Patryk Talaga - Unity Developer
- Damian Heinrich
- Jul 29
- 3 min read

1. What is your role in the project?
As a programmer, I work on both the client side of the game (in Unity) and the backend. On the client side, I mainly focus on arenas, e.g., the system that randomly generates the arena layout or the mechanics behind the actions characters perform during their turns.
On the backend, my main responsibility is the action system. Each character has their skills defined there, and the system handles validation, target selection, and execution (such as deducting health points from an opponent during an attack). Since arena-related systems are closely tied to the artists’ work, we often sit down together to discuss how things should look and function so that everything fits seamlessly.

2. Where did your interest in programming come from?
It started quite early. As a kid, I used to play browser games like Ikariam and ManagerZone, and I was amazed by how some players created impressive profile presentations. My dad told me they were made using HTML. I decided to learn it so I could make equally eye-catching presentations. Those new skills came in handy. In middle school, I first helped with the school’s website and later ran it myself.
Eventually, I moved away from web development. At university, I wanted something more technical, so I chose automation and robotics. I quickly realized it was not the right fit for me. While exploring other fields, I discovered game development. Interestingly, I am not a hardcore gamer. I got into it purely out of curiosity. It turned out to be a perfect fit. I got hooked, and I have stayed ever since.

3. What brings you the most satisfaction in the project?
Like most programmers, I enjoy that moment when something I have written just works. But the greatest satisfaction comes from how Piotrek, Michał, and I take care of the project’s architecture, both overall and within individual systems. Many parts of our code are covered with unit tests, and every change goes through thorough code reviews. Thanks to that, it is much easier to expand or modify systems when the game’s design evolves. This approach keeps our work clean, future-proof, and enjoyable.
Personally, I really enjoy moments when there is a larger system to design, something that requires careful thought and planning. Exploring different approaches and eventually finding a solution that makes sense and works well, especially after hours of design, is deeply satisfying.

4. What is the biggest challenge for you?
The biggest challenge by far is designing the backend in such a way that nearly everything can be configured through files, without needing to touch the code. This includes units, their actions and stats, and many other gameplay elements such as enemies, the adventure map, resource gathering, and hunting. Almost everything in our project is driven by configuration files that the designers work on. This allows them to make changes independently of programmers. While this gives us incredible flexibility, it also requires a very carefully designed architecture. The system needs to be general enough to support a wide variety of cases but also simple enough to be maintainable and user-friendly. Balancing those two sides is challenging, but it is also very rewarding when everything starts working as it should.
5. Do you have a fixed daily routine, or does each day look different?
I have a general daily rhythm, but it depends a lot on what needs to be done at the time. Personally, I like to start my day with a bit of sunlight. If the weather is nice, I step out onto the balcony or take a short walk to help myself wake up. Sometimes I add a quick workout or some stretching to prepare my body for a day at the desk. These small habits help me get into the right mindset.
On Mondays, I usually review the tasks and plan what I want to focus on for the week. If anything is unclear or priorities need clarification, we discuss it within our programming team. Throughout the week, I try to stick to the plan, but of course, unexpected things can happen. Sometimes there is a bug that needs immediate attention, or someone from the art team needs help. In those situations, priorities shift, but that is just part of everyday teamwork.









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