The Irresistible  |
| 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  |
| 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  |
| 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  |
| 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  |
| 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  |
| 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  |
| 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 |