The People Building Ibru

Over twenty people, most of them working from home rather than any single office, are building Ibru — a world made in collaboration with Nobel laureate Olga Tokarczuk. Between us we've shipped titles for Ubisoft, CD Projekt RED, Flying Wild Hog, People Can Fly, and Techland.

This one's different. It's ours, from the ground up.

potrait of Aleksandra Bieluk

Aleksandra Bieluk

Aleksandra brings a decade of industry experience and three shipped titles to Sundog. She leads the studio's effort to translate Olga Tokarczuk's Nobel-winning prose into the immersive, interactive experience of Ibru, bridging literary source material with game mechanics.

Narrative Director & Co-Founder
portrait of Carlos Castanon

Carlos Castanon

Carlos leads development of Ibru, uniting a diverse team under a single creative vision. He draws on 18 years of industry experience and a track record of nine published titles. A dedicated mentor to scores of artists, he has a proven history of guiding teams to critical acclaim, including the 2020 Polish Graphic Design Award for Gaming

Game Director & Co-Founder
potrait of Abderrezak Bouheda

12-year AAA veteran focused on technical art and shaders. Three shipped titles, contract work for Splash Damage and Lighthouse Games. He recently launched DrDebug, his own Unreal render-debug suite to profile performance. He has also mentored Nike's material art team.

Senior Environment Artist

Abderrezak Bouheda

A 25-year veteran approaching design as an interconnected medium, Łukasz bridges gameplay systems with level and quest design to refine Ibru's core gameplay loop. His 13 shipped titles include Dying Light 2 and Assassin's Creed Black Flag: Resynced, with a track record at Ubisoft, Techland, and Flying Wild Hog.

Senior Game Designer

Łukasz Chmielewski

17 years in the industry, focused on character art and visual development. His five shipped titles include Showgunners and Sumerian Six (as Lead Character Artist) and Outriders, from his work at People Can Fly and Flying Wild Hog. Sculpts and models the people of Ibru.

Senior Character Artist

Łukasz Siudziński

Eight years in the industry with a distinctive visual style across six shipped titles, and a finalist spot in the 28th Polish Poster Biennale (2023). Brings the citizens of the city of gods to life through character design and visual development, from concept art to sculpting.

2D Generalist / Character Artist

Matylda Kozera

Eight years of programming experience focused on systems architecture and technical design, leading Unreal Engine 5 gameplay implementation for Ibru. Shipped titles include Paradise Lost and Fort Solis, with prior work at Creepy Jar and PolyAmorous.

3D Generalist / Hard Surface Artist

Przemysław Borkowski

Three years in the industry, focused on industrial design and hard-surface modeling. Previously a Weapon Artist at People Can Fly. Creates the technology, machines, and infrastructure that power the city of gods.

Senior Gameplay Programmer 

Lokan Kuta

A 24-year veteran combining high-fidelity motion with seamless animation, Michał leads Ibru's animation pipeline. His six shipped titles include The Witcher 2: Assassins of Kings, with a portfolio spanning CD Projekt RED, People Can Fly, and Flying Wild Hog. He also owns and runs mocap.games, a professional motion-capture studio.

Animation Lead

Michał Hrydziuszko

Eleven years of specialized experience in atmospheric world-building, with three shipped titles including Metamorphosis and contract work on Total War: Warhammer and World of Tanks. Builds the immersive environments of the city of gods.

3D Environment Artist

Kiryl Maushuk

A decade in the industry with an ear for distinct audio identities, Krzysztof leads technical audio design for Ibru. His contract credits span more than 30 shipped titles, including Layers of Fear, Observer: System Redux, and Gwent: The Witcher Card Game. Laureate of the CEEGA 2023 Best Audio Award.

Sound Designer

Krzysztof Kowal

Seven years crafting atmospheric, high-fidelity environments, including three shipped titles: the Chernobylite duology — set in a meticulously recreated Zone of Exclusion — and additional contract work at The Farm 51. Models and implements Ibru's environments.

Sound Designer

Aleksandra Maj

Five years designing intuitive, frictionless user interfaces, including as Senior UI Artist on Metal Eden and defining the interface feel for the upcoming Ruiner 2, Shadow of the Road, and Band of Crusaders during his tenure at Reikon Games. Responsible for UI design on Ibru.

UI Designer

Daniel Bajarbaatar

13 years working across gaming communities, content marketing, and communications, including as copywriter on more than 21 shipped titles for an independent game label — among them Symphony of War and SCP: Fragmented Minds. Leads communications and social media for Sundog.

Communications Generalist

Minerwa Filipiak

9 years crafting intricate game systems, drawing on a background in architecture and archaeology. Five shipped titles and a portfolio of more than ten projects for Fuero Games and SQRT3 reflect rare versatility across design roles.

Game Designer

Radosław Wachnik

Five years dedicated to the intricate world-building of Ibru, developing the stories of the people and places across the city of gods. Held a foundational role at the studio, refining the expansive universe first created by Olga Tokarczuk.

Narrative Designer

Zbyszko Fingas