Wooden Alien is a seriously well-tuned crew. Most of us have known each other for a long time, the rest were recruited last year. Each of us is different, but we’re all driven by the same mission: to provide you with the best possible entertainment.
And we’ll sooner die than give up!
Hubert’s main area of responsibility is coherent project vision and market analysis. He’s the head of our narrative and design departments. During his ten years in the industry, he has worked, among others, on The Witcher 3 at CD Projekt RED and on Dying Light in Wrocław’s Techland. After hours, he’ll either be training ultimate frisbee with the KrakUF team or playing board games.
Barbara is responsible for the artistic vision of our projects. She has 6+ years of experience in creating digital graphics in the gaming industry, but she’s been drawing for more than 20 years. She designed video and board games, both in studios and as a freelancer. She’s an incurable workaholic. Besides working in the company, she is a guest lecturer of video game design at the Pedagogical University of Kraków.
Mateusz designs narrative elements that allow players to tell their own stories within our games. He also makes sure the characters are alive and the emotions are real. His previous narratives include such games as Ghostrunner or God’s Trigger. He regularly trains his bard’s voice and guitar riffs at rehearsals and gigs of his rock’n’roll band.
Monika is responsible for the production of graphic assets for the project and creating ultra cool promotional merchandise. She’s been working in graphic design already for 13 years. She loves parrots and travelling to Asia, and in her free time creates Birdbirdtales – a webcomic about birds.
Idalia is an animation master. She’s the one who sets the characters and objects in our games in motion and makes everything more beautiful thanks to the magic of VFX. She’s been creating illustrations and animations for five years already. In her free time, she likes to illustrate children’s books, cycle, play point-and-click games and read Usagi Yojimbo.
Adrian implements gameplay systems and creates work tools that make life easier for the rest of our team. He has gained experience points at Huuuge Games, Rage Quit and Game Desire, among others. In his free time, he’s a strategist (WH 40k), Dungeon Master and avid brewer.
Karol implements gameplay systems and designs the team’s work tools, competing for our love with Adrian in this department. During his five years in the gaming industry, he has worked, among others, at Huuuge Games and Empyrean (House Flipper). He’s a true enthusiast of neural networks, the brain-computer interface and Trudi Canavan’s books.
Robert is primarily responsible for creating deep gameplay systems, game balance and coming up with good ideas. He’s a game designer with a background in programming, with more than 7 years of experience under his belt. He consumes terabytes of games and analyses them in and out. Once a sport fencing competitor, he recently swapped his epee for boxing gloves.
Nick is responsible for designing gameplay foundations and its particular elements. He also makes sure the game mechanics are intuitive. He’s worked on big action games for Flying Wild Hog studio and has experience with VR projects. The history of the USSR is among Nick’s main interests. He speaks four languages. He harnesses ideas and inspiration from meditation, lucid dreams and attentive study of the video games industry.
Paulina supports Wooden Alien in areas of development, daily operations, organisation and finances. She’s everyone’s favourite team member – as well as a fan of the Czech Republic, professional beer taster and huge nature lover.