Game Designer


   Welcome to the online portfolio of Stefan Jewinski, Lead Game Designer at Canadian indie developer Cat Amuck Studios. My resume is available here and you can email me at

   I have over 10 years of professional game development experience on console and mobile platforms. I have worked in design, programming and QA roles, have held lead positions in each of those 3 departments, and have 30+ credits.

   As Lead Game Designer, I have worked on indie iOS games Cow-Tip Foolery, One Fell Swoop, Scare Crows, UDK-based PC exploration game Play of Light, and AAA mobile title Fashion Icon, which peaked as the #1 Highest Grossing Overall iPad app in 21 countries.

   As a Game Designer, I have worked on such titles as X-Men: Destiny (PS3 / Xbox 360 / Wii) and Da Vinci’s Demons: The Apprentice (iOS), which received an FITC nomination in the Mobile App category in 2014. As a Level Designer, I have worked on Happy Feet (Mobile) and Citizens of Earth (PS4 / PSVITA / Wii U / Nintendo 3DS / Steam), which received a perfect 5/5 review from Twinfinite.

Demo Reel

   Please check out my demo reel below:

Stefan Jewinski

My Philosophy

  Player empathy is paramount to game design. I play-act as different types of players to consider their various perspectives and experiences when working on designs. I am always imagining what the players will see, what they could feel, and how they may try interacting with the game, which helps me create and tune mechanics that allow for the dynamics and aesthetics envisioned by the Creative Director.

  I am extremely conscientious and driven. When I take on a responsibility, I ensure it will be done on time and to the best of my ability, to the point that my most repeated personal catchphrase has become “getting tasks done”. Even under the pressures of crunch-time, I am able to collect and consider other people’s ideas to evolve and champion the solution best suited for our game’s goals.

My Approach

  When it comes to documentation, I prefer the one-page design document: I capture each sub-system of a game in a single graphic or storyboard with callout text and secondary explanatory images. The benefit of the one-page approach is that programmers and artists actually read the whole thing (since most of it is visual). One-page designs even get printed and posted on the walls to refer to during development, which marks a huge step up from the dusty traditional design tomes.

  Communication is vital, whether it’s communication within a game development team, or how a game communicates information about its state to the player. Since the game design department interacts with so many separate groups, all of whom have different outlooks and priorities, I have become extremely flexible and try to tailor my documents to the audience. With my background in both programming and design, I enjoy working as the glue between those departments and using my experiences on both sides of the fence to find unique solutions.

More About Me

  To get more information on my recent work, please click here (or along the top navigation bar).