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. For more info, feel free to check out my LinkedIn profile.
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.
UI tends to be much less exciting than other game aesthetics, but finding a style that works in both form and function can be quite challenging.
Tackling the perspective-breaking backgrounds of old Hanna Barbera cartoons and Zelda - A Link to the Past.
The evolution of the art style in Feeding Time, and what we did to take it beyond the typical match-3 aesthetic.
Radek Koncewicz's Comments
[Blog - 10/03/2014 - 08:29]
I always resented Chester a ...
I always resented Chester a little -- here I was trying to fight evil and this guy dedicated his entire existence to finding the tools that would help me out before I had a chance to snag 'em myself. Worse yet, he stuck around in the chests where he presumably ...
[Blog - 09/30/2014 - 01:46]
Thanks for sharing. It was ...
Thanks for sharing. It was definitely smart of you to do a follow-up album with imgur thanking its users by showing them what an impact they 've had on your campaign.
[Blog - 09/29/2014 - 01:05]
The vehicles and landmarks were ...
The vehicles and landmarks were definitely quite striking, especially with how they were presented. However, I find that gradient fills with no extra texturing, duotone/tritone colouring, or some outlining tend to look a bit cheap and unfinished. This was particularly noticeable with the inventory items and, at times, the surface ...
[Blog - 09/09/2014 - 08:34]
Nice overview. I 'm looking ...
Nice overview. I 'm looking forward to seeing your take on the various tools and their functionality -- I 'm assuming you 'll at least cover the ones you used while working on BioWare titles r n r nAs far as forced player lines and shortened options, I 'll echo ...
[Blog - 08/04/2014 - 09:55]
I do not recall which ...
I do not recall which specifically asked for payment, but somewhat predictably the higher-subscription channels tried to monetize coverage. We might do another follow-up post on Feeding Time where we discuss these, at which point I 'd gather up the various channels we contacted don 't see any off the ...
[Blog - 07/29/2014 - 11:40]