4+ years of professional experience in Game Development

Rafał Boruszewski Game & Level Designer

My work

Selection of my professional and personal projects, reflecting my expertise, creativity, and journey in both game and level design

Carrier escape

Short level about escaping hijacked by mercenaries helicarriier

Spire Blast (Mobile)

Premium mobile physics based match3 game for Apple Arcade

Military Base

Breakdown & analysis of The Last of Us' game & level design

TLOU Breakdown

Variety of mobile game projects for both commercial and private purposes

Prototyping (Mobile)

Mini game based on Unity's FPS Microgame course

Space Level

Short level about infiltrating military base after dark

About Me

I am a passionate and experienced Game & Level Designer, dedicated to crafting immersive and meaningful experiences. For years, I’ve been shaping worlds, designing mechanics, and ensuring that every element of a game works in harmony to captivate players. I believe that games, as a medium, offer unique and powerful experiences unlike any other, and I strive to deliver designs that are both engaging and thoughtfully crafted.

Rafał Boruszewski

I have worked on mobile games—both premium and free-to-play. Beyond that I have created numerous levels utilizing both Unity (C#) and Unreal Engine 5 (Blueprints) to explore different creative and technical approaches. I also have a strong interest in neuropsychology and its application in player experience, and I love expanding and sharing my knowledge through articles, industry events, and networking.

As a Bachelor of Engineering in Game Design, I am always eager to collaborate, learn, and contribute to the gaming community. When I’m not designing, you’ll find me traveling, exploring motorsports, or engaging with fellow professionals at industry events. I thrive in both teamwork and independent work, always with the goal of delivering memorable and well-crafted game experiences.

Skills

Unity

Unreal Engine

C#

Some of my

Machinations

Bachelor of Engineering in Game Design

Writing (Medium)

Articles

Breaking down, analysing and describing the design of Naughty Dog's game's Pittsburgh chapter including blockouts, flow charts and character development

Recent

A look at one of the pillars of game and level design - affordances - what are they? How to categorize them? How to use them?

Most recent experience

Orbital Knight
  • 4+ years designing both premium and free-to-play mobile games

  • Working closely with Apple, Voodoo and other publishers

  • Designing games and mechanics across many genres

My CV

Contact

Feel free to reach out with any questions or inquiries—I’d be happy to connect!

© 2025 Rafał Boruszewski ERBI Design