<?xml version="1.0" encoding="utf-8"?><feed xmlns="http://www.w3.org/2005/Atom"><title>Journal — Maciej Górnicki</title><subtitle>Notes on game UX, visual design and the work behind the artwork.</subtitle><link href="https://gornicki.me/journal/feed.xml" rel="self"/><link href="https://gornicki.me/journal/"/><id>https://gornicki.me/journal/</id><updated>2018-06-01T00:00:00Z</updated><author><name>Maciej Górnicki</name><uri>https://gornicki.me/about/</uri></author><entry><title>Goblin the Shopkeeper — switching to Arnold</title><link href="https://gornicki.me/journal/goblin-the-shopkeeper-switching-to-arnold/"/><id>https://gornicki.me/journal/goblin-the-shopkeeper-switching-to-arnold/</id><published>2018-06-01T00:00:00Z</published><updated>2018-06-01T00:00:00Z</updated><summary>Behind the Goblin: moving from Octane to Arnold, exploring materials and lighting, and finding a workflow for a new game character.</summary></entry><entry><title>UX in Lineage 2: Revolution — Part 2</title><link href="https://gornicki.me/journal/ux-in-lineage-2-revolution-part-2/"/><id>https://gornicki.me/journal/ux-in-lineage-2-revolution-part-2/</id><published>2018-03-06T00:00:00Z</published><updated>2018-03-06T00:00:00Z</updated><summary>The second part of my Lineage 2: Revolution analysis looks at shop offers, monetisation and their effect on the player experience.</summary></entry><entry><title>UX in Lineage 2: Revolution</title><link href="https://gornicki.me/journal/ux-in-lineage-2-revolution/"/><id>https://gornicki.me/journal/ux-in-lineage-2-revolution/</id><published>2018-03-06T00:00:00Z</published><updated>2018-03-06T00:00:00Z</updated><summary>A closer look at Lineage 2: Revolution: interface clarity, cognitive load, progression and the habits a mobile MMORPG creates.</summary></entry><entry><title>UX in Clash Royale — Part 3</title><link href="https://gornicki.me/journal/ux-in-clash-royale-part-3/"/><id>https://gornicki.me/journal/ux-in-clash-royale-part-3/</id><published>2018-01-24T00:00:00Z</published><updated>2018-01-24T00:00:00Z</updated><summary>The final part of my Clash Royale analysis explores how art and technical choices shape the player experience.</summary></entry><entry><title>UX in Clash Royale — Part 2</title><link href="https://gornicki.me/journal/ux-in-clash-royale-part-2/"/><id>https://gornicki.me/journal/ux-in-clash-royale-part-2/</id><published>2018-01-23T00:00:00Z</published><updated>2018-01-23T00:00:00Z</updated><summary>Continuing my Clash Royale analysis with a focus on empathy, player needs and user-centred game design.</summary></entry><entry><title>UX in Clash Royale — Part 1</title><link href="https://gornicki.me/journal/ux-in-clash-royale-part-1/"/><id>https://gornicki.me/journal/ux-in-clash-royale-part-1/</id><published>2018-01-16T00:00:00Z</published><updated>2018-01-16T00:00:00Z</updated><summary>The start of a three-part series on game UX, using Clash Royale to explore what makes an experience work for players.</summary></entry></feed>