Jakub Cislo is a game developer who wears his influences on his sleeve. His just-released game, Project Warlock, is a chunky shooter stew made from the gory giblets of classics like Wolfenstein and Doom. Itâs a pretty typical palette of influencesâuntil you consider that Cislo is 19, and all those games came out before he was born.
Cislo, originally from Poland but now living in Germany with his parents, goes to high school with people whoâve never even heard of the games he so fondly remembers. They play Call of Duty, Fortnite, and PUBG, he said, while he crafts the most faithful tribute to shooters from the â90s he can muster. It all started with his dad.
âI was born in 1998,â Cislo told Kotaku via Discord, âand my father introduced me to all of these classic FPS games like Blood, Heretic, Hexen, and Doom, and some other titles, too. I fell in love with them because they were really fun and fast-paced… You can carry way more weapons than in some modern titles, and fun is more important than story.â
Cislo told me that the level design of these games was a breath of fresh air compared to the more linear shooters coming out when he was younger. âWhat surprised me is that these levels actually make you use your brain,â he said. âYou have to think a lot where to go and how to use certain things like switches and keys. It really makes you think about what youâre going to do next and where the next secret could be, what could trigger that secret.â
Cislo has tried to replicate all of that in Project Warlock, and so far, people seem to be digging it. Reviews on GOG (where itâs a timed exclusive) are almost unanimously positive, and based on personal experience, I can say itâs a fast, superbly satisfying throwback shooter. There are modern touches in there, too, like weapon and character upgrade systems. Also you get to play as a warlock, a surprisingly underrepresented demographic in FPS games.
But Cislo didnât become a nostalgic-beyond-his-years developer overnight. He first cracked open a copy of Unity and decided to try his hand at game development âfive or six years ago,â his only teacher a handful of YouTube tutorials. Two years ago, he let people try out an early version of what would eventually become Project Warlock. The ease with which anybody can now make a game that looks and sounds professional meant that Cisloâs early work was subject to scrutiny just as harsh as any big studio game, including his inspirations. Cislo was just some kid from Poland, and his early work was not well-received.
âIt gained some audience, but not much,â Cislo said. âI got a lot of hate on Steam and on some Facebook forums where people would say that it looks really bad.â
At first, he couldnât help but feel discouraged. âI really thought that people are not nice at all, because all I wanted to do was just make a fun game,â he said.
But he discovered kernels of constructive criticism nestled among all the hate, and more importantly, he found motivation. âI just tried to use the criticism to improve the game, so they wouldnât be able to say anything bad anymore. That was my main goal: to show people that I can really improve upon my work and that I wonât back down.â
Cislo put together a team, bolstering his ranks with an artist, a level designer, and a sound designer. This, he says, led to a game that looks and sounds completely different from the one he prematurely put out into the world a couple years ago. Before long, the newly snazzy-looking game got noticed by a publisher, who helped Cislo and his team strike a deal with GOG to distribute and promote the game even further.
As Project Warlockâs primary developer, Cisloâs has had to dedicate every spare second to getting it out the door. This has been a challenge, because heâs in high school, and itâs not like he can just up and take time off.
âOnce I come home, I just go straight to my PC and start working on the game,â he said. He noted that he sleeps âa lot lessâ and spends âa lot less time with my friends and familyâ in order to dredge up even more development time. He said itâs âhard,â but he can see the light at the end of the tunnel, and that keeps him going. Plus, his grades are still good.
It helps that Cisloâs parents are supportiveâespecially his dad, whoâs an electrician. Now his sonâs found a technical career of his own, and one thatâs rooted in games he introduced him to as a kid, no less.
âHeâs pretty amazed,â said Cislo, âbecause he never thought that his son would develop any PC games and probably never thought that PC games he showed me would be an inspiration for me to develop a game right now.â
While Cislo was hesitant to elaborate, he said that the recent move to Germany was prompted by âfinancial issuesâ faced by his parents. Itâs been a jarring transition thatâs forced Cislo to learn German and attempt to maintain a long-distance relationship. Then thereâs the current state of the world, which he said weighs on him, despite his relative youth. Heâs got a lot on his plate, which is something else that has, in its own way, inspired Project Warlock. Like many of us, Cislo said heâs nostalgic for a simpler time: the â90s, during most of which he was not alive.
âI think that â90s were a really good period of time,â he said. âTechnology was new, and PCs were not really spread throughout the whole society in Poland or other countries. I think these times had less stress and people were more happy. I think thatâs the thing Iâm missing right now. Because today we have a lot of different topics which might make us sad, or bring us more stress to our lives.â
Despite the heap of stress heâs under, Cislo is doing his best to make things work. He even recently gave a presentation about Project Warlock in his German class. His Call of Duty and Fortnite-playing friends were impressed.
âThey were pretty amazed that Iâm doing something like this,â Cislo said. âAnd now theyâre anticipating the game.â He ended up getting an âA or Bâ on the projectâeven though his German, the thing he was being graded on, was far from perfect at the time.
Heâs also received praise from an unexpected source: John Romero, co-founder of id Software and designer on games like Wolfenstein, Doom, Doom 2, Hexen, and Quake. He, er, didnât say a whole lot, but Cislo was thrilled to be acknowledged by one of his heroes.
âI woke up one morning, and I saw that there was a new comment on my Facebook fan page,â he said. âIt was from John Romero himself. He commented on my Facebook page and said that the game âlooks cool.â I was stoked about his comment because that meant he had found out about this game himself.â
Cislo ended up DMing Romero about a secret level in Doom 2, but they havenât spoken since.
If all goes according to plan, Cislo will continue to tweak and improve Project Warlock over time and add things like a level editor. He hopes itâs successful, because thatâll mean he can lend his parents a much-needed helping hand. âI hope to,â he said when asked if heâs planning to give his parents some of the money earned by Project Warlock
Beyond that, his goal is simply to make more games. Heâs worn out from game development and a plethora of life changes, but he refuses to slow down.
âI have too many ideas in my head to take a break,â he said. âI still want to do this, and I want to improve upon myself. I really want to get the best out of me.â