To this day, probably the most surprising part of my game design works, is my PRODUCTION experience in the game, PAINKILLER - REDEMPTION. Based on my previous modding works (2010-11), Dominik ’Eggtooth’ Włodarczyk from the developer Eggtooth Team reached out to me, and I became a contributor overnight. I was mainly working on the DLC section of this fan-made product as "support level designer and scripter", alongside my friends Marek ’HV’ Uzdowski (in similar position), Andrea ’AndySYS’ Bali (as tester), and many others of no personal relation. My main tasks included setting up atmosphere, wave-based shooting gameplay, coming up with secret areas and some LUA scripting, based on previously existing Multiplayer maps from the franchise. The game's base concept was conceived and realised by fans of the community - and aligned with my previous solo fan works - so my inclusion was an adequate choice for everyone.
https://store.steampowered.com/app/65560/Painkiller_Redemption/
Redemption wasn't quite as successful and well received as some of its predecessors, but at 15-16 years of age (even in my standards today), tackling something like this was a pretty big responsibility. Developer tools were in huge lack in this era of modder-made games, we communicated and shared working builds through Skype and sites like Mediafire. Yet some work was done, and even payment was received, in the form of developer codes for the franchise. Sadly, DLC support was cut shortly after release (2012, I personally decided to put Pain modding on the shelf as well) and some of the levels we were working on never saw the light of day. Until...
-------- Resurrecting Devil --------
After nearly 12 years, I decided to return to my one and only game production experience, and make it similar to what I imagined a proper "fun" fan-made sequel would be. I titled this project "Resurrecting Devil", which would focus on overhauling the lower quality sequels (Resurrection, Redemption, Recurring Evil - hence the naming convention), starting with Redemption in which I had personal contribution in the past.
Since such a long time has passed, only die-hard fans of the series remained active, and many fan sites were shut down and archived such as PainkillerZone. To counter this fading into obscurity, I started my own group channel on Moddb, where - with a few other modders - we keep the content alive for the franchise as we speak.
https://www.moddb.com/company/painkiller-restoration-group
------- Permafrost Harbor (2024)
On Painkiller's 20th anniversary - while being busy with other projects on much more modern engines - I decided to publicly announce the creation of this idea, with MY OWN CUT DLC LEVEL, Harbor. A multiplayer map conversion (like all other Redemption levels), it was created from DM_Ragnarok of Painkiller Overdose, a level previously no one from the community put gameplay on, due to its unconventional structure and size. It features some unique elements and events in Painkiller standards (see included video footage) that "XDavidXtreme", my friend from the community helped me turn into reality through source-code knowledge and experience. The level was overall well received in the community and made quite a bunch of fans interested in what the future holds for Resurrecting Devil as well. As we speak, more levels of similar cut-content nature are in the works for a public release.
https://www.moddb.com/mods/painkiller-re-demption-expansion/addons/permafrost-harbor
------- Absoring Plant (2025)
After the anniversary has passed, I continued the work on the cut DLC levels with a plantation theme. It contains another set of unique events - for example a cloud of toxic smoke temporarily engulfing the room - and had an enemy "infighting" mechanic reimplemented from Overdose's Riot level. Created from the famous DM_Absinthe map (originally by Todd 'Mr Clean' Rose) it was possibly one of the hardest levels to make a conversion from. Despite my best efforts the level was still criticised for its overly punishing nature and tight spaces, so there is certainly room for improvement in future updates.
https://www.moddb.com/mods/painkiller-re-demption-expansion/addons/absorbing-plant-sp-absinthe
Beyond that I plan to continue on with the rest of the cut content, peaking in a previously unseen bossfight level that I've yet to develop as my time allows.
------ My older custom maps (2010-13)
At the same time, I'm in the middle of overhauling my old custom works I released under the GreenTechB alias, and which led to my inclusion in Redemption development in the first place. In projects like "Fallen Empire / Light Bearer" gameplay and balance was certainly on a more beginner level, and might now realize some of their once-planned features that I was - at the time - not experienced enough to implement.
https://www.artstation.com/artwork/y4BD13

"I was here" - Redemption credits segment (2011)
https://youtu.be/eQ1-Jgw0sIk?t=239
Permafrost Harbor - Unique events 1
Permafrost Harbor - Unique events 2 (tech support by XDavidXtreme)
Absorbing Plant - Unique quarantine event
Painkiller - Permafrost Harbor dev walkthrough
Painkiller - Absorbing Plant dev walkthrough