
Red Riding Hood retelling in a post-apocalyptic PRL setting. The story of Irka – a teenage courier set to find a medicine for her sick grandma in the midst of a dangerous sun pandemic. At least, that’s what she’s led to believe…
Solaris is a narrative driven parkour game currently in development, created by a team of 10 in Unreal Engine 5.6. I’m the quest and gameplay designer of the project. My responsibilities include:
- designing the narrative and gameplay flow of the game
- implementing quests in engine
- translating narrative beats written in Polish to English
- co-designing levels
- working closely with the writer and programmers, giving each other feedback
- writing smaller dialogue beats
- supporting the team with technical aspects and project structure
One of the biggest challenges for me in designing this game in particular was the lack of combat, which required finding other ways of keeping the player engaged. Therefore, I decided to focus more on the emotional weight of the world and presenting the ambiguous choices almost every game character – including Irka – had to make.
My favourite part of designing quests was exploring the way the conflict between the districts of the city Irka lives in – Bastion and Selev – influences the characters.
The first beats of gameplay prototyped – showcasing my letter and quest system, two dialogues I co-created and some of my quest design.



