
Filip Starzyński
Before co-founding Thing Trunk, Filip worked on many games at Twin Bottles, a company he built from scratch with Konstanty. His portfolio most notably includes Brunhilda and the Dark Crystal, a game that cleverly mixed hidden objects and classic adventure games in a surprising and delightful way.
Until very recently, Filip taught game development at PJA, but regrettably he had to resign due to other conflicting activities such as ever-increasing workloads at Thing Trunk and practicing playing tenor sax in the closet (yes, this apparently is a thing among aspiring sax players).
Being a true, versatile game developer at heart, Filip’s work is invaluable on many fronts. He contributes to our games as a designer, programmer, and most notably as a producer. He constantly juggles schedules and shifts tables to keep our project on time.
In person, Filip is a most cheerful fellow. Even when things turn grim and problems abound, he always manages to maintain a good spirit and relieve the tension with an appropriately inappropriate joke. But it doesn’t mean that Filip is a trifler or that he doesn’t treat problems seriously. In fact, he is probably the most conscientious person on our team.
Filip has a Master’s degree in computer science, and he can’t imagine doing anything else other than making games for a living. Everything else is just a hobby to him - and he has plenty of them.
Filip is best known for:
- co-founding Twin Bottles
- developing Brunhilda and the Dark Crystal
- his craving for gourmet treats and passion for cooking
- baking
- annoying Konstanty by speaking too loudly
- DIY, building robots and various handicrafts
- constantly pranking Staszek with a shaggy rat toy
- being a fan of quality cinema (best memory - watching "I, Frankenstein" 4 times)
- jumping out of a plane, or from a boat into a swarm of bloodthirsty sharks
Author posts (21):
HELLCARD JULY ’22 DEV UPDATE
Gameplay Bosses They say that the journey is more important than the destination. Still, though, let’s talk about end bosses! And it’s bosses in the plural, you read that right. You will find out which boss you will be facing only... more
HELLCARD JUNE ’22 DEV UPDATE
Gameplay With all crucial systems implemented we can move our focus to general polish and quality of life features. Monster Missile Monsters now use visual projectiles when attacking heroes. Sounds obvious, but until now we didn’t... more
HELLCARD MAY ’22 DEV UPDATE
Gameplay Tests, tests, and then some more tests We kicked May off with some heavy testing after adding the lobby screen and progress bar in April. Since the game is multiplayer, every backend change has to be scrutinized and tested under... more
HELLCARD APRIL ’22 DEV UPDATE
Gameplay Let’s kick this update off with the mundane, also known as the screens! We have finally implemented the main menu screen. The unearthly tentacles embracing the Old Cathedral still need some polish, but we are pretty happy with how it... more
HELLCARD MARCH ’22 DEV UPDATE
Backend Most major backend systems are already implemented, which means we can move into the predictable realm of producing content. We will be tweaking stuff when it comes to the backbone but we don’t expect any major... more
HELLCARD FEBRUARY ’22 DEV UPDATE
Backend We have been working on what we call the “Influence system”. It handles every effect that is not instant but acts over time. By combining skills, buffs, and debuffs in one neat system we can now add, remove and activate a variety of... more
HELLCARD JANUARY ’22 DEV UPDATE
Backend We kicked off 2022 with comprehensive tests of the multiplayer backend. One of the issues we had to tackle was the synchronization when one of the clients was running on a really slow computer hitting extremely low frames per second... more
DECEMBER ’21 HELLCARD DEVELOPMENT UPDATE
We have officially finished pre-production and are now planning production. Since different teams define these terms differently I will elaborate a bit on what it means. Pre-production is where the more experimental and “one-off” type of stuff... more
NOVEMBER ’21 HELLCARD DEVELOPMENT UPDATE
With most of the team back after the flu season, we are moving forward with work in all departments. Backend Most of the work focuses on multiplayer matchmaking. This includes finding the most suitable players, prioritizing diversity between... more
September ’21 Hellcard Development Update
This is the first in the series of regular monthly updates about Hellcard development, as promised in the last update. We want to keep you in the loop as much as possible The whole Hellcard thing began for real around a year ago when we launched... more
Speedrun to the Cook!
Those of you who have been waiting for more opportunities to compete with other players will be happy to read that today's update introduces Speedrun to the Cook! Sounds great, how can I participate? Everyone is invited. All of you... more
Dungeons and Streamers
https://www.youtube.com/watch?v=m2YZ3JtVvMk&t=13s We are introducing our streaming integration for both Twitch and Mixer, thus answering the age-old question: what is best in life? Apparently to crush your streamers, see them driven before... more
Roguelike mode comes out of beta!
It is time for the September’s major update. Let’s quickly run through all the new stuff. Roguelike mode is out of beta After three months in beta, we are satisfied with the general stability and balance of the roguelike mode, which is why... more
Help us spread the word!
It means the world to us when players support our game as influencers – with a single click you can join them! If you like the game and wish to help us it would be awesome if you would consider spreading the word on social media or maybe even... more
Defining mid-core games and why they matter
There is a lot of fuss about mid-core games and even debate if the term itself should exist in the first place. If you’ve ever wondered what it’s all about, please seat comfortably, enjoy a nice hot mug of tea and spare a couple of minutes... more
Book of Demons – A year in Early Access
When we launched Book of Demons through Steam Early Access a year ago we had a pretty fixed plan for the future. We knew that the first month or so we would be focusing on bug fixing and stability issues. The game was already tested in-house and by... more
How to get the most out of your awesome early access community
According to Steam Spy, starting from 2013, around a thousand games have entered Early Access on Steam. There are a lot of reasons why companies decide to launch a playable yet not finished product to the public. But two main of those are: as a... more
Book of Demons will launch on Steam Early Access on the 28th of July!
After nearly 3 years of development Book of Demons finally has a Steam Early Access release date! It will launch on the 28th of July and we’re incredibly hyped about it, because it will probably be the most important day in the history of our... more
Book of Demons hacks and slashes onto Xbox One as a console exclusive!
We're extremely proud to announce that Book of Demons, our deck-building hack and slash where it's the player who decides the length of quests, will launch on Xbox One as a console exclusive! We don't have a release date yet and we don't want to... more
Book of Demons announced!
Today marks the biggest announcement in Thing Trunk’s history. I know it doesn’t say much, but we’re unveiling Book of Demons, a dark fantasy hack & slash game for PC and the first game in the Return 2 Games series that we announced a few... more
New Year’s Resolutions
Beginning of January is a very important time for most of us. We make plans for the whole new year. We analyze what went wrong in the previous year, what we could have done better. We consider every mistake and study each success. Some of us make... more