
Martyna cichosz
Game programmer
I'm a passionate game developer with professional experience spanning indie games and mobile applications. As an alumni of CD Projekt Red’s Dziewczyny w Grze program and a CDPR scholarship recipient for Future Games, I’m dedicated to creating immersive, impactful games.

Martyna cichosz
Game programmer
Game developer with a strong background in Unreal Engine, Unity and hands-on experience across game production. I was a laureate of CD Projekt Red's Girls in the Game mentorship program, where I gained multifaceted industry experience. With a CDPR scholarship, I continued my development at Future Games. Professionally, I worked as a Junior Unity developer on Intermodal Tycoon, developing key gameplay mechanics from concept to demo. Passionate about creating immersive experiences, I'm eager to contribute to impactful projects in game development.Outside of work, I’ve always loved staying active. I trained jiujitsu for years and even made it to the junior national team. These days, I’ve traded the mats for the climbing wall, which has become my new obsession. When I’m not deep into coding or hanging off a rock, I’m usually tending to my ever-growing collection of plants.I’m always eager to learn, adapt, and explore new horizons, both in game development and beyond.

Contact
Warsaw, Poland


Space Misfits
Free-to-play demo planned for Q3 2025
In this single-player adventure strategy game, players command a pirate spaceship in search for the legendary Starmap - artifact leading to unknown planet, where pirates can establish a colony of their own. To succeed players must manage the ship, recruit and care for their crew, and overcome many challenges lurking in the cosmos. From encounters with Milky Way Whales to scavenging the remnants of less fortunate spacefarers, every decision counts

Team Size: 3 programmers, 2 designers, 2 artists, 1 producer, 1 creative direction
Engine: Unity
Platform: PC, Mobile
A tycoon game where players manage an intermodal transportation hub, moving cargo from trucks to storage and onto trains. Players must solve logistics puzzles, manage finances, hire and fire employees, and upgrade their terminal to avoid bankruptcy and grow their business

Developed core gameplay mechanics using C# in Unity, including logistics, employee management and dynamic train/container interactions.
Designed and implemented a NavMesh-based pathfinding system for simulating realistic movements of cargo and trains.
Integrated ES3 for data saving, allowing players to save and load game progress.
I developed custom context menus for Scriptable Objects in Unity, allowing for more intuitive and efficient workflows.
Optimized the game for mobile performance, ensuring it ran smoothly even with high object counts and complex AI.
Team Size: 2 programmers, 1 designer, 1 artist, 1 UI/UX Designer
Engine: Unity
Platform: Mobile

Fast-paced first-person parkour game where players use various movement and combat mechanics like rocket jumps, dashing, and shooting mentos. The game features levels across three unique districts, offering quick and explosive action.
Developed gameplay mechanics in Unreal Engine, including a timer, score system, and game manager within the Game Instance.
Created custom UI elements for aiming indicators and player abilities.
Utilized Perforce for version control, ensuring efficient collaboration and code management.
Wrote function libraries for designers to streamline their workflow.
Developed core logic within the Game Instance and Gameplay Mode.
Team Size: 1 programmer, 4 designers, 3 artists, 1 producer
Duration: 4 Weeks
Engine: Unreal Engine 5
Platform: PC

Developed and fine-tuned player movement mechanics, ensuring smooth and responsive controls that enhance the immersive experience.
Implemented the game's camera system, optimizing it for dynamic tracking and interaction, creating a more atmospheric and engaging experience.
Game was developed in Unreal Engine 5 using C++
Team: 4 programmers, 2 designers, 6 artists
Duration: 7 Weeks
Engine: Unreal Engine 5
Platform: PC
A thrilling, physics-based 3D downhill longboarding racing game for mobile devices, featuring two unique levels. The project was based on a Request for Proposal from the game studio Turborilla, aiming to create a mobile game demo for a new extreme sports title that would align with their existing games
Developed core physics-based mechanics for the rider using Unity’s Physics Engine.
Implemented a swipe control system to adjust the player’s speed and handling, providing an intuitive experience for both mobile and PC players.
Created a customization system, allowing players to choose different outfits and board designs.
Optimized the game for mobile platforms, ensuring smooth performance across various devices

Team: 5 programmers, 4 designers, 6 artists, 1 UI/UX designer, 1 QA
Duration: 4 Weeks
Engine: Unity
Platform: Mobile, PC

A unique game where players take on the role of dinosaurs in a time-traveling mission to save humanity fromextinction. The game focuses on puzzle-solving mechanics in various room-based challenges.
Implemented spatial puzzles that require players to navigate rooms and solve challenges using items like pressure plates and levers.
Integrated mechanics for object manipulation and environment interaction using Unity.
Collaborated with a cross-disciplinary team on the visual and gameplay elements to ensure seamless puzzle design
Team: 4 programmers, 2 designers, 6 artists
Duration: 3 Weeks
Engine: Unity
Platform: PC, Web
Experience

Misfits Games
Game Programmer
January 2025 - ongoing
As a Game Programmer on Space Misfits, a European-funded adventure strategy game, I am responsible for implementing core gameplay mechanics that shape the player experience. My work focuses on designing and developing the crew and resource management systems, ensuring smooth and engaging interactions.Collaborating closely with designers and artists, I contribute to the ship management mechanics, enabling players to balance their crew’s well-being, ship maintenance, and economic decisions. Inspired by games like FTL and Frostpunk, Space Misfits integrates strategy and narrative-driven gameplay, making each decision impactful.

11 bit studios
Playtester
April 2024, November 2024
Worked as a playtester for Frostpunk 2 and Project Botin. Focused on identifying issues in gameplay mechanics, balancing, and providing detailed feedback to enhance player experience.

Managebay
Junior Unity Developer
May 2024 - October 2024
As programmer I was implementing the Intermodal Tycoon project in Unity, working from an existing game design dockument and taking it through the full development process to the demo, which was later released on the Google Play Store.
I was responsible for implementing key gameplay mechanics, with a focus on employee management and transportation logistics
Worked closely with a small, agile team to contribute to game design, code reviews, and thea implementation of UI elements.
Used Git for version control, ensuring collaboration was smooth and changes were well-documented.
Tools
DOTween Tweening library
Github
Easy Save 3 - saving library
LINQ
uGUI
NavMesh System
Jira

Future Games Warsaw
Student and Advisory Board Member
September 2024 - ongoing
Member of the Advisory Board, providing feedback and insights on game development projects while simultaneously studying game programming.
Completed multiple courses including: C# and Unity programming, data structures and algorithms, AI programming, and Unreal Engine development.
Collaborated with international teams on several game development projects, gaining hands-on experience in both mobile and PC game design.

Giganci Programowania
Programming Teacher
September 2023 - ongoing
I was teaching children and teens programming using Scratch, Unity, C# an Minecraft Education, App Inventor, C++, Python

Biocybernetics Student Society - Military University of Technology
Secretary & Game Development Coordinator
September 2023 - March 2024
Developed a rehabilitation support game - Aquarium - as part of the Revitalize project. The game is designed to increase engagement in rehabilitation exercises, allowing players to guide a fish through the ocean while performing prescribed physical activities. The project won 2nd place in the James Dyson Award in Poland for its contribution to rehabilitation technology
Coordinated the game development section, supervising a cross-disciplinary team to create games with a biomedical focus, including rehabilitation support tools like Aquarium. Managed administrative tasks such as meeting organization and documentation for the society.

CD PROJEKT RED
Playtester
September 2023
Had the opportunity to work as a playtester for Cyberpunk 2077: Phantom Liberty for five day. Focused on testing game mechanics, scenarios, and technical systems, providing valuable feedback to the team to support the development.

CD PROJEKT RED
Mentee at 'Girls in the Game’
February 2022 - January 2023
I was a laureate of the first edition of the mentoring program, where I participated in workshops on programming, art, and storytelling. During the program, I created my own game, Old World. The production process involved pitching the game idea, writing a production plan, managing tasks and documentation, and developing both a prototype and the full game. This experience provided me with hands-on skills in game development, from concept creation to final implementation.
Game jams & Hackathons
NASA Space Apps Challenge
Stalowa Wola
October 2024
My team Moon Racoons won a Special Award from DPS Software at the NASA Space Apps Hackathon Stalowa WolaI had the chance to prepare visualizations and an educational game for our platform, which simulates the environmental impacts of disasters.



PolyJam 2024
Warsaw
January 2024
Created during PolyJam 2024, Little Maria is a suspenseful game where the player’s worst fears come to life the next day, with Maria's laughter acting as a haunting and persistent obstacle. The game explores psychological horror, challenging players to overcome their deepest fears in a dream-like world.
Implemented procedural generation of obstacles and environments, ensuring a fresh and unpredictable experience with each playthrough.


FredroJam Game
Warsaw
October 2024
Implemented key gameplay mechanics including main game loop, player movement, camera control, and the
Contributed to level design and environmental interactions, ensuring cohesive gameplay that aligned with the game'snarrative and style

