Jakub Klimczak
Jr R&D Specialist at WBP
About me 👋
I’m a tech enthusiast with a passion for building, breaking, and understanding how things work. By day, I work as an R&D Specialist, where I apply my mechatronics background to real-world engineering challenges. I’m also studying Computer Science at Akademia Nauk Stosowanych Stefana Batorego, specializing in Graphics and Data Processing.
These days, a big part of my time goes into game development, where my CS skills meet something I’m genuinely passionate about. I focus on 3D art, level design and sound, working mainly in Unity and Blender. Check out my projects below!
My technical roots go back to my training as a mechatronics technician, where I earned qualifications in assembling, programming and maintaining mechatronic systems, and spent a month on an Erasmus+ work placement in Sweden. Since then I’ve done everything from designing circuits and mechanical systems to building PCs from the ground up, always trying to push my range further across modern technology.
Whether it’s hardware, software, or somewhere in between — if it’s technical and interesting, I’m in!
Get in contact ☎️
You can get in contact with me via: contact@jakubklimczak.pl or my social media linked above!
Projects 🎮

January – June 2026 · Unity 6 HDRP, Blender · Releasing on Steam October 2026
A game I co-created, where I took charge of how the world looks, plays and sounds. Demersus was a finalist at ZTGK 2026 , where it won the Best Game Audio award , and was nominated for the Student Games Festival 2026 .
- Art direction: shaping the visual style and keeping the game world consistent
- 3D & technical art: modeling and texturing assets in Blender, then integrating and optimizing them for Unity 6 HDRP
- Level design: building levels and environments that guide the player and support the story
- Audio: recording and editing Foley, designing sound effects, and building a sound accessibility option
The whole development process was documented by my friend and the game’s co-creator Eryk Darnowski where he wrote about each step in our dev journey from the start to the SGF stage.
Level Design
These images showcase examples of my work as a Level Designer, showing the progression from an initial blockout to a near-final environment. The blockouts were created in Unity, where I focused on testing the layout, proportions, player flow, and overall spatial relationships before moving on to more detailed work.
The final environments on the bottom images were created in Blender, where I developed the models, materials, and visual details. I use both Unity and Blender as part of my workflow, combining Unity for level planning, prototyping, and gameplay-oriented testing with Blender for environment modeling and visual development.
This process demonstrates how early planning and iterative prototyping provided me with a strong foundation for the final result, while reducing unnecessary rework and making it easier to refine the environment step by step.
3D Modeling (Clay)
I modeled assets using the clay pipeline built around the Clay Doh shader toolkit in Blender for the clay side of Demersus.
I baked the shader’s displacement into real geometry, cleaned up the artifacts that came with it. joined everything into a single mesh and brought the polycount down so my models would run smoothly in engine.
To make sure my furniture, props and environments all felt like part of the same handcrafted world, I followed consistent baking guidelines for texture scale, detail strength and resolution, giving my larger environment pieces higher-resolution normal maps so they still held up close.
3D Modeling (Realistic)
For the realistic side of Demersus, I modeled the IRL assets used mainly in the game’s cutscenes.
I built each model in Blender using standard modeling tools and modifiers, keeping the topology clean and detailed enough to hold up on camera while still keeping performance in check. I unwrapped my models and dressed them with physically based materials from BlenderKit, which I tweaked in the Shading Editor to get the look I wanted.
One of my favorite pieces was the revolver for the opening cutscene, where I retopologized a high-detail 3D scan down to under 3K polygons. Finally, I checked scale against real-world references, exported to FBX and set up my materials in Unity 6 HDRP.
Foley and SFX
I handled the foley and sound effects for Demersus, covering both gameplay and cutscenes. I recorded and edited my own foley to give the game’s world a tactile, grounded feel, and designed sound effects that support the atmosphere and story.
For the cutscenes, I built my audio against recorded footage of each scene, layering foley and effects and shaping them with panning, EQ and reverb so they sat naturally in the space, before bringing everything back into Unity and syncing it in the Timeline editor. I also built a sound accessibility option so more players could experience the game fully.
My work on the audio was recognized at ZTGK 2026, where Demersus won the Best Game Audio award.
Radiorum

December 2025 · University project · 2D pixel-art platformer · Play it here
A platformer made as part of my studies, where I was responsible for level design: laying out levels, placing gameplay elements, and managing pacing so players always know where to go next.



























