Marcin Zapedowski is a Dublin-based game developer specialising in Unreal Engine 5 — level design, cinematic sequencing and environment art, from atmospheric horror to combat-driven action.
I try to tell a story through environments and materials and surprise the player with something interesting on every corner. I think games should be fun and play great.
Game · UE5 · 2025
01
First-person detective horror in foggy Dingle. Best Game — Animation Dingle 2025.
Case study +Detective horror in UE5 — Best Game, Animation Dingle 2025.
Game · 2.5D · 2026
02
2.5D metroidvania where skateboarding is the combat. Steam — 2026.
Open +Skateboarding metroidvania. Steam 2026.
Reel · Sequencer · 2025
03
Sequencer-driven shots from the short film Joke Dealer — Metahuman, Lumen, Movie Render Queue.
Open reel +Joke Dealer short film — Sequencer, Lumen.
Practice · Ongoing
04
Whiteboxing, sightlines, pacing — live process atlas in Miro.
Open atlas +Whitebox, sightlines, pacing — live Miro atlas.
Asset work · Blender
05
Dublin DART & NYC Subway trains — Blender to UE5.
See below +DART & NYC Subway trains — Blender → UE5.
Environment · 2026
06
Modular old-New-York building — 10 modules, 2K textures.
See below +10 modules, 2K textures — Blender → Substance → UE5.
Side practice
07
200+ large-scale wall paintings across Dublin since 2009.
zapedowski.com/murals +200+ walls across Dublin since 2009.
Open to level design and cinematic work — Q2 2026.
Contact +Open to level design & cinematic work — Q2 2026.
First-person detective horror set on a foggy Irish coastal village of Dingle. I was responsible for level design, game design, story and environmental storytelling. Led a team of four to achieve forty minutes of gameplay in 4 months.



A medieval knight skateboarding on a sword. Grind rails, kickflip into sword strikes. Chain combos through forest, castle and mountain. Destroy enemies in 2.5D, action-packed world where every trick is an attack and every attack is a trick and everything wants to trip you up.



Cinematic for the short film Joke Dealer, made in UE 5.5. I put together a dreamy environment and created cinematic atmosphere using lights, fog, camera effects and for the main character used Metahuman with the scanned face of the film's main actor.















A wall and a level have the same problem: how do you guide a moving body through a frame, slow them in the right places, give them a horizon to walk toward? Seventeen years of murals taught the vocabulary — UE5 is where it translates.