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"By following someone else's footsteps, you will never become an explorer."
– Daniel Musianek
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Michał Kamiński - Unity Developer

  • Writer: Damian Heinrich
    Damian Heinrich
  • 4 days ago
  • 2 min read
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1. What do you do for Toria?


Since we work in a small team, I’m involved in nearly every technical aspect of the game. One of my main responsibilities is the procedurally generated adventure map, both the server-side generation algorithm and how it’s displayed to the player. I'm also responsible for the technical side of our 2D sceneries, including hunting, resource gathering, and the camp screen.


On top of that, I create custom shaders for special effects, such as the map-reveal animation on the adventure screen and the character fade-out effect in the arena. Currently, I’m working on the character equipment and player inventory screens.


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2. What brings you the most satisfaction in the project?


For me, one of the most satisfying parts of working on Toria is finding solutions to problems as they come up. The tougher the challenge, the more rewarding it feels once we solve it. Another moment that always feels rewarding is when a feature I’ve worked on makes its way from an idea, through design, and into the main project branch, becoming a real part of the game. It gives me a strong sense of progress and contribution.


3. Where did your interest in programming come from?


When I was in high school, I read an article about game development that mentioned the Unity game engine. As a huge fan of games, I immediately downloaded it and started tinkering with it. It quickly became clear that without programming knowledge, not much could be done, so I dove in. At first, I wrote very simple console programs, but I was instantly hooked. I knew this was the career for me. From there, I followed my curiosity, constantly learning more and pushing myself further into the world of programming and game development.



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4. Do you have a fixed daily routine, or does each day look different?


I usually start the work by taking a look at our project repository and reviewing my task list. Then I dive into my work until our daily meeting. After that, the programming team often has follow-up discussions, and I’ll either continue my tasks, do code reviews, or sync up with other team members.


Most of the days look similar, but the great thing is that each day brings new challenges and opportunities to solve problems in creative ways.


5. What was the biggest challenge for you in the project?


So far it was creating an algorithm for spawning gathering resources in procedurally generated 2D sceneries. The sceneries are built from multiple layers to achieve a parallax effect, which meant we had to spawn resources on different layers and in different locations – like ground, trees, and bushes – while ensuring they stayed visible from various camera angles so players could actually find them.


It was quite a challenge and took several iterations to get right, but I'm super satisfied with how it turned out and how it makes resource gathering genuinely fun for the player.


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