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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 Fri, 06 Mar 2015 07:16:00 EST in Design, Console/PC, Indie
An overview of how we're tackling various design issues of unit movement in our 3D tactics game, Trudy's Mechanicals.

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?

Radek Koncewicz's Comments

Comment In: [News - 04/17/2015 - 06:52]

Cool. 5 is not a ...

Cool. 5 is not a lot, even for F2P, but it should prevent a large chunk of spam. I just hope Valve ensures that the people who sign up because they 've received a gift-game are still be able to befriend others and use the full feature-set.

Comment In: [Blog - 03/06/2015 - 07:16]

Yup, that 's another non-universal ...

Yup, that 's another non-universal approach, but one that worked fairly well as it encouraged at least in some situations to congregate around the tank. We 'll be trying a similar Bulwark ability for one of our other hefty units to see if it fosters similar behaviour.

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