
Wiktor Czernik developed core gameplay systems for the wiktorczernik/gmtk-2025 repository, focusing on scalable Unity architecture for mobile and PC. He implemented arcade vehicle dynamics, time-based mechanics, and a clone system for deterministic state playback, using C# and Unity’s event-driven model to improve testability and decoupling. His work included FMOD audio integration, Cinemachine camera control, and robust prefab management, addressing both gameplay fidelity and maintainability. Wiktor also introduced ball-based vehicle concepts and lap timing frameworks, refining input handling and visual feedback with particle systems and shader adjustments. The result was a stable, extensible prototype supporting rapid iteration and onboarding.

August 2025 (2025-08) – Focused on delivering core gameplay fidelity, stability, and maintainability improvements, with a clear pathway to competitive lap timing and extended vehicle concepts. The month emphasized clone system reliability, gameplay feel, and polished visuals/audio to drive user engagement and retention.
August 2025 (2025-08) – Focused on delivering core gameplay fidelity, stability, and maintainability improvements, with a clear pathway to competitive lap timing and extended vehicle concepts. The month emphasized clone system reliability, gameplay feel, and polished visuals/audio to drive user engagement and retention.
July 2025 — GMTK-2025 project baseline and features matured to enable scalable development and early validation. Implemented foundational Unity project setup for mobile/PC, established core vehicle gameplay (arcade car physics, controls, and Cinemachine camera), and integrated time-based mechanics with a visible timer and time gates. Built a foundational clone system for recording and playback of object states to support debugging, playtesting, and potential deterministic playback. Delivered core gameplay prefabs and FMOD integration, with an event system refactor from UnityEvents to C# events to improve decoupling and testability. Addressed critical reliability issues: timer UI fixes and FMOD asset cache timestamp corrections, plus road visuals/materials improvements for accurate rendering in EasyRoads3D. These outcomes deliver a playable prototype, a scalable architecture, and faster onboarding for new contributors, driving business value through accelerated iteration, higher fidelity gameplay, and robust audio-visual pipelines.
July 2025 — GMTK-2025 project baseline and features matured to enable scalable development and early validation. Implemented foundational Unity project setup for mobile/PC, established core vehicle gameplay (arcade car physics, controls, and Cinemachine camera), and integrated time-based mechanics with a visible timer and time gates. Built a foundational clone system for recording and playback of object states to support debugging, playtesting, and potential deterministic playback. Delivered core gameplay prefabs and FMOD integration, with an event system refactor from UnityEvents to C# events to improve decoupling and testability. Addressed critical reliability issues: timer UI fixes and FMOD asset cache timestamp corrections, plus road visuals/materials improvements for accurate rendering in EasyRoads3D. These outcomes deliver a playable prototype, a scalable architecture, and faster onboarding for new contributors, driving business value through accelerated iteration, higher fidelity gameplay, and robust audio-visual pipelines.
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