Radek Koncewicz's Expert Blogs
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.
A furtive look at the secret history of the Souls games and how a shoddy localization might have sparked the imaginations of its developers.
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?
Hand-drawn frames aren't the most popular approach to animation these days, but here's how we went about minimizing their cost.
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.
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