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November 20, 2019
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Radek Koncewicz's Expert Blogs

Posted by Radek Koncewicz on Mon, 29 Dec 2014 02:17:00 EST in Design, Console/PC
A thorough analysis of the design in the original Diablo and how it spawned one of the most succesful video game series of all time.


Posted by Radek Koncewicz on Tue, 16 Sep 2014 03:55:00 EDT in Design, Console/PC
A furtive look at the secret history of the Souls games and how a shoddy localization might have sparked the imaginations of its developers.


Posted by Radek Koncewicz on Tue, 29 Jul 2014 11:40:00 EDT in Art, Indie, Smartphone/Tablet
In which we talk mascots and learn that it's not OK to steal from old ladies... but it's cool to steal from slightly younger gentlemen?


Posted by Radek Koncewicz on Mon, 14 Jul 2014 05:39:00 EDT in Art, Indie, Smartphone/Tablet
Hand-drawn frames aren't the most popular approach to animation these days, but here's how we went about minimizing their cost.


Posted by Radek Koncewicz on Tue, 08 Jul 2014 01:11:00 EDT in Production, Art, Indie, Smartphone/Tablet
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.


Posted by Radek Koncewicz on Wed, 02 Jul 2014 12:41:00 EDT in Art, Indie, Smartphone/Tablet
Tackling the perspective-breaking backgrounds of old Hanna Barbera cartoons and Zelda - A Link to the Past.


Posted by Radek Koncewicz on Wed, 25 Jun 2014 05:29:00 EDT in Art, Indie, Smartphone/Tablet
The evolution of the art style in Feeding Time, and what we did to take it beyond the typical match-3 aesthetic.


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.


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