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.
An overview of how we're tackling various design issues of unit movement in our 3D tactics game, Trudy's Mechanicals.
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?
Radek Koncewicz's Comments
[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.
[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.
[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]