Unity3D Developer · Generalist

Decades of crafting games with passion.

10+ years shipping titles across PC, mobile, and console, as artist, coder, animator, and designer. Currently leading Mosaica on Steam, after a solo run on the Mosaique series.

Dominik Zieliński

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About

Unity3D Developer with over 10 years of professional experience as a versatile generalist in game development. Comfortable across the whole pipeline, from gameplay code and UI to 3D assets, animation, and VFX, and increasingly leveraging AI‑assisted development to move faster.

Mosaica Franchise

2023 – Present · Lead developer · Steam

A relaxing puzzle franchise in development since 2023. The latest entry, Mosaica: Arboreal, is a forest clicker where you play as a sprite solving puzzles with unique abilities in an atmospheric woodland setting.

  • Lead developer driving design, gameplay code, and franchise direction.
  • Gameplay systems, UI/UX, animations and mechanics in Unity3D.
  • Regular content updates driving sustained player growth and revenue.
More info

Mosaica games feature complex animated UIs and many overlapping RPG systems, abilities, items, and perks granted by in‑game characters that the player can mix and match. Each character contributes its own modifiers, so combinations cascade into emergent synergies and every run plays out a little differently.

Underneath, everything is powered by Unity's ECS / DOTS, the data‑oriented stack, which lets levels scale comfortably and keeps the moment‑to‑moment framerate smooth. The architecture also makes the codebase easy to extend: new abilities, items, and perks plug into the same pipelines, which is what makes regular content updates sustainable and longer engagement times possible.

Overall, a very fun project to work on.

Mosaica: Arboreal on Steam ↗

Mosaica: Arboreal

Mosaique Neko Waifus Franchise

2018 – 2023 · Solo developer · Steam · 9 games

A nine‑game Steam franchise of stylised anime puzzle games shipped solo across five years. Same workflow end‑to‑end: design, code, art, ship, support.

Selected entries

  • Mosaique Neko Waifus 5 (2022)
  • Mosaique Neko Waifus 4 (2021)
  • Mosaique Neko Waifus 3 + Sara DLC (2020)
  • Mosaique Neko Waifus 2 (2020)
More info

Working on Mosaique has been a masterclass in game development, millions of copies sold across the franchise, with strong, consistent feedback from players.

I see Mosaique as the stepping stone to Mosaica. Every iteration taught me what to build, what to throw away, and what good systems should look like. Mosaica's foundation is the direct result: more robust, more developed, more development‑friendly, and far less buggy.

View the series on Steam ↗

Mosaique Neko Waifus

This War of Mine

2013 – 2015 · Lead Artist · 11 bit studios

Shaped the distinctive visual style of the critically acclaimed survival title and led the art team through production.

More info

As Lead Artist on This War of Mine I sat at the seam between art and engineering, keeping the two sides in sync as both the team and the codebase grew. Day‑to‑day that meant championing the animation system and its features, guarding the naming conventions that kept assets discoverable across the project, and proposing novel solutions whenever a feature hit a wall.

It was also a deeply hands‑on role: mockups, concept art, long stretches of animating, and a steady stream of exporting and re‑exporting assets as the pipeline evolved. Plus the unglamorous but essential connective tissue, organising people, work, and assets so nothing slipped through the cracks.

This War of Mine

Frostpunk

2015 – 2017 · VFX & Art · 11 bit studios

Created VFX, 3D assets, and contributed to art direction. Mentored junior artists and maintained high visual quality standards.

More info

I was responsible for UI animation effects, smoke, and weather effects on Frostpunk. The tricky part was that all of it had to look good under dramatically different lighting conditions, day cycling into night, blizzards rolling in, fog thickening and clearing, without breaking the cold, low‑contrast palette the game lives in.

Making that work consistently took a lot of out‑of‑the‑box thinking, pushing effects hard enough to read in extreme conditions without overpowering them in calmer ones, and iterating tightly against the lighting passes as each scene's mood shifted.

Frostpunk

PixWing

Side project · 11 bit studios era

A Unity side project from my time at 11 bit studios.

More info

A very fun side project done while working at 11 bit studios, one of the first games I coded up in Unity. All the art is mine, plus a portion of the code.

It's not available for download at the moment, but hopefully it'll be brought back in some form.

PixWing logo

Early Titles

2004 – 2013 · 3D Artist · Calaris Interactive, Full‑Fat, Frost3D, Orka

3D modeling, texturing, and animation across multiple shipped titles in my early career.

  • Jambo Safari (Wii & DS)
  • Warmen
  • Space Trek (iPhone)
  • Wolfschanze 1944 (PC)
Early titles key art

Skills & Tools

Technical

Unity3D (Advanced), 3ds Max, ZBrush, Photoshop, After Effects, Premiere Pro

Additional

AI‑assisted coding & development, 3D modeling, texturing, animation, VFX, UI/UX

Languages

Polish (Native), English (C1 – Fluent)

Contact

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