Radek Koncewicz's Blog
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.
A look at how three different monstrosities from the Cthulhu Mythos were expertly implemented in Dark Corners of the Earth.
Tips and lessons from creating a custom 3D level editor focused on rapid terrain creation and iteration.
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.
A furtive look at the secret history of the Souls games and how a shoddy localization might have sparked the imaginations of its developers.
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?
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
[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 ...
[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 ...
[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 ...
[Blog - 12/29/2014 - 02:17]
[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.
[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 ...