media/v1/359596bf04522dbc3566-1200.webp 1200w\" sizes=\"(max-width: 880px) 100vw, 880px\" width=\"1200\" height=\"627\" data-full=\"/media/v1/359596bf04522dbc3566-1200.webp\" alt=\"\" fetchpriority=\"high\" decoding=\"async\"></a><p>This continues my previous blog post, which you can find <a href=\"/journal/90l/\">link</a>. The third part is <a href=\"/journal/Bd87/\">here</a>. </p><p>I’d like to start by talking about empathy.</p><h2><strong>Empathetic design</strong></h2><p>I’m a strong supporter of user-centred design in games. After all, we’re making products for people to enjoy. Clash Royale offers many examples of this approach.</p><p>Empathetic design has many benefits. When you take care of players, they respond with loyalty. That can improve retention and, in turn, conversion into paying users.</p><p>It also has a long-term effect. A player who leaves with negative feelings is less likely to return. Someone who leaves with positive memories may come back to try an update. Those memories also make it easier to convince them to try your next game.</p><p>Acquiring players for mobile games is expensive. Once we’ve brought someone into our game, their wellbeing should be a priority.</p><p>A few points we’ve already covered are particularly important for user-centred design:</p><ul>\n<li><p>Thoughtful notifications. Players know what they want to do. Don’t force them to spend their precious time on something else.</p></li>\n<li><p>A minimal shop with clear item descriptions. Most players don’t spend money—the rough figure discussed here is about 5% paying—but those who do want a good experience. Make the shop frustrating, and they may stop visiting it.</p></li>\n<li><p>Portrait mode makes one-handed interaction easier. Mobile games need to work while people are on the move. Many players don’t want to sit down and give a game all their attention.</p></li>\n</ul><h3>Interactions</h3><p>People have different habits when interacting with a UI, and changing those habits is difficult. Where possible, an interface should support more than one way to do the same thing. It takes more time and thought, but it can work for more players. Clash Royale’s developers considered this and offered several interaction options.</p><p>Gameplay gives us a clear example. Clash Royale is about placing cards on the battlefield, and the developers give us two ways to do it:</p><ul>\n<li><p>Drag and drop: drag a card from the bottom of the UI to its destination.</p></li>\n<li><p>Tap and tap: tap a card to select it, then tap the battlefield to place it.</p></li>\n</ul><p>The main menu also offers alternatives. We can donate cards in two ways:</p><ul>\n<li><p>Tap the “Donate” button.</p></li>\n<li><p>Tap the card image on a donation request, or hold it to donate several cards.</p></li>\n</ul><a href=\"https://cdnb.artstation.com/p/media_assets/images/images/000/187/519/large/Donate.jpg?1516642664\" target=\"_blank\" rel=\"noopener\"><img src=\"/media/v1/dd10c72f9d10a50a30b5-720.webp\" srcset=\"/media/v1/dd10c72f9d10a50a30b5-480.webp 480w, /media/v1/dd10c72f9d10a50a30b5-720.webp 720w\" sizes=\"(max-width: 720px) 100vw, 720px\" width=\"720\" height=\"1280\" data-full=\"/media/v1/dd10c72f9d10a50a30b5-720.webp\" alt=\"\" loading=\"lazy\" decoding=\"async\"></a><p>Menu navigation:</p><ul>\n<li><p>Swipe left or right to change the view.</p></li>\n<li><p>Tap an icon at the bottom to change the view.</p></li>\n</ul><p>Chest opening has two modes too: slow and fast. It’s a small improvement, but after opening more than a hundred chests, it saves a lot of time and frustration.</p><h3>User Interface</h3><h4>Tooltips</h4><p>Clash Royale uses tooltips where something might be unclear, so players can learn through interaction. The info button always looks the same, making its meaning easy to learn. Minimal interfaces sometimes need these little guides. There’s a fine balance between too little information and too much. Tooltips give us a bit more room to find that balance.</p><a href=\"https://cdna.artstation.com/p/media_assets/images/images/000/187/506/large/Tooltip.jpg?1516640912\" target=\"_blank\" rel=\"noopener\"><img src=\"/media/v1/ead8cae112a23457b429-800.webp\" srcset=\"/media/v1/ead8cae112a23457b429-480.webp 480w, /media/v1/ead8cae112a23457b429-800.webp 800w, /media/v1/ead8cae112a23457b429-1280.webp 1280w\" sizes=\"(max-width: 880px) 100vw, 880px\" width=\"1280\" height=\"1138\" data-full=\"/media/v1/ead8cae112a23457b429-1280.webp\" alt=\"\" loading=\"lazy\" decoding=\"async\"></a><h4>Economy</h4><p>The game’s economy uses two currencies: soft and premium. That’s less confusing than the four currencies found in some games. One currency might be simplest for players, but a dual-currency system has advantages in free-to-play games. It gives developers more control over the economy. When that control fails, prices can rise rapidly and players can accumulate too many items. At a broad level, a game economy resembles a real one.</p><p>Back to empathetic design: it’s easy to forget the player’s perspective. Introducing four or more currencies makes their relationships harder to understand. Adding ten shop categories to accommodate them doesn’t help either.</p><p>Overcomplicating this can hurt both revenue and user experience.</p><a href=\"https://cdnb.artstation.com/p/media_assets/images/images/000/187/507/large/Economy.jpg?1516641137\" target=\"_blank\" rel=\"noopener\"><img src=\"/media/v1/1850008b8f0f297e0904-400.webp\" srcset=\"/media/v1/1850008b8f0f297e0904-400.webp 400w\" sizes=\"(max-width: 400px) 100vw, 400px\" width=\"400\" height=\"533\" data-full=\"/media/v1/1850008b8f0f297e0904-400.webp\" alt=\"\" loading=\"lazy\" decoding=\"async\"></a><h3>Gameplay</h3><p>Gameplay is what games are all about. It’s where players spend most of their time, so the experience here defines the game.</p><h4>Gameplay interactions</h4><p>When an interaction matches expectations, players don’t have to think about it. When it doesn’t, they might complain about a broken game or horrible gameplay, even if the real problem lies elsewhere. Player feedback is valuable, but someone needs to interpret it and find the underlying issue.</p><p>Clash Royale’s developers make gameplay clear by limiting distractions and providing the information players need. Some key examples are:</p><ul>\n<li><p>Spell ranges shown in red or blue, depending on the team.</p></li>\n<li><p>Clear deployment areas. Some units can be placed on the enemy’s side.</p></li>\n<li><p>Deployment times that vary between units.</p></li>\n<li><p>Damage effects showing when units hit an enemy.</p></li>\n<li><p>Effects showing statuses such as freeze or poison.</p></li>\n</ul><a href=\"https://cdnb.artstation.com/p/media_assets/images/images/000/187/517/large/Other.jpg?1516642483\" target=\"_blank\" rel=\"noopener\"><img src=\"/media/v1/3d585c97c8b30657802f-800.webp\" srcset=\"/media/v1/3d585c97c8b30657802f-480.webp 480w, /media/v1/3d585c97c8b30657802f-800.webp 800w, /media/v1/3d585c97c8b30657802f-1280.webp 1280w\" sizes=\"(max-width: 880px) 100vw, 880px\" width=\"1280\" height=\"517\" data-full=\"/media/v1/3d585c97c8b30657802f-1280.webp\" alt=\"\" loading=\"lazy\" decoding=\"async\"></a><p>Different visual cues.</p><p>I want to stress how important consistent interactions are. Players build habits as they read information and act on it. Consistency lets them develop mastery, become immersed and enter a flow state more easily. In a real-time competitive game, interactions can decide whether you win or lose. Their importance should be clear.</p><h4>Why placement matters</h4><p>Clash Royale is about timing, positioning and resolving small skirmishes across the battlefield. Each unit has its own deployment delay, and some can be placed on the enemy’s side. The battlefield also has a grid of equal tiles, and units snap to it when placed. Position matters because it affects what a unit targets: a tower, a building or a group of enemies.</p><p>The grid improves the experience in a big way. It gives players a clear way to understand units. A description can specify an attack range—for example, five tiles for an Archer—and players can quickly judge distance in the heat of battle. Without a grid and a shared measurement, that would be much harder in real time.</p><a href=\"https://cdna.artstation.com/p/media_assets/images/images/000/187/516/large/Deployment.jpg?1516641752\" target=\"_blank\" rel=\"noopener\"><img src=\"/media/v1/58415272affc26d0b297-813.webp\" srcset=\"/media/v1/58415272affc26d0b297-480.webp 480w, /media/v1/58415272affc26d0b297-813.webp 813w\" sizes=\"(max-width: 813px) 100vw, 813px\" width=\"813\" height=\"469\" data-full=\"/media/v1/58415272affc26d0b297-813.webp\" alt=\"\" loading=\"lazy\" decoding=\"async\"></a><p>Different deployment areas.</p><h4>Tutorial</h4><p>Tutorials are often one of the most overlooked parts of a game, yet they’re crucial to engaging players in the first few minutes. Poor tutorial UX can lose a substantial share of the audience before they’ve really started playing.</p><p>Clash Royale throws you straight into the arena and asks you to defeat an opponent. It doesn’t treat players like idiots. It suggests what to do without restricting your movement, so you still have room to experiment. It doesn’t break the game’s flow by forcing every action.</p><p>The tutorial continues after the battle, much like normal play with a few guides. It only restricts you when you upgrade a card for the first time. That part could be better, but the key goal is to engage the player quickly. Getting into the arena within seconds does that well. The first few matches are against AI and may be tailored, though that’s hard to confirm without knowing the implementation. After seven wins, players can enter PvP battles. They get a chance to learn before facing other people.</p><a href=\"https://cdnb.artstation.com/p/media_assets/images/images/000/187/515/large/Tutorial.jpg?1516641626\" target=\"_blank\" rel=\"noopener\"><img src=\"/media/v1/72e924295aff1e02e989-800.webp\" srcset=\"/media/v1/72e924295aff1e02e989-480.webp 480w, /media/v1/72e924295aff1e02e989-800.webp 800w, /media/v1/72e924295aff1e02e989-1280.webp 1280w\" sizes=\"(max-width: 880px) 100vw, 880px\" width=\"1280\" height=\"566\" data-full=\"/media/v1/72e924295aff1e02e989-1280.webp\" alt=\"\" loading=\"lazy\" decoding=\"async\"></a><p>Guides in the tutorial.</p><h4>Player Communication</h4><p>Toxicity is a common problem in online games, including League of Legends, MMORPGs and mobile games. By leaving out global chat and limiting arena communication to predefined emotes and messages, Supercell cuts out many opportunities for abuse. Clan chat is still open, but players have more control over their own group.</p><p>I’m personally in favour of limiting verbal and text interactions in games. I prefer communication through gameplay. Journey, by thatgamecompany, is a good example. Asking players to interpret signs and emotes lets them build their own way of communicating, and that can be more positive.</p><p>Many people play mobile games to relax. For them, some Clash Royale emotes can provoke negative feelings. They aren’t offensive, but players often dislike certain ones, especially the laughing emote. In the community, many asked for a permanent mute option. The developers replied that interaction was part of the experience. It’s hard to judge whether they were right. I’m personally torn.</p><a href=\"https://cdnb.artstation.com/p/media_assets/images/images/000/187/509/large/emotes.jpg?1516641333\" target=\"_blank\" rel=\"noopener\"><img src=\"/media/v1/1802d91a3e1113f6c280-857.webp\" srcset=\"/media/v1/1802d91a3e1113f6c280-480.webp 480w, /media/v1/1802d91a3e1113f6c280-857.webp 857w\" sizes=\"(max-width: 857px) 100vw, 857px\" width=\"857\" height=\"400\" data-full=\"/media/v1/1802d91a3e1113f6c280-857.webp\" alt=\"\" loading=\"lazy\" decoding=\"async\"></a><p>In-game communication.</p><p>That’s not the end. The next and final part looks at the technical side and the art. Stay tuned!</p>"},{"id":"90l","title":"UX in Clash Royale — Part 1","category":"Game UX","date":"16 January 2018","excerpt":"The start of a three-part series on game UX, using Clash Royale to explore what makes an experience work for players.","image":"/media/945ae5373b49d281c14a.jpg","source":"https://www.artstation.com/dasp/blog/90l/ux-in-clash-royale-part-1","contentHtml":"<a href=\"https://cdna.artstation.com/p/media_assets/images/images/000/185/060/large/Art2.jpg?1516117819\" target=\"_blank\" rel=\"noopener\"><img src=\"/media/v1/945ae5373b49d281c14a-800.webp\" srcset=\"/media/v1/945ae5373b49d281c14a-480.webp 480w, /media/v1/945ae5373b49d281c14a-800.webp 800w, /media/v1/945ae5373b49d281c14a-1200.webp 1200w\" sizes=\"(max-width: 880px) 100vw, 880px\" width=\"1200\" height=\"627\" data-full=\"/media/v1/945ae5373b49d281c14a-1200.webp\" alt=\"\" fetchpriority=\"high\" decoding=\"async\"></a><p>Welcome to my new series on UX in games. If you want to jump straight into the analysis, scroll down to “The good”. This article has three parts. You can find the second <a href=\"/journal/Woq/\">here</a> and third part <a href=\"/journal/Bd87/\">here</a>.</p><p>I want to answer a question: why is Clash Royale so popular, and how much of that comes from its UX? My personal goal is to get into the habit of analysing games and explain what I find in a way anyone can follow. I also want to encourage more appreciation for UX in games and art. I think it’s neglected in many areas of game development. As artists, we can be possessive of our own “kids”—our artwork—and feel threatened by anything that influences it. I’m sure other disciplines feel the same. That’s part of why UX experts can struggle to get people to listen.</p><p>I’d love readers to comment and tell me how I can improve future articles. Ideally, this becomes a discussion. UX matters because it saves people time. Even a small change can save hours across an entire audience.</p><p>Why UX? Because I care about players and I want them to enjoy products that I make.</p><p>UX takes on particular importance on mobile because of the devices and the way people use them. Casual games, short sessions and social interaction are common. The interface needs to be simple, gameplay needs to be readable, and the game needs to work out in the real world.</p><p>I see UX as a design philosophy that combines science with empathy for users. Generosity is part of that, but it doesn’t mean making a game easy. It means understanding the audience and designing for them. That’s why I’m starting with a game that cares about players in an interesting way.</p><h3 aria-level=\"2\">Clash Royale</h3><p>Supercell released Clash Royale in March 2016. By the time I wrote this, it had earned more than a billion dollars. It’s a competitive arena card battler with a small scope, great UX, deep gameplay and high-quality graphics. I’m mainly interested in the UX, but because it touches everything, we’ll explore several disciplines.</p><p>Clash Royale isn’t perfect, but it does a pretty good job with UX. It faces familiar problems for a live game: players expect new features and content, so the game grows more complex, and the experience can suffer. But I’d like to start with the basics.</p><a href=\"https://cdna.artstation.com/p/media_assets/images/images/000/184/482/large/0.jpg?1516043426\" target=\"_blank\" rel=\"noopener\"><img src=\"/media/v1/c6274679175515066041-800.webp\" srcset=\"/media/v1/c6274679175515066041-480.webp 480w, /media/v1/c6274679175515066041-800.webp 800w, /media/v1/c6274679175515066041-1280.webp 1280w\" sizes=\"(max-width: 880px) 100vw, 880px\" width=\"1280\" height=\"992\" data-full=\"/media/v1/c6274679175515066041-1280.webp\" alt=\"\" loading=\"lazy\" decoding=\"async\"></a><p>Clash Royale</p><h2><strong>The good</strong></h2><h3>Simplicity and minimalism</h3><p>Restraint is hard in game development. We always want to add more features. Minimalism and simplicity can be mistaken for doing less, yet they’re often essential to a fantastic experience. I’m going to try to defend that statement, so bear with me.</p><h4>A one-handed interface</h4><p>A one-handed interface isn’t a must-have for every game, but it can improve the experience. It lets people play in more situations and places, which can help retention.</p><p>Imagine someone playing on the bus home, standing up and holding a handrail.</p><p>Phones fit into everyday life, so making interaction less demanding helps. Clash Royale puts key controls within reach when using a phone with one hand. I’m leaving out the iOS Reachability feature, which helps users reach the top of the screen: it’s part of the operating system rather than the game.</p><a href=\"https://cdna.artstation.com/p/media_assets/images/images/000/184/500/large/Placement.jpg?1516044278\" target=\"_blank\" rel=\"noopener\"><img src=\"/media/v1/bcbc8e5bc7f9299df415-800.webp\" srcset=\"/media/v1/bcbc8e5bc7f9299df415-480.webp 480w, /media/v1/bcbc8e5bc7f9299df415-800.webp 800w, /media/v1/bcbc8e5bc7f9299df415-1280.webp 1280w\" sizes=\"(max-width: 880px) 100vw, 880px\" width=\"1280\" height=\"379\" data-full=\"/media/v1/bcbc8e5bc7f9299df415-1280.webp\" alt=\"\" loading=\"lazy\" decoding=\"async\"></a>I’ve outlined the key controls in red. They’re all in the lower half of the screen.<p>The main actions are available with one hand.</p><ol>\n<li>The menu bar sits at the bottom.</li>\n<li>Card donation is at the bottom.</li>\n<li>In battle, the card deck is at the bottom, where dragging or tapping begins.</li>\n<li>The chest area sits at the bottom.</li>\n<li>Pop-ups don’t fill the screen, and tapping the background closes them.</li>\n</ol><a href=\"https://cdna.artstation.com/p/media_assets/images/images/000/184/502/large/ClosePopup.jpg?1516044865\" target=\"_blank\" rel=\"noopener\"><img src=\"/media/v1/d83b8af84d5a94465cdd-720.webp\" srcset=\"/media/v1/d83b8af84d5a94465cdd-480.webp 480w, /media/v1/d83b8af84d5a94465cdd-720.webp 720w\" sizes=\"(max-width: 720px) 100vw, 720px\" width=\"720\" height=\"1280\" data-full=\"/media/v1/d83b8af84d5a94465cdd-720.webp\" alt=\"\" loading=\"lazy\" decoding=\"async\"></a><p>Tapping the highlighted area closes the window.</p><h4>UI depth</h4><p>There’s something interesting about Clash Royale’s interface: it rarely goes more than one level deep. When it does, that depth is cleverly presented to feel like a single level. Most pop-ups also leave the background visible. Why does this matter?</p><p>People can get confused when navigating several windows. They forget how to get back, lose their place and feel overwhelmed. That frustration hurts the experience.</p><p>A mental model is a person’s understanding of how something works. We need interfaces that match those expectations. A pop-up rather than a full-screen window helps people stay oriented because they can still see the previous screen behind it. It’s a small detail, but with UX, details matter.</p><a href=\"https://cdna.artstation.com/p/media_assets/images/images/000/184/506/large/Window_Types.jpg?1516045934\" target=\"_blank\" rel=\"noopener\"><img src=\"/media/v1/940364d5b47e5fb90238-800.webp\" srcset=\"/media/v1/940364d5b47e5fb90238-480.webp 480w, /media/v1/940364d5b47e5fb90238-800.webp 800w, /media/v1/940364d5b47e5fb90238-1280.webp 1280w\" sizes=\"(max-width: 880px) 100vw, 880px\" width=\"1280\" height=\"456\" data-full=\"/media/v1/940364d5b47e5fb90238-1280.webp\" alt=\"\" loading=\"lazy\" decoding=\"async\"></a><p>The different types of window in Clash Royale.</p><h4>One menu to rule them all</h4><p>The main menu has shortcuts along the bottom for moving between screens. Keeping them visible makes navigation convenient. Players know where they are and feel in control because they can return to the screen they need. The categories are intuitive because they follow different player needs:</p><ul>\n<li>Social: communicating and interacting with other players.</li>\n<li>Battle: core gameplay.</li>\n<li>Shop: items and currencies available to buy.</li>\n<li>Cards: the deck builder, cards and upgrades.</li>\n<li>Events: tournaments and special events.</li>\n</ul><a href=\"https://cdna.artstation.com/p/media_assets/images/images/000/184/508/large/IMG_2808.jpg?1516046440\" target=\"_blank\" rel=\"noopener\"><img src=\"/media/v1/c60813ccd3e938a09352-720.webp\" srcset=\"/media/v1/c60813ccd3e938a09352-480.webp 480w, /media/v1/c60813ccd3e938a09352-720.webp 720w\" sizes=\"(max-width: 720px) 100vw, 720px\" width=\"720\" height=\"1280\" data-full=\"/media/v1/c60813ccd3e938a09352-720.webp\" alt=\"\" loading=\"lazy\" decoding=\"async\"></a><p>Main screen.</p><h3>Cognitive Load</h3><p>This section is about the brain’s limitations. We can only process so much information at once. Beyond that, we start to feel overwhelmed and confused. Interfaces need to respect this.</p><h4>In-game shop</h4><p>The in-game shop is very minimal. Usually, there are no more than six items on screen.</p><p>The paradox of choice describes how too many options can make decisions harder and create anxiety. Our short-term memory is limited too. Asking people to remember a lot of information or calculate things in their heads can create a really bad experience.</p><p>Together, these ideas show why we should be careful about how much information we put in front of players. Clash Royale’s shop is a good example:</p><ul>\n<li>A small number of items to choose from.</li>\n<li>Clear distinctions between items.</li>\n<li>Clearly highlighted special offers.</li>\n<li>Discounts explained in a single line.</li>\n</ul><p>Some might argue that a better shopping experience doesn’t make the player experience better: it could lead people to spend more than they want. I believe players deserve respect and freedom of choice. Giving them the information they need, without creating anxiety, puts them in a better position to decide for themselves.</p><p>Personally, I prefer the previous version of the shop. It was simpler, with less information on screen. I also understand the reasons for the change, which are tied to the game’s economy. Even so, it remains one of the simpler shops in mobile games.</p><a href=\"https://cdna.artstation.com/p/media_assets/images/images/000/184/510/large/Shop.jpg?1516046651\" target=\"_blank\" rel=\"noopener\"><img src=\"/media/v1/bef093969f443ec4b265-800.webp\" srcset=\"/media/v1/bef093969f443ec4b265-480.webp 480w, /media/v1/bef093969f443ec4b265-800.webp 800w, /media/v1/bef093969f443ec4b265-1280.webp 1280w\" sizes=\"(max-width: 880px) 100vw, 880px\" width=\"1280\" height=\"760\" data-full=\"/media/v1/bef093969f443ec4b265-1280.webp\" alt=\"\" loading=\"lazy\" decoding=\"async\"></a><p>Old shop, new shop and special offer.</p><h4>Restraint with notifications</h4><p>I’m passionate—and a little emotional—about this one. Every game that opens a session with more than one pop-up should burn in hell. Mobile sessions can be only two to five minutes long. Making players work through several pop-ups, even two, wastes their time. They usually enter with a goal, so they’re unlikely to focus on those messages anyway. A better option is one pop-up at most, or a notification bubble in the UI. Clash Royale uses both with respect for players. I think players appreciate it, even if they don’t consciously notice.</p><a href=\"https://cdna.artstation.com/p/media_assets/images/images/000/184/534/large/IMG_2817.jpg?1516049979\" target=\"_blank\" rel=\"noopener\"><img src=\"/media/v1/bfcd1e4764464d74ccec-720.webp\" srcset=\"/media/v1/bfcd1e4764464d74ccec-480.webp 480w, /media/v1/bfcd1e4764464d74ccec-720.webp 720w\" sizes=\"(max-width: 720px) 100vw, 720px\" width=\"720\" height=\"1280\" data-full=\"/media/v1/bfcd1e4764464d74ccec-720.webp\" alt=\"\" loading=\"lazy\" decoding=\"async\"></a><p>The notification screen shown at the start of the game.</p><h4>Key UI elements need special treatment</h4><p>Games often use distinctive, bright colours for important controls. Clash Royale is no different. It uses yellow for actions such as Enter Battle, Request Cards, Use Card and Invite Friend. These controls often have an extra effect too, such as an animated highlight.</p><p>Green highlights secondary actions, including Donate, Buy and Upgrade Card.</p><p>Red is used for notifications. Blue dominates the backgrounds and less important elements.</p><a href=\"https://cdnb.artstation.com/p/media_assets/images/images/000/184/521/large/Focus.jpg?1516049037\" target=\"_blank\" rel=\"noopener\"><img src=\"/media/v1/3b9aa3439ae774483689-800.webp\" srcset=\"/media/v1/3b9aa3439ae774483689-480.webp 480w, /media/v1/3b9aa3439ae774483689-800.webp 800w, /media/v1/3b9aa3439ae774483689-1280.webp 1280w\" sizes=\"(max-width: 880px) 100vw, 880px\" width=\"1280\" height=\"1164\" data-full=\"/media/v1/3b9aa3439ae774483689-1280.webp\" alt=\"\" loading=\"lazy\" decoding=\"async\"></a><p>I blurred the main screen slightly to show which elements remain clearly visible.</p><p>That’s all for now. Stay tuned for part two, where I’ll talk about empathetic design, gameplay and more…</p>"}],"images":{"/media/012cb2589f9a49ecddb9.jpg":[1280,514,[480,800,1280]],"/media/023f2caed13112fff3bb.jpg":[1280,720,[480,800,1280]],"/media/094dfc51e3d366154563.jpg":[1280,640,[480,800,1280]],"/media/0b1fa8ccc44a028805c3.jpg":[1280,720,[480,800,1280]],"/media/0b56bc71ec4e606c87b4.jpg":[1280,720,[480,800,1280]],"/media/0cf4ab6e69c21732783b.jpg":[796,474,[480,796]],"/media/0f4cbcfeda3cd3efefeb.webp":[1280,720,[480,800,1280]],"/media/1802d91a3e1113f6c280.jpg":[857,400,[480,857]],"/media/1850008b8f0f297e0904.jpg":[400,533,[400]],"/media/197bfdd4938dbbdef7b9.jpg":[1280,720,[480,800,1280]],"/media/1c208457bd35ac813999.gif":[503,null,[503]],"/media/2030d72b2dcdc1eecc52.webp":[480,360,[480]],"/media/251403b751dc2eea4d95.jpg":[1280,720,[480,800,1280]],"/media/359596bf04522dbc3566.jpg":[1200,627,[480,800,1200]],"/media/3b9aa3439ae774483689.jpg":[1280,1164,[480,800,1280]],"/media/3d585c97c8b30657802f.jpg":[1280,517,[480,800,1280]],"/media/56d7309dd4eb9df25c2d.gif":[1080,null,[480,800,1080]],"/media/58415272affc26d0b297.jpg":[813,469,[480,813]],"/media/688721b7dfbaff34f280.gif":[400,null,[400]],"/media/699bfd30c86cea789d3f.jpg":[1024,576,[480,800,1024]],"/media/69db4bd9912ab24928f8.jpg":[1280,720,[480,800,1280]],"/media/72e924295aff1e02e989.jpg":[1280,566,[480,800,1280]],"/media/7932ab2fc527088f35d4.webp":[1280,720,[480,800,1280]],"/media/7c0b9fb0b1ffec83a53d.jpg":[1280,720,[480,800,1280]],"/media/7d13fb1342a4b7daa326.webp":[1600,900,[480,800,1280,1600]],"/media/8a2f5567654605fbf74f.jpg":[1280,1280,[480,800,1280]],"/media/8fc43b83cec55d6d793a.jpg":[1280,720,[480,800,1280]],"/media/92d0bfef2cae652a3754.jpg":[1139,1280,[480,800,1139]],"/media/940364d5b47e5fb90238.jpg":[1280,456,[480,800,1280]],"/media/945ae5373b49d281c14a.jpg":[1200,627,[480,800,1200]],"/media/94cb9765636742e98872.webp":[1600,1600,[480,800,1280,1600]],"/media/9782d20ad6cdb7631a01.webp":[1320,960,[480,800,1320]],"/media/9793b7f75775447305cd.gif":[478,null,[478]],"/media/9ac75667c988dc071cbf.jpg":[1200,627,[480,800,1200]],"/media/9de010c48f2b003ea2ef.jpg":[1280,720,[480,800,1280]],"/media/9fb5fd4234917180e663.jpg":[1280,942,[480,800,1280]],"/media/a6887b8dea80783f1ece.gif":[580,null,[480,580]],"/media/a711ee39b15edd680865.webp":[1600,900,[480,800,1280,1600]],"/media/a97e7cbbc8f3ae617cc4.jpg":[400,477,[400]],"/media/abeec0474721948beed2.jpg":[404,540,[404]],"/media/b1bfef13916c0bed53d5.jpg":[966,700,[480,800,966]],"/media/b970fde8f2c78c515b7e.jpg":[718,643,[480,718]],"/media/bcbc8e5bc7f9299df415.jpg":[1280,379,[480,800,1280]],"/media/be7de7c803dc31f333a7.jpg":[923,1000,[480,923]],"/media/bef093969f443ec4b265.jpg":[1280,760,[480,800,1280]],"/media/besz-website-about-22198177.jpg":[2400,1350,[480,800,1280,2400]],"/media/besz-website-case-study-c366a074.jpg":[2400,1350,[480,800,1280,2400]],"/media/besz-website-essay-acf7ebdb.jpg":[2400,1350,[480,800,1280,2400]],"/media/besz-website-essay-body-f56f3a22.jpg":[2400,1350,[480,800,1280,2400]],"/media/besz-website-home-76db0c26.jpg":[2400,1350,[480,800,1280,2400]],"/media/besz-website-phones-531d3966.jpg":[2800,1500,[480,800,1280,2800]],"/media/besz-website-reading-ca84d1c2.jpg":[2400,1350,[480,800,1280,2400]],"/media/besz-website-work-0f70f20f.jpg":[2400,1350,[480,800,1280,2400]],"/media/besz-website-work-index-22b762db.jpg":[2400,1350,[480,800,1280,2400]],"/media/besz-website-writing-f0b536f9.jpg":[2400,1350,[480,800,1280,2400]],"/media/bfcd1e4764464d74ccec.jpg":[720,1280,[480,720]],"/media/c438b7c3675553f2d93c.jpg":[1280,720,[480,800,1280]],"/media/c60813ccd3e938a09352.jpg":[720,1280,[480,720]],"/media/c6274679175515066041.jpg":[1280,992,[480,800,1280]],"/media/d05a7150d3976726de27.jpg":[640,640,[480,640]],"/media/d7026e9216e95fb0e235.gif":[1024,null,[480,800,1024]],"/media/d83b8af84d5a94465cdd.jpg":[720,1280,[480,720]],"/media/d987456070ed2ee022ee.jpg":[1280,720,[480,800,1280]],"/media/dd10c72f9d10a50a30b5.jpg":[720,1280,[480,720]],"/media/e3573ecb103841aa34e9.webp":[1116,1800,[480,800,1116]],"/media/e9331ccdecee32dd8204.jpg":[1280,1138,[480,800,1280]],"/media/ead8cae112a23457b429.jpg":[1280,1138,[480,800,1280]],"/media/ecec915b590143ab08a9.gif":[480,null,[480]],"/media/eec98ea432114fcda600.jpg":[1280,720,[480,800,1280]],"/media/f0bc052c6ef41a975e78.jpg":[830,830,[480,830]],"/media/f91ffcc8e3e4f86fed41.jpg":[551,504,[551]],"/media/gb-luminaire-about-2076163d.jpg":[2400,1350,[480,800,1280,2400]],"/media/gb-luminaire-basket-ff0c0612.jpg":[2400,1350,[480,800,1280,2400]],"/media/gb-luminaire-bespoke-992024ba.jpg":[2400,1350,[480,800,1280,2400]],"/media/gb-luminaire-collection-45c36fcf.jpg":[2400,1350,[480,800,1280,2400]],"/media/gb-luminaire-home-e01ff2a5.jpg":[2400,1350,[480,800,1280,2400]],"/media/gb-luminaire-making-edb44a6f.jpg":[2400,1350,[480,800,1280,2400]],"/media/gb-luminaire-phones-1709962a.jpg":[2800,1500,[480,800,1280,2800]],"/media/gb-luminaire-product-5a9887d6.jpg":[2400,1350,[480,800,1280,2400]],"/media/gb-luminaire-valir-44fe1918.jpg":[2400,1350,[480,800,1280,2400]],"/media/gbdesign-studio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