Michał Majkowski's Avatar

Michał Majkowski

@majk.bsky.social

Level/Game Designer @ BoomBitGames 🎮 Crafting worlds, tweaking mechanics 🖌️ Streetart & Brutalism lover 🌌 Physics nerd | Tattoo collector 🏀 NBA fan | Bloodborne devotee 🐈 Cat dad | 🪴 Plant caretaker 🎲 RPG | 🧟 Horror freak | Critter #gamedev PL/ENG

1,764 Followers  |  827 Following  |  515 Posts  |  Joined: 17.10.2023  |  1.7822

Latest posts by majk.bsky.social on Bluesky

one very green painting of my OC, mysterious skeleton girl, posing down on her knee. she has unnaturally long limbs. she’s holding a fossilised ichthyosaur skull sword on her shoulder and is wearing weird clothes that make her skeleton visible like on an x-ray. there’s a spirit of a hare in the background, running around with its eye gleaming red.

one very green painting of my OC, mysterious skeleton girl, posing down on her knee. she has unnaturally long limbs. she’s holding a fossilised ichthyosaur skull sword on her shoulder and is wearing weird clothes that make her skeleton visible like on an x-ray. there’s a spirit of a hare in the background, running around with its eye gleaming red.

a digital painting with three characters from kingdom come deliverance games standing one before the other: lady jitka, hans and henry. first comes lady jitka of kunstadt standing with her back to us. she is dressed in a dark reddish dress with white rim that slightly opens her shoulders, and a white waistband. she has black hair and warm skin and looks very delicate. next, standing face to face with her but looking sideways, is hand capon, her almost husband. he’s highest of the three of them, dressed is almost all white, with yellow hues. there’s somewhat lost look on his face. he holds jitka’s right hand in his left one up, but it doesn’t look like he’s doing it willingly. behind him, almost lost to the background and to the figures before him, stands henry. he’s holding his sword in his left hand, wearing a red glove. the blade of the sword stays between hans’ and jitka’s shoulders, not letting them come closer to each other. henry’s face is barely visible behind hans’ shoulder but he’s looking at jitka. not with hate, not with jealousy, more with acceptance and awareness. henry’s holding a wreath full of flowers and a red ribbon in his right hand. hans’ right one, instead of holding jitka’s, has found the wreath without having to look, and his and henry’s finger are 
touching. jitka knows. she’s looking down, trying to reach them with her fingers, but alas. that heart is already full.

there are herbs’ silhouettes in the background. according to the list of plants with symbolism on wiki, here’s their meaning. astragalus for hans (your presence softens my pain), heliotrope for henry (emblem of faithfully devoted love), and rue for jitka (regret, sorrow, repentance, grace, clear vision , disdain).

a digital painting with three characters from kingdom come deliverance games standing one before the other: lady jitka, hans and henry. first comes lady jitka of kunstadt standing with her back to us. she is dressed in a dark reddish dress with white rim that slightly opens her shoulders, and a white waistband. she has black hair and warm skin and looks very delicate. next, standing face to face with her but looking sideways, is hand capon, her almost husband. he’s highest of the three of them, dressed is almost all white, with yellow hues. there’s somewhat lost look on his face. he holds jitka’s right hand in his left one up, but it doesn’t look like he’s doing it willingly. behind him, almost lost to the background and to the figures before him, stands henry. he’s holding his sword in his left hand, wearing a red glove. the blade of the sword stays between hans’ and jitka’s shoulders, not letting them come closer to each other. henry’s face is barely visible behind hans’ shoulder but he’s looking at jitka. not with hate, not with jealousy, more with acceptance and awareness. henry’s holding a wreath full of flowers and a red ribbon in his right hand. hans’ right one, instead of holding jitka’s, has found the wreath without having to look, and his and henry’s finger are touching. jitka knows. she’s looking down, trying to reach them with her fingers, but alas. that heart is already full. there are herbs’ silhouettes in the background. according to the list of plants with symbolism on wiki, here’s their meaning. astragalus for hans (your presence softens my pain), heliotrope for henry (emblem of faithfully devoted love), and rue for jitka (regret, sorrow, repentance, grace, clear vision , disdain).

three sketches of my beagle, Bucky. he’s posing, asking for snacks, eyes wide and begging; he is lying curled into a ball, eyes sad like no one loves him (LIES); and he is lying on his side, stretched out, his ear thrown back.

three sketches of my beagle, Bucky. he’s posing, asking for snacks, eyes wide and begging; he is lying curled into a ball, eyes sad like no one loves him (LIES); and he is lying on his side, stretched out, his ear thrown back.

digital drawing made in heavypaint. it’s a simple bright and sunny mountain landscape, with white clouds and greenery and flowers. a girl is standing in the grass, turned to us. she has long golden blonde hair, is dressed in a white shirt and red shorts and is holding a hat with a white ribbon on it in her left hand and a yellow flower in her right. she’s smiling, happy and calm, her eyes closed. two birds are flying in the distance. this is a portrait of my friend. i haven’t visited her in a couple years.

digital drawing made in heavypaint. it’s a simple bright and sunny mountain landscape, with white clouds and greenery and flowers. a girl is standing in the grass, turned to us. she has long golden blonde hair, is dressed in a white shirt and red shorts and is holding a hat with a white ribbon on it in her left hand and a yellow flower in her right. she’s smiling, happy and calm, her eyes closed. two birds are flying in the distance. this is a portrait of my friend. i haven’t visited her in a couple years.

today is my 28th birthday! as we all know, sharing artists’ work makes them very happy.

thank you for all your continuing support and newfound friendships this year, it means the world to me.

05.11.2025 12:59 — 👍 701    🔁 223    💬 28    📌 1

Omg, amazing works!

And hey, happy bday!:)

05.11.2025 13:16 — 👍 1    🔁 0    💬 1    📌 0

Jeśli znajdę siłę to wstanę na start chociaż. Jeśli nie to mam wykupiony BeaconTV i odpalę rewatch do pracy od 7 :D

02.10.2025 19:13 — 👍 3    🔁 0    💬 0    📌 0

Today is the day!!!!

#CriticalRole

02.10.2025 19:09 — 👍 2    🔁 1    💬 0    📌 0

Wyprasowałem CRową koszulkę, kostki poukładane przed monitorem, świeczki i oświetlenie także gotowe :D

02.10.2025 19:08 — 👍 3    🔁 0    💬 1    📌 0
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Eyes on design, pacing, story, and sound. Im hoping for dread by context, not cheap jumps. Lets gooo

"It’s Okay... It's Just A Dream..."?
#silenthillf

23.09.2025 23:09 — 👍 6    🔁 0    💬 0    📌 0

Jedynym plusem jest próba rozdzielenia skali od jakości: mówienie o zakresie produkcji, a nie o 'dobrości' gry czy 'niezależności' studia. :D

17.09.2025 14:03 — 👍 0    🔁 0    💬 0    📌 0

Strasznie ludzie chcą gmatwać skale ocen i 'opisy' produkcji 😅

Credits =/= realny nakład,
Wielkość GB =/= rozmach produkcji,
Steam =/= cały rynek (Nintendo firstparty, mobilki, konsolowe exclusivy wypadają z próbki),
Kei i Midi brzmią słabo i nie przyjmą się w 99%

17.09.2025 14:03 — 👍 0    🔁 0    💬 1    📌 0
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Let's go! :)

#Borderlands4

11.09.2025 19:20 — 👍 2    🔁 0    💬 0    📌 0

And games with no "bar" just moral gray guided by your own compass:

The Witcher 3, Disco Elysium, Papers, Please, Spec Ops: The Line. Without a meter, attention shifts to narrative consequences, not to chasing a score.

5/5

10.09.2025 18:14 — 👍 0    🔁 0    💬 0    📌 0

Less “bar,” more effects:

Red Dead Redemption 2: honor affects prices/NPC reactions and i think most people play their way because the feedback is diegetic.

Tyranny: Favor/Fear both "good" (heheh) depending on style. It rewards consistency, not just niceness.

4/5

10.09.2025 18:14 — 👍 0    🔁 0    💬 1    📌 0

…that can turn choices into “points”:

Jade Empire: Open/Closed Fist =/= simple Good/Evil, and players tend to chase whatever pays off.

KOTOR II: easy to optimize Light/Dark influence to unlock powers.

3/5

10.09.2025 18:14 — 👍 0    🔁 0    💬 1    📌 0

In their example, if you want to gently steer players, you need to clearly show the consequences of decisions. Avoid a pure good/evil binary without context, otherwise players will min-max it or ignore it and just play their own way. Thinking of wellknown games...

2/5

10.09.2025 18:14 — 👍 0    🔁 0    💬 1    📌 0

Oh, cool paper on "morality bars" in games. The authors built a small game and tested how a morality bar changes choices. When ratings are intuitive, players think about consequences; when they’re inverted, they treat the bar like a simple points counter.
philarchive.org/archive/FORM...

1/5

10.09.2025 18:14 — 👍 1    🔁 0    💬 1    📌 0

And I think I just realized I’m gonna buy more books and practice notebooks on calligraphy. Gotica bastard, here I come!

27.08.2025 19:34 — 👍 0    🔁 0    💬 0    📌 0

the ADHD experience of telling a story to a group and realizing in the middle of a sentence that no one’s actually listening anymore so you slowly get quiet and die just a little inside

12.08.2025 14:21 — 👍 299    🔁 46    💬 20    📌 9
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It's the 10th anniversary of Everybody's Gone to the Rapture. Here's a thread of images that very few people will have seen. Thanks to the opportunity that Sony Santa Monica gave us, we had the freedom to explore ideas, even if that meant we left a lot of amazing work on the cutting room floor...

11.08.2025 06:43 — 👍 286    🔁 77    💬 28    📌 17
XENOBLADE

XENOBLADE

Psst kid, you wanna buy some drugs?

08.08.2025 12:05 — 👍 146    🔁 7    💬 21    📌 0

Absolutnie się zgadzam!

05.08.2025 22:09 — 👍 0    🔁 0    💬 0    📌 0

Są gry które opierają się na nieprzyjemności jako podstawie rozgrywki. I właśnie dlatego zostają w pamięci.(TWD, Patho2, Lisa)

Zwiększają poczucie odpowiedzialności, bo to nie była "gra", tylko "moja decyzja". Takie gry często rozpamietujemy po ukończeniu, bo e m o t i o n s.

05.08.2025 20:52 — 👍 0    🔁 0    💬 1    📌 0

No i w sumie przyszlo mi jeszcze na myśl, czy ta emocjonalna trudność jest >atrakcyjna< mimo nieprzyjemnych uczuć.

Taki positive discomfort.

I wydaje mi siee, ze tak, o ile gracz rozumie, że ta trudność ma sens.

05.08.2025 20:52 — 👍 2    🔁 0    💬 1    📌 0

I skulminowanie go np. wlasnie w takim momencie. Zgadzam się:)

05.08.2025 20:22 — 👍 1    🔁 0    💬 0    📌 0

SH 1/2 są genialne. Nie boisz się, że coś cię zaatakuje, a boisz się, że coś się stanie, a ty nawet nie wiesz co.I ta kamera, która łamie poczucia bezpieczeństwa.
I to swoją drogą fajny przykład:
Jumpscare działa przez 2 sekundy, a ddźwięk, kadr i niewiedza potrafią trzymać cię w napięciu godzinami

05.08.2025 20:15 — 👍 1    🔁 0    💬 0    📌 0

Layers of Fear swietnie straszy.

Fajnie jakby było więcej takich, gdzie masz atmosferę/napięcie, i wtedy przychodzi 'kop' -ale nie dlatego, że coś wrzeszczy, tylko że coś się wydarzyło, co łamie oczekiwania. Emocjonalny jumpscare zamiast dźwiękowego co wywraca całą narrację do góry nogami:)

05.08.2025 20:10 — 👍 1    🔁 0    💬 0    📌 0
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Today’s vinyl haul. Opposite vibes, both awesome.:)

04.08.2025 20:11 — 👍 7    🔁 0    💬 0    📌 0

O, i pięknie wyciągnąłeś clue, za którym teżstoję- dobrze zaprojektowany horror powinien łączyć sensoryczne bodźce z napięciem narracyjnym, a nie polegać tylko na jumpscarach

A dom lalek to najlepsza horrorowa lokacja RE8 imo:)

04.08.2025 12:22 — 👍 2    🔁 0    💬 1    📌 0

Czytam sobie różne artykuły o grach i mam pytania, bo jestem ciekaw Waszych odp:

Czy jumpscare to porażka designu, czy tylko narzędzie (zależnie od kontekstu)?

Czy gracz może się bać, jeśli ma pełną kontrolę?

Czy poziom trudności może być emocjonalny, a nie tylko mechaniczny?

04.08.2025 11:56 — 👍 3    🔁 0    💬 6    📌 1
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2/2
4. Level design? Top-tier.
5. But key paths could be clearer
6. IMO Story’s a mess, hard to care?
7. Some bosses -> bad balance, not real challenge
8. Frame drops & audio bugs -> but devs patch fast

03.08.2025 20:29 — 👍 0    🔁 0    💬 0    📌 0
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Didn’t click at first, but #Wuchang grew on me. Thanks to combat and level design. Quick notes:

1. Skyborn Might is awesome-> super satisfying counters after dodges
2. Free respec -> constant build swapping
3. Inner Demon -> fighting your own setup after death - loooove it

1/2

03.08.2025 20:29 — 👍 1    🔁 0    💬 1    📌 0
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I guess #TitanQuest2 aimed to be different. No bloated systems, no economy juggling. If you're into deep ARPGs like Diablo or PoE, it might feel too simple. But as a TQ1/Grim Dawn fan? It's a must-buy. Classic, chill ARPG with no pressure, no mtx. :)

03.08.2025 17:53 — 👍 0    🔁 0    💬 0    📌 0

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