Dziś z polygamii
Feminizm, mizoginia, groźby i gry wideo. O co chodzi w Gamergate?
"Chcę po prostu grać, a nie być kimś, kto uczy się gier na pamięć" - wywiad z Tomaszem Tworkiem, niewidomym graczem
ale i nie tylko
In this 3-part Level Design series, we’ll learn about Naughty Dog’s choices to design the intro levels of The Last of Us, using narrative design, level and tutorial design and characters as exposition tools to drive their fearful adventure forward. This analysis is intended for level design students and aficionados alike.
Developer blog: Game development in Ukraine – fun, or challenge?
The Shortest Video Game Interview You'll Ever Need To Read