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Radek Koncewicz's Expert Blogs

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.


Posted by Radek Koncewicz on Sat, 21 May 2011 01:59:00 EDT in Design, Console/PC
A look at the interface of L.A. Noire's interrogations.


Posted by Radek Koncewicz on Fri, 06 May 2011 11:39:00 EDT in Design
An overview of how we're trying to limit dialogue sequences with Trudy while infusing its language with a bit of personality.


Posted by Radek Koncewicz on Wed, 20 Apr 2011 03:22:00 EDT in Design
An illustrated tour of the Super Mario Bros. 3's most memorable level-design concepts.


Posted by Radek Koncewicz on Sun, 03 Apr 2011 03:57:00 EDT in
A look at one of Planescape: Torment's more famous dialogue trees: Dak'kon's spiritual crisis.


Posted by Radek Koncewicz on Fri, 25 Feb 2011 11:31:00 EST in Design
An illustrated tour of the first world in Super Mario Bros. 3 and its various lessons in 2D level design.


Posted by Radek Koncewicz on Wed, 16 Feb 2011 02:00:00 EST in Design
A high-level look at the design of unit behaviour in our tactics game Trudy's Mechanicals.


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