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HTTP/1.1 200 OKDate: Fri, 27 Feb 2026 14:18:38 GMTServer: Apache/2Pragma: no-cacheCache-Control: max-age604800Expires: Fri, 06 Mar 2026 14:18:38 GMTSet-Cookie: grav-site-6455c51rnpk74k8k13484e2jh4q1dvqtj; expiresFri, 27-Feb-2026 14:48:38 GMT; Max-Age1800; path/; domainwww.cobble.games; HttpOnly; SameSiteLaxVary: User-Agent,Accept-EncodingUpgrade: h2,h2cConnection: UpgradeETag: 11b435f2653b565c28e7b578c0686270Transfer-Encoding: chunkedContent-Type: text/html;charsetUTF-8 !doctype html> html langpl> head> meta charsetutf-8 /> title>Home | Fid Gra/title> meta http-equivX-UA-Compatible contentIEedge /> meta nameviewport contentwidthdevice-width, initial-scale1 /> meta namegenerator contentGravCMS /> meta namedescription contentblog poświęcony graniu w gry z perspektywy twórcy gier /> link relicon typeimage/png href/user/themes/quark/images/favicon.png /> link relcanonical hrefhttp://www.cobble.games/ /> link href/user/plugins/aboutme/assets/css/aboutme.css typetext/css relstylesheet /> link href/user/plugins/admin-power-tools/assets/scroll_fix.css typetext/css relstylesheet /> link href/user/plugins/directorylisting/css/directorylisting.css typetext/css relstylesheet /> link href/user/plugins/directorylisting/css/metisMenu.min.css typetext/css relstylesheet /> link href/user/plugins/directorylisting/css/mm-folder.css typetext/css relstylesheet /> link href/user/plugins/nomnoml-uml-diagrams/css/codemirror.css typetext/css relstylesheet /> link href/user/plugins/nomnoml-uml-diagrams/css/solarized.nomnoml.css typetext/css relstylesheet /> link href/user/plugins/markdown-notices/assets/notices.css typetext/css relstylesheet /> link href/user/plugins/form/assets/form-styles.css typetext/css relstylesheet /> link href/user/plugins/frontend-edit-button/assets/css/style.css typetext/css relstylesheet /> link href/user/plugins/login/css/login.css typetext/css relstylesheet /> link href/user/themes/quark/css-compiled/spectre.min.css typetext/css relstylesheet /> link href/user/themes/quark/css-compiled/theme.min.css typetext/css relstylesheet /> link href/user/themes/quark/css/custom.css typetext/css relstylesheet /> link href/user/themes/quark/css/line-awesome.min.css typetext/css relstylesheet /> script> var pageStats {sid:11427,url:\/page-stats\/event-collection,config:{ping:15}} /script> script src/user/plugins/nomnoml-uml-diagrams/js/lodash.min.js>/script> script src/user/plugins/nomnoml-uml-diagrams/js/dagre.min.js>/script> script src/user/plugins/nomnoml-uml-diagrams/js/nomnoml.js>/script> script src/system/assets/jquery/jquery-3.x.min.js>/script> script src/user/plugins/directorylisting/js/metisMenu.min.js>/script> script src/user/plugins/directorylisting/js/directorylisting.js>/script> script src/user/plugins/page-stats/js/ps.js>/script> /head> body idtop class header-fixed header-animated header-dark sticky-footer>div idfrontend-edit-button classtop right> div classpage-item data-nav-id/grav-cms/home> a classpage-edit frontend-edit-button target_blank hrefhttp://www.cobble.games/admin/pages/home> i classicon-feb-editor>/i> span classlabel> Edit this Page /span> /a> /div>/div> div idpage-wrapper> section idheader classsection> section classcontainer grid-lg> nav classnavbar> section classnavbar-section logo> a href/ classnavbar-brand mr-10> img src altFid Gra sizes100vw /> /a> /section> section classnavbar-section desktop-menu> nav classdropmenu animated> ul> li> a href/ classactive> Home /a> /li> li> a href/blog class> Postmortem /a> ul> li> a href/blog/chains-of-fury-postmortem class> Chains of Fury Postmortem /a> ul> li> a href/blog/chains-of-fury-postmortem/how-did-game-design-evolve-in-chains-of-fury class> How Did Game Design Evolve in Chains of Fury? /a> /li> li> a href/blog/chains-of-fury-postmortem/graphics-of-chains-of-fury class> Graphics of Chains of Fury /a> /li> li> a href/blog/chains-of-fury-postmortem/encounters-and-ai class> Encounters and AI /a> /li> /ul> /li> li> a href/blog/cobble-games-postmortem class> Cobble Games Postmortem /a> /li> /ul> /li> li> a href/mysli-rozne class> Random Thoughts /a> ul> li> a href/mysli-rozne/chasing-dreams class> The Cost of Chasing Dreams /a> /li> li> a href/mysli-rozne/dobra-mina-do-zlej-gry class> Keeping a stiff upper lip. /a> /li> li> a href/mysli-rozne/game-jam-is-not-game-dev class> Game Jams Are Not "Game Dev in a Nutshell" /a> /li> li> a href/mysli-rozne/game-industry-conference-2025-memory-dump class> Game Industry Conference 2025 - Personal Recap /a> /li> li> a href/mysli-rozne/the-other-side-of-entrepreneurship-paying-off-the-debt-no-one-sees class> The Other Side of Entrepreneurship: Paying Off the Debt No One Sees /a> /li> /ul> /li> li> a href/wise-inspiring-smart class> Wise Inspiring Smart /a> ul> li> a href/wise-inspiring-smart/game-design class> Game Design /a> ul> li> a href/wise-inspiring-smart/game-design/juice-it-or-lose-it class> Juice it or Lose it /a> /li> li> a href/wise-inspiring-smart/game-design/balancing-repetition-and-variation-in-game-design class> Balancing Repetition and Variation in Game Design /a> /li> li> a href/wise-inspiring-smart/game-design/what-is-fun class> What is Fun? /a> /li> li> a href/wise-inspiring-smart/game-design/embracing-constraints-the-art-of-focused-indie-game-development class> Embracing Constraints: The Art of Focused Indie Game Development /a> /li> li> a href/wise-inspiring-smart/game-design/links class> Links /a> ul> li> a href/wise-inspiring-smart/game-design/links/three-hundred-mechanics class> Three Hundred Mechanics /a> /li> li> a href/wise-inspiring-smart/game-design/links/game-studies-buddies-podcast class> Game Studies Buddies Podcast /a> /li> /ul> /li> li> a href/wise-inspiring-smart/game-design/beyond-aesthetics-how-visual-communication-makes-or-breaks-your-game class> Beyond Aesthetics: How Visual Communication Makes or Breaks Your Game /a> /li> /ul> /li> li> a href/wise-inspiring-smart/code class> Code /a> ul> li> a href/wise-inspiring-smart/code/coding-tutorials class> Coding Tutorials /a> /li> li> a href/wise-inspiring-smart/code/library-of-helpful-unity-scripts class> Library of Helpful Unity Scripts and plugins /a> /li> /ul> /li> li> a href/wise-inspiring-smart/youtube-channels-worthy-of-following class> Youtube Channels /a> /li> li> a href/wise-inspiring-smart/useful-software class> Useful Software /a> /li> li> a href/wise-inspiring-smart/art-resources class> Art Resources /a> /li> li> a href/wise-inspiring-smart/production class> Production /a> ul> li> a href/wise-inspiring-smart/production/game-production-process-and-common-pitfalls class> Game Production Process and Common Pitfalls /a> /li> /ul> /li> li> a href/wise-inspiring-smart/unsorted class> Unsorted /a> ul> li> a href/wise-inspiring-smart/unsorted/the-long-game-jake-burketts-blueprint-for-over-11-year-indie-career class> The Long Game: Jake Burkett’s Blueprint for over 11-Year Indie Career /a> /li> li> a href/wise-inspiring-smart/unsorted/stop-chasing-trends-the-viral-hit-trap-that-kills-game-devs class> Stop Chasing Trends: The Viral Hit Trap That Kills Game Devs /a> /li> li> a href/wise-inspiring-smart/unsorted/the-30-year-indie-game-jeff-vogels-timeless-blueprint-for-sustainable-creativity class> The 30-Year Indie Game: Jeff Vogel’s Timeless Blueprint for Sustainable Creativity /a> /li> /ul> /li> /ul> /li> /ul> /nav> /section> /nav> /section> /section> div classmobile-menu> div classbutton_container idtoggle> span classtop>/span> span classmiddle>/span> span classbottom>/span> /div> /div> section idstart> section idbody-wrapper classsection> section classcontainer grid-lg> p>Sometimes I do stupid things for which I completely don’t have time. This blog, dedicated to the second of the only two things that have never bored me, is partly the result of such a decision. The first thing is capoeira, and I write about it elsewhere./p> p>img styledisplay: block; margin-left: auto; margin-right: auto; src/user/pages/01.home/MyLogo.png alt sizes100vw />/p> p> /p> p> /p> p>Here I will write about games from the perspective of both a player and a game developer. I’ve been playing games since I was five years old, which means that by the time of writing this post, it’s been 37 years. I registered my game company seven years ago, and I started my first job at a game development studio in 2014. It wasn’t strictly a production role back then, but for two years, I had the chance to observe the craft from the inside. Two years later, I landed my first job as an actual game developer… and maybe someday I’ll write about the rest of that story here. For now, I’d like to focus on writing about games./p> p>The direct motivation for starting this blog was… wait for it… participating in a recruitment process for em>CD Action/em>. Is the game industry in such a bad state that I’m dreaming of a career as a columnist earning 150 to 300 zł for an article that may or may not get published and usually requires hours of preparation, research, writing, editing, and revisions?/p> p>Probably not. I still have a few games to make and release. Besides, this work brings me immense joy. Writing also makes me happy, and until now, I’ve been practicing it on my blog about capoeira. However, I feel like I’ve exhausted most of the topics I currently have something to say about there. And yet, I still feel the urge to write./p> p>I wrote a test assignment, which was an essay on the topic, “Can a game be good without gameplay?” 4,000 characters. I quickly wrote something that I thought was decent and asked my friend, columnist Mateusz Witczak, for feedback./p> p>As you might guess, the feedback was VERY constructive. Mateusz made me realize that I still have a lot to learn. Let me quote his summary:/p> p>“The text is okay, though it would benefit from taking a deep breath, organizing it a bit, and cutting out a few show‐off moments. However, its biggest problem is something else. You’re not leveraging your biggest advantage over the audience: the substantive knowledge you’ve gained from working in gamedev. I’d love to learn from such a text what gameplay is, what systems and mechanics are (since readers don’t like definitions, we’d have to explain these concepts through examples). Additionally, I’d like to see references to your personal experiences—both as a player and a game developer. What’s the USP of this piece? It’s a trap topic that has been written about many times before, and aspiring authors who choose it will likely repeat the same diagnoses. In my opinion, you should use this opportunity to emphasize your perspective and strengths as much as possible.”/p> p>And he’s right. I won’t publish my draft from the assignment here, but when I read it now, the text feels very generic. I’ve seen something like it many times before. Of course, em>CD Action/em> simply ignored me, but the need to write remains. And this blog is here to fulfill that need./p> p>img styledisplay: block; margin-left: auto; margin-right: auto; src/user/pages/01.home/me.jpg alt width503 height503 sizes100vw />/p> p>Because… damn it… who’s going to stop me? And maybe, just maybe, someone will learn something along the way? Maybe that someone will only be me. And that’s perfectly fine./p> p> /p> /section> /section> /section> /div> section idfooter classsection bg-gray> section classcontainer grid-lg> p>a hrefhttps://getgrav.org>Grav/a> was i classfa fa-code>/i> with i classfa fa-heart-o pulse >/i> by a hrefhttps://trilby.media>Trilby Media/a>./p> /section> /section> div classmobile-container> div classoverlay idoverlay> div classmobile-logo> a href/ classnavbar-brand mr-10> img src altFid Gra sizes100vw /> /a> /div> nav classoverlay-menu> ul classtree> li> a href/ classactive> Home /a> /li> li> a href/blog class> Postmortem /a> ul> li> a href/blog/chains-of-fury-postmortem class> Chains of Fury Postmortem /a> ul> li> a href/blog/chains-of-fury-postmortem/how-did-game-design-evolve-in-chains-of-fury class> How Did Game Design Evolve in Chains of Fury? /a> /li> li> a href/blog/chains-of-fury-postmortem/graphics-of-chains-of-fury class> Graphics of Chains of Fury /a> /li> li> a href/blog/chains-of-fury-postmortem/encounters-and-ai class> Encounters and AI /a> /li> /ul> /li> li> a href/blog/cobble-games-postmortem class> Cobble Games Postmortem /a> /li> /ul> /li> li> a href/mysli-rozne class> Random Thoughts /a> ul> li> a href/mysli-rozne/chasing-dreams class> The Cost of Chasing Dreams /a> /li> li> a href/mysli-rozne/dobra-mina-do-zlej-gry class> Keeping a stiff upper lip. /a> /li> li> a href/mysli-rozne/game-jam-is-not-game-dev class> Game Jams Are Not "Game Dev in a Nutshell" /a> /li> li> a href/mysli-rozne/game-industry-conference-2025-memory-dump class> Game Industry Conference 2025 - Personal Recap /a> /li> li> a href/mysli-rozne/the-other-side-of-entrepreneurship-paying-off-the-debt-no-one-sees class> The Other Side of Entrepreneurship: Paying Off the Debt No One Sees /a> /li> /ul> /li> li> a href/wise-inspiring-smart class> Wise Inspiring Smart /a> ul> li> a href/wise-inspiring-smart/game-design class> Game Design /a> ul> li> a href/wise-inspiring-smart/game-design/juice-it-or-lose-it class> Juice it or Lose it /a> /li> li> a href/wise-inspiring-smart/game-design/balancing-repetition-and-variation-in-game-design class> Balancing Repetition and Variation in Game Design /a> /li> li> a href/wise-inspiring-smart/game-design/what-is-fun class> What is Fun? /a> /li> li> a href/wise-inspiring-smart/game-design/embracing-constraints-the-art-of-focused-indie-game-development class> Embracing Constraints: The Art of Focused Indie Game Development /a> /li> li> a href/wise-inspiring-smart/game-design/links class> Links /a> ul> li> a href/wise-inspiring-smart/game-design/links/three-hundred-mechanics class> Three Hundred Mechanics /a> /li> li> a href/wise-inspiring-smart/game-design/links/game-studies-buddies-podcast class> Game Studies Buddies Podcast /a> /li> /ul> /li> li> a href/wise-inspiring-smart/game-design/beyond-aesthetics-how-visual-communication-makes-or-breaks-your-game class> Beyond Aesthetics: How Visual Communication Makes or Breaks Your Game /a> /li> /ul> /li> li> a href/wise-inspiring-smart/code class> Code /a> ul> li> a href/wise-inspiring-smart/code/coding-tutorials class> Coding Tutorials /a> /li> li> a href/wise-inspiring-smart/code/library-of-helpful-unity-scripts class> Library of Helpful Unity Scripts and plugins /a> /li> /ul> /li> li> a href/wise-inspiring-smart/youtube-channels-worthy-of-following class> Youtube Channels /a> /li> li> a href/wise-inspiring-smart/useful-software class> Useful Software /a> /li> li> a href/wise-inspiring-smart/art-resources class> Art Resources /a> /li> li> a href/wise-inspiring-smart/production class> Production /a> ul> li> a href/wise-inspiring-smart/production/game-production-process-and-common-pitfalls class> Game Production Process and Common Pitfalls /a> /li> /ul> /li> li> a href/wise-inspiring-smart/unsorted class> Unsorted /a> ul> li> a href/wise-inspiring-smart/unsorted/the-long-game-jake-burketts-blueprint-for-over-11-year-indie-career class> The Long Game: Jake Burkett’s Blueprint for over 11-Year Indie Career /a> /li> li> a href/wise-inspiring-smart/unsorted/stop-chasing-trends-the-viral-hit-trap-that-kills-game-devs class> Stop Chasing Trends: The Viral Hit Trap That Kills Game Devs /a> /li> li> a href/wise-inspiring-smart/unsorted/the-30-year-indie-game-jeff-vogels-timeless-blueprint-for-sustainable-creativity class> The 30-Year Indie Game: Jeff Vogel’s Timeless Blueprint for Sustainable Creativity /a> /li> /ul> /li> /ul> /li> /ul> /nav> /div> /div> script src/user/themes/quark/js/jquery.treemenu.js>/script> script src/user/themes/quark/js/site.js>/script> /body> /html> /!doctype>
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HTTP/1.1 200 OKDate: Fri, 27 Feb 2026 14:18:39 GMTServer: Apache/2Pragma: no-cacheCache-Control: max-age604800Expires: Fri, 06 Mar 2026 14:18:39 GMTSet-Cookie: grav-site-6455c51chsf333emo20t8e89rker4ed7v; expiresFri, 27-Feb-2026 14:48:39 GMT; Max-Age1800; path/; domainwww.cobble.games; secure; HttpOnly; SameSiteLaxVary: User-Agent,Accept-EncodingUpgrade: h2,h2cConnection: UpgradeETag: 2774cdd77532ffabd6fa611dfbdb4b30Transfer-Encoding: chunkedContent-Type: text/html;charsetUTF-8 !doctype html> html langpl> head> meta charsetutf-8 /> title>Home | Fid Gra/title> meta http-equivX-UA-Compatible contentIEedge /> meta nameviewport contentwidthdevice-width, initial-scale1 /> meta namegenerator contentGravCMS /> meta namedescription contentblog poświęcony graniu w gry z perspektywy twórcy gier /> link relicon typeimage/png href/user/themes/quark/images/favicon.png /> link relcanonical hrefhttps://www.cobble.games/ /> link href/user/plugins/aboutme/assets/css/aboutme.css typetext/css relstylesheet /> link href/user/plugins/admin-power-tools/assets/scroll_fix.css typetext/css relstylesheet /> link href/user/plugins/directorylisting/css/directorylisting.css typetext/css relstylesheet /> link href/user/plugins/directorylisting/css/metisMenu.min.css typetext/css relstylesheet /> link href/user/plugins/directorylisting/css/mm-folder.css typetext/css relstylesheet /> link href/user/plugins/nomnoml-uml-diagrams/css/codemirror.css typetext/css relstylesheet /> link href/user/plugins/nomnoml-uml-diagrams/css/solarized.nomnoml.css typetext/css relstylesheet /> link href/user/plugins/markdown-notices/assets/notices.css typetext/css relstylesheet /> link href/user/plugins/form/assets/form-styles.css typetext/css relstylesheet /> link href/user/plugins/frontend-edit-button/assets/css/style.css typetext/css relstylesheet /> link href/user/plugins/login/css/login.css typetext/css relstylesheet /> link href/user/themes/quark/css-compiled/spectre.min.css typetext/css relstylesheet /> link href/user/themes/quark/css-compiled/theme.min.css typetext/css relstylesheet /> link href/user/themes/quark/css/custom.css typetext/css relstylesheet /> link href/user/themes/quark/css/line-awesome.min.css typetext/css relstylesheet /> script> var pageStats {sid:11428,url:\/page-stats\/event-collection,config:{ping:15}} /script> script src/user/plugins/nomnoml-uml-diagrams/js/lodash.min.js>/script> script src/user/plugins/nomnoml-uml-diagrams/js/dagre.min.js>/script> script src/user/plugins/nomnoml-uml-diagrams/js/nomnoml.js>/script> script src/system/assets/jquery/jquery-3.x.min.js>/script> script src/user/plugins/directorylisting/js/metisMenu.min.js>/script> script src/user/plugins/directorylisting/js/directorylisting.js>/script> script src/user/plugins/page-stats/js/ps.js>/script> /head> body idtop class header-fixed header-animated header-dark sticky-footer>div idfrontend-edit-button classtop right> div classpage-item data-nav-id/grav-cms/home> a classpage-edit frontend-edit-button target_blank hrefhttps://www.cobble.games/admin/pages/home> i classicon-feb-editor>/i> span classlabel> Edit this Page /span> /a> /div>/div> div idpage-wrapper> section idheader classsection> section classcontainer grid-lg> nav classnavbar> section classnavbar-section logo> a href/ classnavbar-brand mr-10> img src altFid Gra sizes100vw /> /a> /section> section classnavbar-section desktop-menu> nav classdropmenu animated> ul> li> a href/ classactive> Home /a> /li> li> a href/blog class> Postmortem /a> ul> li> a href/blog/chains-of-fury-postmortem class> Chains of Fury Postmortem /a> ul> li> a href/blog/chains-of-fury-postmortem/how-did-game-design-evolve-in-chains-of-fury class> How Did Game Design Evolve in Chains of Fury? /a> /li> li> a href/blog/chains-of-fury-postmortem/graphics-of-chains-of-fury class> Graphics of Chains of Fury /a> /li> li> a href/blog/chains-of-fury-postmortem/encounters-and-ai class> Encounters and AI /a> /li> /ul> /li> li> a href/blog/cobble-games-postmortem class> Cobble Games Postmortem /a> /li> /ul> /li> li> a href/mysli-rozne class> Random Thoughts /a> ul> li> a href/mysli-rozne/chasing-dreams class> The Cost of Chasing Dreams /a> /li> li> a href/mysli-rozne/dobra-mina-do-zlej-gry class> Keeping a stiff upper lip. /a> /li> li> a href/mysli-rozne/game-jam-is-not-game-dev class> Game Jams Are Not "Game Dev in a Nutshell" /a> /li> li> a href/mysli-rozne/game-industry-conference-2025-memory-dump class> Game Industry Conference 2025 - Personal Recap /a> /li> li> a href/mysli-rozne/the-other-side-of-entrepreneurship-paying-off-the-debt-no-one-sees class> The Other Side of Entrepreneurship: Paying Off the Debt No One Sees /a> /li> /ul> /li> li> a href/wise-inspiring-smart class> Wise Inspiring Smart /a> ul> li> a href/wise-inspiring-smart/game-design class> Game Design /a> ul> li> a href/wise-inspiring-smart/game-design/juice-it-or-lose-it class> Juice it or Lose it /a> /li> li> a href/wise-inspiring-smart/game-design/balancing-repetition-and-variation-in-game-design class> Balancing Repetition and Variation in Game Design /a> /li> li> a href/wise-inspiring-smart/game-design/what-is-fun class> What is Fun? /a> /li> li> a href/wise-inspiring-smart/game-design/embracing-constraints-the-art-of-focused-indie-game-development class> Embracing Constraints: The Art of Focused Indie Game Development /a> /li> li> a href/wise-inspiring-smart/game-design/links class> Links /a> ul> li> a href/wise-inspiring-smart/game-design/links/three-hundred-mechanics class> Three Hundred Mechanics /a> /li> li> a href/wise-inspiring-smart/game-design/links/game-studies-buddies-podcast class> Game Studies Buddies Podcast /a> /li> /ul> /li> li> a href/wise-inspiring-smart/game-design/beyond-aesthetics-how-visual-communication-makes-or-breaks-your-game class> Beyond Aesthetics: How Visual Communication Makes or Breaks Your Game /a> /li> /ul> /li> li> a href/wise-inspiring-smart/code class> Code /a> ul> li> a href/wise-inspiring-smart/code/coding-tutorials class> Coding Tutorials /a> /li> li> a href/wise-inspiring-smart/code/library-of-helpful-unity-scripts class> Library of Helpful Unity Scripts and plugins /a> /li> /ul> /li> li> a href/wise-inspiring-smart/youtube-channels-worthy-of-following class> Youtube Channels /a> /li> li> a href/wise-inspiring-smart/useful-software class> Useful Software /a> /li> li> a href/wise-inspiring-smart/art-resources class> Art Resources /a> /li> li> a href/wise-inspiring-smart/production class> Production /a> ul> li> a href/wise-inspiring-smart/production/game-production-process-and-common-pitfalls class> Game Production Process and Common Pitfalls /a> /li> /ul> /li> li> a href/wise-inspiring-smart/unsorted class> Unsorted /a> ul> li> a href/wise-inspiring-smart/unsorted/the-long-game-jake-burketts-blueprint-for-over-11-year-indie-career class> The Long Game: Jake Burkett’s Blueprint for over 11-Year Indie Career /a> /li> li> a href/wise-inspiring-smart/unsorted/stop-chasing-trends-the-viral-hit-trap-that-kills-game-devs class> Stop Chasing Trends: The Viral Hit Trap That Kills Game Devs /a> /li> li> a href/wise-inspiring-smart/unsorted/the-30-year-indie-game-jeff-vogels-timeless-blueprint-for-sustainable-creativity class> The 30-Year Indie Game: Jeff Vogel’s Timeless Blueprint for Sustainable Creativity /a> /li> /ul> /li> /ul> /li> /ul> /nav> /section> /nav> /section> /section> div classmobile-menu> div classbutton_container idtoggle> span classtop>/span> span classmiddle>/span> span classbottom>/span> /div> /div> section idstart> section idbody-wrapper classsection> section classcontainer grid-lg> p>Sometimes I do stupid things for which I completely don’t have time. This blog, dedicated to the second of the only two things that have never bored me, is partly the result of such a decision. The first thing is capoeira, and I write about it elsewhere./p> p>img styledisplay: block; margin-left: auto; margin-right: auto; src/user/pages/01.home/MyLogo.png alt sizes100vw />/p> p> /p> p> /p> p>Here I will write about games from the perspective of both a player and a game developer. I’ve been playing games since I was five years old, which means that by the time of writing this post, it’s been 37 years. I registered my game company seven years ago, and I started my first job at a game development studio in 2014. It wasn’t strictly a production role back then, but for two years, I had the chance to observe the craft from the inside. Two years later, I landed my first job as an actual game developer… and maybe someday I’ll write about the rest of that story here. For now, I’d like to focus on writing about games./p> p>The direct motivation for starting this blog was… wait for it… participating in a recruitment process for em>CD Action/em>. Is the game industry in such a bad state that I’m dreaming of a career as a columnist earning 150 to 300 zł for an article that may or may not get published and usually requires hours of preparation, research, writing, editing, and revisions?/p> p>Probably not. I still have a few games to make and release. Besides, this work brings me immense joy. Writing also makes me happy, and until now, I’ve been practicing it on my blog about capoeira. However, I feel like I’ve exhausted most of the topics I currently have something to say about there. And yet, I still feel the urge to write./p> p>I wrote a test assignment, which was an essay on the topic, “Can a game be good without gameplay?” 4,000 characters. I quickly wrote something that I thought was decent and asked my friend, columnist Mateusz Witczak, for feedback./p> p>As you might guess, the feedback was VERY constructive. Mateusz made me realize that I still have a lot to learn. Let me quote his summary:/p> p>“The text is okay, though it would benefit from taking a deep breath, organizing it a bit, and cutting out a few show‐off moments. However, its biggest problem is something else. You’re not leveraging your biggest advantage over the audience: the substantive knowledge you’ve gained from working in gamedev. I’d love to learn from such a text what gameplay is, what systems and mechanics are (since readers don’t like definitions, we’d have to explain these concepts through examples). Additionally, I’d like to see references to your personal experiences—both as a player and a game developer. What’s the USP of this piece? It’s a trap topic that has been written about many times before, and aspiring authors who choose it will likely repeat the same diagnoses. In my opinion, you should use this opportunity to emphasize your perspective and strengths as much as possible.”/p> p>And he’s right. I won’t publish my draft from the assignment here, but when I read it now, the text feels very generic. I’ve seen something like it many times before. Of course, em>CD Action/em> simply ignored me, but the need to write remains. And this blog is here to fulfill that need./p> p>img styledisplay: block; margin-left: auto; margin-right: auto; src/user/pages/01.home/me.jpg alt width503 height503 sizes100vw />/p> p>Because… damn it… who’s going to stop me? And maybe, just maybe, someone will learn something along the way? Maybe that someone will only be me. And that’s perfectly fine./p> p> /p> /section> /section> /section> /div> section idfooter classsection bg-gray> section classcontainer grid-lg> p>a hrefhttps://getgrav.org>Grav/a> was i classfa fa-code>/i> with i classfa fa-heart-o pulse >/i> by a hrefhttps://trilby.media>Trilby Media/a>./p> /section> /section> div classmobile-container> div classoverlay idoverlay> div classmobile-logo> a href/ classnavbar-brand mr-10> img src altFid Gra sizes100vw /> /a> /div> nav classoverlay-menu> ul classtree> li> a href/ classactive> Home /a> /li> li> a href/blog class> Postmortem /a> ul> li> a href/blog/chains-of-fury-postmortem class> Chains of Fury Postmortem /a> ul> li> a href/blog/chains-of-fury-postmortem/how-did-game-design-evolve-in-chains-of-fury class> How Did Game Design Evolve in Chains of Fury? /a> /li> li> a href/blog/chains-of-fury-postmortem/graphics-of-chains-of-fury class> Graphics of Chains of Fury /a> /li> li> a href/blog/chains-of-fury-postmortem/encounters-and-ai class> Encounters and AI /a> /li> /ul> /li> li> a href/blog/cobble-games-postmortem class> Cobble Games Postmortem /a> /li> /ul> /li> li> a href/mysli-rozne class> Random Thoughts /a> ul> li> a href/mysli-rozne/chasing-dreams class> The Cost of Chasing Dreams /a> /li> li> a href/mysli-rozne/dobra-mina-do-zlej-gry class> Keeping a stiff upper lip. /a> /li> li> a href/mysli-rozne/game-jam-is-not-game-dev class> Game Jams Are Not "Game Dev in a Nutshell" /a> /li> li> a href/mysli-rozne/game-industry-conference-2025-memory-dump class> Game Industry Conference 2025 - Personal Recap /a> /li> li> a href/mysli-rozne/the-other-side-of-entrepreneurship-paying-off-the-debt-no-one-sees class> The Other Side of Entrepreneurship: Paying Off the Debt No One Sees /a> /li> /ul> /li> li> a href/wise-inspiring-smart class> Wise Inspiring Smart /a> ul> li> a href/wise-inspiring-smart/game-design class> Game Design /a> ul> li> a href/wise-inspiring-smart/game-design/juice-it-or-lose-it class> Juice it or Lose it /a> /li> li> a href/wise-inspiring-smart/game-design/balancing-repetition-and-variation-in-game-design class> Balancing Repetition and Variation in Game Design /a> /li> li> a href/wise-inspiring-smart/game-design/what-is-fun class> What is Fun? /a> /li> li> a href/wise-inspiring-smart/game-design/embracing-constraints-the-art-of-focused-indie-game-development class> Embracing Constraints: The Art of Focused Indie Game Development /a> /li> li> a href/wise-inspiring-smart/game-design/links class> Links /a> ul> li> a href/wise-inspiring-smart/game-design/links/three-hundred-mechanics class> Three Hundred Mechanics /a> /li> li> a href/wise-inspiring-smart/game-design/links/game-studies-buddies-podcast class> Game Studies Buddies Podcast /a> /li> /ul> /li> li> a href/wise-inspiring-smart/game-design/beyond-aesthetics-how-visual-communication-makes-or-breaks-your-game class> Beyond Aesthetics: How Visual Communication Makes or Breaks Your Game /a> /li> /ul> /li> li> a href/wise-inspiring-smart/code class> Code /a> ul> li> a href/wise-inspiring-smart/code/coding-tutorials class> Coding Tutorials /a> /li> li> a href/wise-inspiring-smart/code/library-of-helpful-unity-scripts class> Library of Helpful Unity Scripts and plugins /a> /li> /ul> /li> li> a href/wise-inspiring-smart/youtube-channels-worthy-of-following class> Youtube Channels /a> /li> li> a href/wise-inspiring-smart/useful-software class> Useful Software /a> /li> li> a href/wise-inspiring-smart/art-resources class> Art Resources /a> /li> li> a href/wise-inspiring-smart/production class> Production /a> ul> li> a href/wise-inspiring-smart/production/game-production-process-and-common-pitfalls class> Game Production Process and Common Pitfalls /a> /li> /ul> /li> li> a href/wise-inspiring-smart/unsorted class> Unsorted /a> ul> li> a href/wise-inspiring-smart/unsorted/the-long-game-jake-burketts-blueprint-for-over-11-year-indie-career class> The Long Game: Jake Burkett’s Blueprint for over 11-Year Indie Career /a> /li> li> a href/wise-inspiring-smart/unsorted/stop-chasing-trends-the-viral-hit-trap-that-kills-game-devs class> Stop Chasing Trends: The Viral Hit Trap That Kills Game Devs /a> /li> li> a href/wise-inspiring-smart/unsorted/the-30-year-indie-game-jeff-vogels-timeless-blueprint-for-sustainable-creativity class> The 30-Year Indie Game: Jeff Vogel’s Timeless Blueprint for Sustainable Creativity /a> /li> /ul> /li> /ul> /li> /ul> /nav> /div> /div> script src/user/themes/quark/js/jquery.treemenu.js>/script> script src/user/themes/quark/js/site.js>/script> /body> /html> /!doctype>
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