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Radek Koncewicz's Blog   Expert Blogs

 

My name's Radek Koncewicz, and I'm the CEO/Creative Lead of Incubator Games, a small development studio I started with a few former coworkers.

I also have a design-oriented blog where I write about videogames and nothing else. Feel free to hit me up @JustRadek.

 

Expert Blogs

Posted by Radek Koncewicz on Tue, 17 Feb 2015 06:52:00 EST in Design, Console/PC
A look at how three different monstrosities from the Cthulhu Mythos were expertly implemented in Dark Corners of the Earth.


Posted by Radek Koncewicz on Mon, 09 Feb 2015 02:28:00 EST in Design, Programming, Console/PC, Indie
Tips and lessons from creating a custom 3D level editor focused on rapid terrain creation and iteration.


Posted by Radek Koncewicz on Mon, 29 Dec 2014 02:17:00 EST in Design, Console/PC
A thorough analysis of the design in the original Diablo and how it spawned one of the most succesful video game series of all time.


Posted by Radek Koncewicz on Tue, 16 Sep 2014 03:55:00 EDT in Design, Console/PC
A furtive look at the secret history of the Souls games and how a shoddy localization might have sparked the imaginations of its developers.


Posted by Radek Koncewicz on Tue, 29 Jul 2014 11:40:00 EDT in Art, Indie, Smartphone/Tablet
In which we talk mascots and learn that it's not OK to steal from old ladies... but it's cool to steal from slightly younger gentlemen?


Posted by Radek Koncewicz on Mon, 14 Jul 2014 05:39:00 EDT in Art, Indie, Smartphone/Tablet
Hand-drawn frames aren't the most popular approach to animation these days, but here's how we went about minimizing their cost.



Radek Koncewicz's Comments

Comment In: [Blog - 02/25/2015 - 01:15]

While Vanquish definitely encouraged perpetual ...

While Vanquish definitely encouraged perpetual motion, that sort of gameplay can be a bit disorienting, especially for those who are used to a more cautious approach. Personally I prefer something in-between: a reason to not stay stationary, but not a constant cracking of the whip either. r n r nEnemy ...

Comment In: [Blog - 02/17/2015 - 06:52]

It definitely could 've been ...

It definitely could 've been less shooter-y than it was, and the different elements were not implemented at quite the same quality bar. Personally I would 've loved more lore and Chaosium-esque gameplay, but I still enjoyed the overall experience and regret that the sequels got cancelled. r n r ...

Comment In: [Blog - 02/09/2015 - 02:28]

It exports an .obj mesh ...

It exports an .obj mesh with all the proper collisions, and then we do extra work on it as required, e.g., separating the walls so they can fade in and out as the camera rotates. Once all the meshes are finalized, we lay out the UVs and start painting the ...

Comment In: [Blog - 12/29/2014 - 02:17]

You 're welcome ...

You 're welcome

Comment In: [Blog - 11/24/2014 - 03:52]

Interesting. I haven 't heard ...

Interesting. I haven 't heard of paid Kickstarter boost services before, but it 's not surprising that they exist. Thanks for sharing.

Comment In: [Blog - 11/14/2014 - 01:59]

I took a hand at ...

I took a hand at writing about SMB 3 's design a while ago http://www.significant-bits.com/super-mario-bros-3-level-design-lessons , and I fully realize how long these analyses can take. Good job, and thanks for the link to Patrick Holleman s site. Will take a look at your Brick by Brick series in a ...