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January 20, 2021
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Radek Koncewicz's Blog   Expert Blogs

 

My name's Radek Koncewicz and I'm the Lead Designer at PopReach, a mobile games studio with offices in Toronto, Vancouver, and Bangalore. I've been in the industry for over 15 years, and I run the design-oriented blog Signficant Bits.

If you'd like to get in touch, feel free to reach out on LinkedIn or hit me up @JustRadek.

 

Expert Blogs

Posted by Radek Koncewicz on Mon, 04 Jan 2021 10:30:00 EST in Design, Console/PC, Design, Console/PC, Indie, Design, Design, Design, Design
The evolution of JRPGs in the 6th console generation. The rise of 3D environments, abstract game systems, and ever-younger protagonists.


Posted by Radek Koncewicz on Mon, 05 Aug 2019 10:50:00 EDT in Design, Console/PC, Design, Console/PC, Indie, Design, Design, Design, Design
A look at various gameplay elements of JRPGs during the PSX era. How long did it take to get comfortable with each title's mechanics, and where did the filler-bloat begin?


Posted by Radek Koncewicz on Thu, 10 Jan 2019 01:05:00 EST in Design, Console/PC, Design, Console/PC, Indie, Design, Design, Design, Design
Timing various gameplay elements in JRPGs of the 4th console generation: the Genesis, Sega CD, Super Nintendo, and the Game Boy. Were random encounters really that frequent and XP-grinding a necessity?


Posted by Radek Koncewicz on Thu, 10 Aug 2017 03:42:00 EDT in Design, Console/PC, Design, Console/PC, Indie, Design, Design, Design, Design
Despite Sonic making a name for himself through his speed and attitude, the original game had plenty of slow-paced challenges that seem to have been forgotten with time.


Posted by Radek Koncewicz on Fri, 06 Mar 2015 07:16:00 EST in Design, Console/PC, Design, Console/PC, Indie, Design, Design, Design, Design
An overview of how we're tackling various design issues of unit movement in our 3D tactics game, Trudy's Mechanicals.


Posted by Radek Koncewicz on Tue, 17 Feb 2015 06:52:00 EST in Design, Console/PC, Design, Console/PC, Indie, Design, Design, Design, Design
A look at how three different monstrosities from the Cthulhu Mythos were expertly implemented in Dark Corners of the Earth.



Radek Koncewicz's Comments

Comment In: [Blog - 08/05/2019 - 10:50]

I don 't mind the ...

I don 't mind the more authored theme park ride, at least for the first little while, but the quality of that content and how well it 's connected to the main narrative is another matter altogether. It was definitely hit and miss in the 5th generation, and I 'm ...

Comment In: [Blog - 01/10/2019 - 01:05]

A fan of Cosmic Star ...

A fan of Cosmic Star Heroine volunteered to do the same for your own game, if you 're interested: https://www.reddit.com/r/JRPG/comments/a8qm2k/the jrpg startup cost/ecdmk16/

Comment In: [News - 07/09/2018 - 07:52]

I don 't think any ...

I don 't think any of this precludes Jessica from being accountable for how she acted. r n r nDeroir 's comments were respectful and not indicative of a terrible culture in the Guild Wars community or gamers in general. We also don 't know what sort of PR training ...

Comment In: [News - 06/06/2018 - 03:33]

Replace games with books and ...

Replace games with books and all this outrage takes on a much more depressing, sinister tone.

Comment In: [Blog - 08/10/2017 - 03:42]

Thanks, appreciate it ...

Thanks, appreciate it

Comment In: [News - 02/11/2016 - 04:00]

Weaponlord the video you linked ...

Weaponlord the video you linked for it seems to be a duplicate of Asuka 120 , by the way had many other interesting features besides the thrust-parry: weapon breaks, hair-cutting taunts, throwing in the middle of combos, multiple-fatalities extending out of combos, etc. Some of its console concessions definitely made ...