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Radek Koncewicz's Expert Blogs

Posted by Radek Koncewicz on Mon, 25 Nov 2013 12:05:00 EST in Design, Indie, Smartphone/Tablet
An overview of design-lessons learned from developing a puzzle game aimed specifically at mobile devices.


Posted by Radek Koncewicz on Sat, 01 Dec 2012 12:21:00 EST in Design
Incessant confirmation prompts are a sure-fire way of clogging up one's UI, and they're rarely useful.


Posted by Radek Koncewicz on Tue, 30 Oct 2012 11:55:00 EDT in Design, Console/PC
A completely personal take on what design decisions could have made Tokyo Jungle a more enjoyable game.


Posted by Radek Koncewicz on Sun, 03 Jun 2012 04:47:00 EDT in Design, Console/PC
A quick look at the pros and cons of rotating and static minimaps.


Posted by Radek Koncewicz on Sun, 25 Mar 2012 11:56:00 EDT in
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.


Posted by Radek Koncewicz on Sat, 31 Dec 2011 11:48:00 EST in Design, Console/PC
A somewhat spoiler-ish look at the drug fisstech in the original Witcher and how it was incorporated into the game.


Posted by Radek Koncewicz on Mon, 05 Dec 2011 08:10:00 EST in Design, Console/PC
A few quick reasons as to why the tepid-sounding "Thief's Ring" is one of the most useful items in Demon's Souls.


Posted by Radek Koncewicz on Sat, 05 Nov 2011 02:11:00 EDT in Design
A handful of examples covering emergent behaviour that's common and yet has no real effect on gameplay.


Posted by Radek Koncewicz on Mon, 01 Aug 2011 06:31:00 EDT in Design, Console/PC, Social/Online
Years later, the co-op experience of Resident Evil 5 still stands above many of its competitors. Here's why.


Posted by Radek Koncewicz on Tue, 05 Jul 2011 10:29:00 EDT in Design, Console/PC
An illustrated overview of Super Mario Bros. 3's overworld hubs and how they're linked to the core gameplay stages.


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