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Mateusz Piaskiewicz's Blog   Expert Blogs


Mateusz Piaskiewicz (Matt P.)
Senior Designer at Flying Wild Hog

Worked on: Cyberpunk 2077, Call of Duty: Black Ops III, Call of Duty: Black Ops III DLC2: Zetsubou No Shima, Dying Light, Hellraid, Dead Island, Dead Island: Bloodbath Arena DLC, Dead Island: Riptide, Call of Juarez: Gunslinger, Call of Juarez: The Cartel, Call of Juarez: Bound in Blood, Warhound.

Follow me on Twitter: leveldesign_org

First of all, I know that my name is hard to pronounce. Please, call me Matt P.! 

I'm a passionate, left-handed level artist and designer, landscape architect, amateur photographer, urban explorer, quite a good cook and food lover. Founder and writer on website. Active in the professional video games industry since 2007, modding and making custom game levels for "Quake" any other games since year 2000. Scared of spiders, can't swim, ambivert, addicted to video games. PC is my platform of choice. First X-Com and first Quake are my all-time favorite games. I made my first level layout sketch when I was 8 years old. 

All opinions are my own.


Expert Blogs

Posted by Mateusz Piaskiewicz on Sun, 17 Aug 2014 02:21:00 EDT in Design, Art, Console/PC, Serious, Indie
When designing a level you're able to freely compose your virtual environment with any objects you want. A level designers' work can be compared to that of a painter. Now let's see the level as the art gallery and the level vistas as paintings.

Mateusz Piaskiewicz's Comments

Comment In: [Blog - 06/01/2014 - 02:29]

Good stuff, man : ...

Good stuff, man :

Comment In: [Blog - 10/27/2017 - 02:57]

I 'm glad that people ...

I 'm glad that people no longer consider this as spying on them... Anyway, most of the pirated games have a readme file which says that it 's good to block game exes with a firewall. I bet that some people do that in your case and the number could ...

Comment In: [News - 06/21/2017 - 03:56]

Great to see such a ...

Great to see such a collaborative approach where programmers, artists and designers are not separate teams but actually work together to reach interdisciplinary goal. Communication, approaching and being approachable is the key here.

Comment In: [Blog - 06/22/2017 - 10:04]

Nice article, good luck with ...

Nice article, good luck with the game :

Comment In: [News - 11/16/2015 - 11:25]

That 's a great read, ...

That 's a great read, thank you very much It 's amazing how you can boost up your creativity and iteration times by making a prototype levels with just a couple of simple textures for walls and floors so you only care about big picture instead of the details. And ...

Comment In: [News - 05/05/2015 - 04:02]

Thank you very much for ...

Thank you very much for sharing your development knowledge It 's amazing how a team bonded in a virtual studio can smoothly run for such a long time. I would really love to know more about your communication methods, how to handle paperwork in such a studio and how directors/leads ...