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.
Detective horror, 2D action, environment kits — work led by atmosphere, pacing and light. Levels treated like compositions: focal points, sightlines, light leading the eye through space.
Game · UE5 · 2025
01
First-person detective horror on a fog-bound Irish coastal village. 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 fog-bound Irish coastal village. Level design, game design, story and environmental storytelling — forty minutes of gameplay, built with a team of four.



A drunk knight on a sword skateboard fights through hell, forest, dungeon and castle. Skateboarding is the combat — chain kickflips into sword strikes, grind through skeleton hordes, fight a dragon at the summit.



Cinematic for the short film Joke Dealer, made entirely in UE 5.5 — volumetric fog, a Metahuman with the scanned face of the film's main actor. Every camera and light mine; final delivery straight out of Movie Render Queue.
















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.