Andy Konieczny

Senior Technical Animator | Gameplay Systems | Technical Design | Unreal Engine

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Gameplay Systems & Animation

Gameplay Systems & Animation

Showcasing game systems built for real productions, alongside experiments with emerging AI tools and workflows

Latest entries

Latest entries

Jul 7, 2026

Jul 7, 2026

Body Billiards: Designing Controlled Chaos

A chain-reaction combat system for Lynked: Banner of the Spark Co-developed with Gameplay Programmer Jake Warmerdam

Jul 14, 2026

Jul 14, 2026

Aither Null: Building a Dynamic Boss Attack System

How IK, animation-driven hit windows, and positional attack selection let a giant boss attack anywhere on the battlefield.

Jul 21, 2026

Jul 21, 2026

Target Gameplay Footage Generated with AI

What Worked, What Broke, and What I'd Do Differently

Jul 28, 2026

Jul 28, 2026

Companion AI: Creating Intelligent Teammates

How I combined EQS positioning, threat awareness, probabilistic evasion, and revive mechanics to create companion NPCs that felt like capable teammates while preserving challenge and encouraging cooperative gameplay.

Aug 4, 2026

Aug 4, 2026

From Train Hazard to Boss System: Scrapmaster ZX-3

How we built a configurable train system for Lynked: Banner of the Spark to create a boss encounter that felt like a natural evolution of everything players had learned throughout the level.

© Andy Konieczny

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