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About me and the blog

My name is Marcin Wichary (he/him). I’ve worked as a UX designer, typographer, front-end person, and manager at Google, Medium, and Figma. I’ve also written a book about keyboards and typing, gave talks, and published essays about design, typography, and technology.

Unsung is my blog about software craft and quality.

More info about Unsung

Send me feedback, tips, bug reports, and anything else:

More info about Unsung

“Konami looked at its restrictions and designed an entire level based around it.”

A fun little video by Bofner talking about how two Castlevania games on the original Nintendo Game Boy achieved a certain visual effect that wasn’t technically possible:

What I really liked was this sequence of events:

  • Game Boy introduces a special immovable layer to accommodate HUD/GUI elements within games (such as score displays or life meters),
  • Castlevania programmers come up with a creative hack to use the HUD layer draw a movable spike wall instead,
  • then, they use another hack to draw the HUD anyway, outside of the HUD layer.