I’m excited to share that I’ll be starting a new job as a Senior Mission Designer at Turtle Rock Studios tomorrow! Time to make some unique stories and rad games!

I’m excited to share that I’ll be starting a new job as a Senior Mission Designer at Turtle Rock Studios tomorrow! Time to make some unique stories and rad games!

With an unprecedented number of people interviewing in the games industry nowadays, I thought now would be a good time to write up some interview questions to be prepared for, as well as general interview tips. Since I’m a game designer, these are largely going to be focused on the design side, but many of them likely apply to other disciplines as well.
I’ve been through multiple interview loops for various senior positions in the design space in the past 6 months, ranging from technical design to lead design to mission design. Here are some of the most common interview questions I’ve been asked (And that you should be prepared for!), as well as some tips for answering them:
These questions have been asked multiple times, but not necessarily in every interview.
All right, so you know what questions to be prepared for, but what about execution? And what about finding jobs? Here are some quick tips for people looking for jobs in the games industry:
When I was younger, my mom told me finding a job takes an average of about 6 months. At the time, I thought she was crazy, but that has actually been my experience throughout the years. With the games industry being in such a rough place right now, I’d even push expectations to 6 – 12 months. I’ve heard back from a lot of companies saying they received hundreds or even thousands of applications for a single position. With that many applicants, the competition is strong even for those with decades of experience. The only advice I can give is don’t give up – If you’re passionate about making games, keep at it, and don’t let rejections get you down. Be persistent, apply everywhere you can, and learn from your mistakes, and you’ll land a job before you know it.
My indie game, Grapplers: Relic Rivals, released today on Steam and itch.io!
Launch Trailer: https://youtu.be/9R29xftbmpk
Steam: https://store.steampowered.com/app/2906890/Grapplers_Relic_Rivals/
The game was made by Paul Kankiewicz (That’s me!) (Game designer/programmer/wearer-of-many-hats), Nicolas Pava (Artist) and Lukas Raymond (Sound designer) in ~8 months using GameMaker. Check it out, and have fun playing!
The wait is over, treasure hunters! I’m incredibly excited to announce that Grapplers: Relic Rivals will be releasing on Steam June 19, 2024!
Steam page: https://store.steampowered.com/app/2906890/Grapplers_Relic_Rivals/

After quite a few months of getting the art updated and pouring over tons of design details, I’m elated to announce that the Steam page for Grapplers: Relic Rivals is now live!
https://store.steampowered.com/app/2906890/Grapplers_Relic_Rivals
You have no idea how much simply wishlisting the game can help! Grapplers: Relic Rivals will be releasing on Steam in summer 2024!


Current position status: CLOSED
Ally Productions is looking for a 2D pixel art generalist for a short term, paid contract for Grapplers: Relic Rivals, my upcoming 2D PVP platformer with grappling hooks. All art in the game is currently temp, so your job would be updating the existing art with Real Art™, and creating new art for anything new that gets made.
The ideal candidate would meet all of these criteria, but I’m open to any interested candidate:
I’m hoping to have the game done by ~May 1, 2024, but I encourage you to reach out even if the timeline doesn’t quite fit and we can talk things out. That said, this is a small project, so while quality is still important, I’m focused on speed first.
Grapplers: Relic Rivals is a 2D PVP platformer with grappling hooks, similar to Smash Bros (With a single character type) or TowerFall: Ascension. The game is currently at alpha, meaning all of the main mechanics should be more or less represented even if they’re buggy or more content needs to be created for them (eg, more levels). For more info:
Ally Productions is currently just me, Paul Kankiewicz (he/him), but I’ll soon be adding an artist and sound designer to my team. I released Open Ocean in 2019, which is an extremely small game with a powerful environmental message. I’m currently working on Grapplers: Relic Rivals.
For more info about me, check out my About Me page.
EDIT: This positions is now closed.
Interested in this position? Email [email protected] with your name, a brief introduction, and a link to your portfolio and let’s talk! Please use the subject line “Grapplers: Relic Rivals Artist Application” to ensure your portfolio gets looked at.

After a few months of hard work, Grapplers: Relic Rivals is ready for an alpha playtest! The alpha build can be downloaded on itch.io here. I also created a survey to gather playtest feedback. If you play the game, I’d appreciate you letting me know what you think – Good, bad, or otherwise.
Keep in mind the game is currently at alpha, so the art and audio are currently temp and the game is still under development, but all the main mechanics should be more or less represented, even if they’re buggy or more content needs to be created for them (eg, levels).
If you’d like to stay up to date on the project, you can check out my devlogs here.
Work on my indie game – a 2D PVP platformer with grappling hooks – has been going extremely well lately! So well, in fact, that I’m ready to invite people to playtest the first playable build! Much of the game is still being stood up, so the gameplay is a little bare-bones, but I find it’s important to get feedback early and often. There’s enough of the game that’s been built now that it’s time to hear what others have to say about it!
The build can be downloaded on itch.io here. I also created a survey to gather playtest feedback.
In addition to working on the game, I’ve been creating devlogs to showcase my weekly progress. If you’d like to check them out, you can find those here.
Diablo 2 will forever be one of my favorite games. There are many aspects of the game that they just got right – Itemization, skill synergies, and the variety of monsters (Including affixes), to name a few. But one of the best things about it was its randomly generated maps. The ever-changing landscape kept the game feeling fresh even after thousands of hours.
Fast forward 23 (!) years: I played a lot of Diablo 4 at and around launch, and while I really loved the variety of builds and the constant drip of progression (Skill tiers, class skills, paragon boards, legendary affixes, etc), one of the areas I thought fell short was the random generation of their dungeons. Here are some examples of randomly generated dungeon layouts in Diablo 4:

These aren’t inherently bad, but something that really stands out is that the grid is extremely visible, something designers should aim to eliminate in today’s age of random generation. The loops and chunks used to generated the levels are also obvious, leading to players easily noticing repeats.
So how can we make this better? Sometime around 2020, I worked on randomly generated “dungeons” in a AAA 3D action game. While doing so, I did a lot of research into how various games randomly generate dungeons and mocked up some 2D prototypes of what the randomly generated spaces could look like using GameMaker. My first iteration looked something like this:

(Ignore the red circle – That was just showing that some chunks aren’t connected to the rest of the dungeon. Remember, this was just a prototype to prove out an idea, so it didn’t need to be perfect).
Okay, so that attempt wasn’t great. The grid is obvious, and since chunks are just rotated, repeated chunks are extremely easy to spot even in a small 4×4 dungeon like this. But making games (And prototypes) is an iterative process. Let’s see if we can do better! Here’s the second iteration:

All right, that’s a little better, but it still has some of the issues mentioned above. The grid is still extremely obvious. But repeated chunks are a bit harder to spot due to the addition of black circles randomly within each chunk. In the final game, you could imagine these being any sort of blocker to break up the space a little differently, even when the same chunk is used – Boulders, pillars, statues, holes, quicksand, trees, etc. I call things like this “axes of randomness” – The more ways in which we can make an experience random, the harder it will be for players to notice repeated content. See below for more examples.
So we’ve made some progress, but let’s see if we can do even better! Here’s the final iteration of the prototype:

Looks pretty good, right? Using more organic-looking chunks, I was able to mask the fact that the chunks are placed on a grid. The random rotations and the randomized black circles help hide the fact that there are repeated chunks, even in a 7×7 grid like this and using just 20 unique chunks. At this point, we decided the idea was worth pursuing in the real game, so I got to work building the real thing, but here are some more improvements that could have been made to these maps and the actual spaces within the game:
In case you’re curious, here are the 20 unique chunks used in the final version:

Fun fact: The “dual entrance” design was inspired by Castles of Mad King Ludwig, a board game recommended by my lead when I started these prototypes.
Now, these are all just prototypes, but the bones of the design are definitely present, and turning this into a finished product is totally doable. Going back to Diablo 4, it’s not that Blizzard did a terrible job with their randomly generated dungeons – They’re fine enough and get the job done, and certain dungeons definitely have a different feel to them (I particularly enjoyed the Flooded Depths). My main gripe is that their dungeon maps are obviously gridded and have the tell-tale signs of being randomly generated, which I never really noticed in Diablo 2, a game the same company made over 20 years ago! Nowadays, with a little work we can do wonders to hide these things from players, making the dungeons feel much more organic and realistic. The Diablo series used to be at the forefront of random generation, so it’s a bit sad to see Diablo 4 fall a bit flat in that area.
After much deliberation, I decided to leave my job at BioWare to try my hand at indie game development, which has always been a dream of mine. While I have no delusions that going indie poses its own challenges, I’m extremely excited to take creative control into my own hands and to be able to make the decisions I feel will lead to the best game. The change in scale of the games I’ll be making warrants a change to my current quest:
New quest: Ship an indie game on Steam with Very Positive reviews.
Be sure to keep an eye out on this space for future updates!