Radek Koncewicz's Expert Blogs
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.
A few quick reasons as to why the tepid-sounding "Thief's Ring" is one of the most useful items in Demon's Souls.
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