Radek Koncewicz's Expert Blogs
Hand-drawn frames aren't the most popular approach to animation these days, but here's how we went about minimizing their cost.
UI tends to be much less exciting than other game aesthetics, but finding a style that works in both form and function can be quite challenging.
Tackling the perspective-breaking backgrounds of old Hanna Barbera cartoons and Zelda - A Link to the Past.
The evolution of the art style in Feeding Time, and what we did to take it beyond the typical match-3 aesthetic.
An overview of design-lessons learned from developing a puzzle game aimed specifically at mobile devices.
Incessant confirmation prompts are a sure-fire way of clogging up one's UI, and they're rarely useful.
A completely personal take on what design decisions could have made Tokyo Jungle a more enjoyable game.
A quick look at the pros and cons of rotating and static minimaps.
Ultima IV: Quest of the Avatar is one of the few games that tells a story largely through its gameplay. Here's a closer look at how it achieves this rare feat.
A somewhat spoiler-ish look at the drug fisstech in the original Witcher and how it was incorporated into the game.
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