Main page

About

Heyo! I'm Krzyhau*, and I'm a gameplay programmer and content creator based in Poland. In my free time, when I'm not busy procrastinating, I'm finding myself in a constant state of curiosity, exploring the wonders of all kinds of digital creation: software engineering, game development, art projects, music production and more - I like to stick my fingers in everything that interests me.
I also like puzzles and riddles, which is why I'm a big fan of not only programming, but reverse-engineering, modding, and about any technical thing that could present itself with a challenge.

These days, every once in a while, I make little experimental games. You can check them all out on my Itch page. I'm always on a lookout for a cool online and offline game jams, so it is very likely you can meet me there - most notably I've been participating in an annual KrakJam.

I've been a member of multiple niche online communities, in which I've done my share of contributions. If you want to read more on that, I've put the most notable records in my portfolio.

Contact

I'm always open to chat about whatever, so if you want, throw a message to my mailbox (the address is [hidden from bots]) or join my barely active Discord server and notify me there (my username is krzyhau.)

*Pronounced "kur-zee-how". It's just a stupid pseudonym. Friends from Poland call me Krzychu.

Main page

Portfolio

This page contains highlights of my creative work. For other work, consider checking out my YouTube channel, Itch page and GitHub profile.

Stuff I made
Stuff I contributed to
Projects
since 2019Directing, VFX, Design

Triple Laser Saga

Curiosity-driven series of short and abstract YouTube videos.

https://www.youtube.com/@Krzyhau

Triple Laser Saga is a series of short videos I created, which are a manifestation of various bizzare concepts, all focused around the same test chamber from video game Portal 2 called Triple Laser.

By using this map as a base for my artistic endeavours, I explored various forms of art creation, including Source Engine map design, music and video production, visual effects, shader programming, game development, 3D animation, and even stuff simpler in soul like shitposts and YTP.

Over the years, I've created dozens of those videos, each attempting a different concept, but all sharing curious vibes and a pinch of lore! Who knows what the future holds for this series. I certainly don't!

Made with

  • Source Engine
  • DaVinci Resolve
  • Blender
  • a lot more of random tools and stuff
Projects
since 2016Glitch-hunting, C++ Programming, Reverse-Engineering

Portal 2 Speedrunning (P2SR)

Exploration of video game Portal 2 as a toy model of science.

https://github.com/p2sr/SourceAutoRecord/

My adventure with Portal 2 began right as I was becoming curious about how video games work. I believe this curiosity is what naturally propelled my glitch-hunting abilities. Unexplored possibilities of abusing gameplay mechanics are what kept me around this game and its community for years, during which I found many new glitches, tricks and timesaves speedrunners could benefit from.

My need for understanding the game's internal behaviour has lead me to learn programming and reverse-engineering, which allowed me to implement many useful features and debugging functionalities into SourceAutoRecord, a Portal 2 plugin used by speedrunners and technical players alike. One time I even "helped" Valve fix a critical bug in the game!

My most recent endeavours are mostly focused on tool-assisted speedrunning. I'm the main developer of P2TAS - scripting language and platform for creating and playing back input scripts for Portal 2 tool-assisted speedruns, built into SourceAutoRecord. I myself have created a couple of TAS scripts in the full-game TAS.

Made with

  • Source Engine
  • C++
  • IDA
  • Ghidra
Projects
since 2022.NET Software Enginnering

FEZ Modding

Modding architecture for 2012's indie puzzle game FEZ.

https://github.com/FEZModding/

For years, I've been messing with FEZ modding as a side hussle. It started as a way for me to read and edit custom binary asset files, and now it developed into an entire modding ecosystem:

  • FEZRepacker - allows conversion of previously hard to manipulate FEZ's binary XNB assets into more user-friendly formats like PNGs, GIFs or JSONs. On top of that, the conversion process works both ways (with loseless round-trip support!), giving a way of converting edited assets back into something the game can read.
  • HAT - a MonoMod-based mod loader. Combined with FEZRepacker, it allows for user to prepare their own mod containing custom assets, code, and even custom level packs, and the game will automatically handle them on startup, making FEZ modding easier than ever.
  • FEZUG - a debug plugin with developer console and a bunch of helpful commands

With the foundation I laid, other people can more easily expand the world of FEZ modding. Most notably, @zerocker has created FEZEditor, which I helped to test and debug extensively, and which will allow creative people in the future to make their own custom FEZ level packs!

Made with

  • C#
  • .NET Framework
  • MonoMod
  • dnSpy
Projects
2024Unity Programming, VFX

FEZTAL

A unique combination of FEZ and Portal, merging both of their gameplay elements.

https://krzyhau.itch.io/feztal

FEZTAL is a Unity fan-game created by me in a month, which connects FEZ's mind-bending perspective platforming with iconic portal gun from Portal franchise.

This project allowed me to explore unique design and implementation traits of gameplay mechanics from two great games, and gave me an opportunity to design something small around both of them at once. Additionally, I very much enjoyed creating visuals for this project - pixel-art aesthetics connected with modern post-processing techniques give a vibe I'm especially fond of! It was also a pleasure to collaborate with some talented musicians on creating a soundtrack that would fit this world.

Made with

  • Unity
  • C#
  • Shader Graph
Projects
2023Unity Programming, VFX

RecoDeli

A physics-based puzzle Unity game with custom bindings for third-party physics library.

https://krzyhau.itch.io/recodeli

RecoDeli is a puzzle physics simulation game, where you create a program for a space robot to reach a golden package, while avoiding various types of obstacles in its way.

Originally, it was a prototype created for Ludum Dare 53. For several months, I reworked the prototype to enhance some of the systems like new modular user interface, deterministic simulation and custom map file format. I then planned to expand it to include new gameplay elements, new challenges and a bit of story to progress through. Unfortunately, due to lack of time and interest, the expansion part never happened.

One of the more interesting things I did for this project is patch pure C# physics library called BEPUPhysics to work on fixed-point precision math for 100% physics consistency across all platforms, which guaranteed the same set of instructions would always produce the same outcome.

Made with

  • Unity
  • Shader Graph
  • UI Toolkit
  • BEPUPhysics
Projects
2024 - 2025Gameplay Programmer

Tainted Grail: The Fall Of Avalon

I worked on a well-reviewed open-world RPG game in a polish AA studio.

https://store.steampowered.com/app/1466060/

Tainted Grail: The Fall of Avalon is a dark-fantasy open-world RPG released by polish studio Questline, and published by Awaken Realms. It has become a success in its genre, with over a million copies sold within a year.

During my time in Questline, apart from meeting a bunch of fascinating people, I was responsible for prototyping and implementing a variety of gameplay elements, including overhaul of movement mechanics, enhancements to NPC combat and animation systems, integration of visual effects, and several individual features that are not even worth mentioning. 🙃

Made with

  • Unity
  • C#
Projects
2025VFX Artist

Telegraphist 1920: Beats of War

I've created visual effects for a fascinating narrative rhythm game.

https://store.steampowered.com/app/2584510/

Telegraphist 1920: Beats of War is a rhythm game released by a small polish indie studio Cubepotato Games. It's been praised for its unique historical take and vibes.

I was commisionned to design and implement new visual effects for the game for elements which were most lacking visually. These effects were created using Shader Graph (with an occasional usage of HLSL code for more complicated logic) and custom scripts integrated into the existing game systems.

Made with

  • Unity
  • Shader Graph
  • HLSL
  • C#