GAME JOBS
Latest Jobs
spacer View All     Post a Job     RSS spacer
 
June 7, 2013
 
Insomniac Games
Audio Engine Programmer
 
Insomniac Games
Designer
 
DoubleDown Interactive
Software Game Developer
 
Insomniac Games
UI Programmer
 
Insomniac Games
Sr Network Programmer
 
Insomniac Games
iOS Programmer
spacer
Blogs

Radek Koncewicz's Expert Blogs

The Irresistible  Featured Blogs
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.
Read More... | 12 Comments

Why Resident Evil 5's Co-op Worked So Well
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.
Read More... | 2 Comments

Super Mario Bros. 3 Level Design Lessons, Part 3  Featured Blogs
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.
Read More... | 1 Comments

L.A. Noire's Interrogation System  Featured Blogs
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.
Read More... | 7 Comments

Avoiding the JRPG Curse of Verbal Diarrhea
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.
Read More... | 3 Comments

Super Mario Bros. 3 Level Design Lessons, Part 2  Featured Blogs
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.
Read More... | 5 Comments

The Unbroken Circle of Zerthimon  Featured Blogs
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.
Read More... | 6 Comments

Super Mario Bros. 3 Level Design Lessons, Part 1  Featured Blogs
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.
Read More... | 3 Comments

Designing Trudy's AI
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.
Read More... | 0 Comments

Smooth Transitions  Featured Blogs
Posted by Radek Koncewicz on Sun, 21 Nov 2010 09:40:00 EST in Design
Why transitions that utilize traditional film effects (cuts, wipes and fades) are not the most optimal solution for videogames.
Read More... | 12 Comments

[Previous] | [Next]   

UBM Tech