Picture of Mateusz 'Dziki' Dzikowski

Mateusz 'Dziki' Dzikowski

Senior Game Designer · 12+ Years in Game industry

15M+ downloads. The main free-to-play revenue driver in the Artifex Mundi portfolio.

Google Play 4.8 / 5 (480K+ reviews) · App Store 4.8 / 5

Status: Live
Developer: Artifex Mundi
Genre: Hidden Object Puzzle Adventure (HOPA) collection, F2P
Platforms: iOS, Android, Amazon Appstore, Microsoft Store (PC)
Engine & Tools: Python (review sentiment analysis), SQL, Miro, Confluence, Excel
Contribution: Senior Game Designer, 2024–2025: feature and UX design, including Cloud Save.
Ran A/B tests with the live-ops team, consulted on the meta-game, analysed business data,
worked on the economy alongside the economy designer, and analytics tooling with new event payloads and dashboard UI.

Case Study: Cloud Save

Cloud Save shipped in Q4 2025. The “I lost everything I bought!” reviews stopped appearing.

In 2024 I ran a sentiment analysis of 817 Google Play reviews in Python, on my own initiative. 423 were negative, and 313 of those targeted the energy system. The energy currency is the core of the business model – fixing it would mean rebuilding the whole economy and sacrificing revenue, so this option was off the table.

Progress loss looked small next to that: 20 complaints, 14 confirmed on manual review. But the cluster was different in kind. Eight players had switched or broken a phone, four had lost real-money purchases, and one announced a fraud report to Google. These were engaged players who had finished cases and bought packs. On iOS there was also no way to sync progress between an iPhone and an iPad.

Progress loss was the only complaint category where players lost money they had already paid. It generated refund requests and permanent one-star reviews, and it was the only category we could remove completely without touching the economy. I made that case with the review data and designed the account-linking UX flow. The Engine Team built a technical prototype, and the feature got greenlit.

Cloud Save became the first feature to ship in the game’s updated visual style. The development team applied this look to the rest of the game later.

I maintained the user flow in Miro. I redrew the entire path to establish a single source of truth. Requirements were arriving from legacy wireframes and a visual style that was still taking shape.

We shipped the system in opt-in phases. The rollout telemetry helped us isolate an Android-specific commit failure. Newer Android OS versions cut network access when the app entered the background to save battery.

Analytics tooling

The game’s events carried no payloads, so answering a routine business question took the analytics team days of reconstruction. During my probation I proposed a payload structure for the event stream and designed the dashboard views the team needed most, including the FTUE and first-adventure funnels. Analysts and engineers took the proposal from there and implemented it. Answers that had taken days came back in under an hour

Seba2
Sebastian Mrukowicz
Senior Game Economy Designer at Artifex Mundi
I had the pleasure of working with Mateusz, and I truly enjoyed our collaboration. He is an excellent designer with an open mind for new ideas. He often brings creative, out-of-the-box solutions to the table and is great at challenging concepts in a constructive way. His experience and openness have helped me solve complex problems more than once. Working with him is not only productive but also a real pleasure.
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