Gamasutra: The Art & Business of Making Gamesspacer
arrowPress Releases
April 23, 2014
PR Newswire
View All





If you enjoy reading this site, you might also want to check out these UBM TechWeb sites:


 

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. For more info, feel free to check out my LinkedIn profile.

 

Expert Blogs

Posted by Radek Koncewicz on Mon, 25 Nov 2013 12:05:00 EST in Design, Indie, Smartphone/Tablet
An overview of design-lessons learned from developing a puzzle game aimed specifically at mobile devices.


Posted by Radek Koncewicz on Sat, 01 Dec 2012 12:21:00 EST in Design
Incessant confirmation prompts are a sure-fire way of clogging up one's UI, and they're rarely useful.


Posted by Radek Koncewicz on Tue, 30 Oct 2012 11:55:00 EDT in Design, Console/PC
A completely personal take on what design decisions could have made Tokyo Jungle a more enjoyable game.


Posted by Radek Koncewicz on Sun, 03 Jun 2012 04:47:00 EDT in Design, Console/PC
A quick look at the pros and cons of rotating and static minimaps.


Posted by Radek Koncewicz on Sun, 25 Mar 2012 11:56:00 EDT in
Ultima IV: Quest of the Avatar is one of the few games that tells a story largely through its gameplay. Here's a closer look at how it achieves this rare feat.


Posted by Radek Koncewicz on Sat, 31 Dec 2011 11:48:00 EST in Design, Console/PC
A somewhat spoiler-ish look at the drug fisstech in the original Witcher and how it was incorporated into the game.



Radek Koncewicz's Comments

Comment In: [Blog - 01/06/2014 - 04:43]

For the most part I ...

For the most part I really liked the piece -- both its content and writing style. r n r nIt definitely sounds like you 're much more interested in playing with game mechanics than focusing on an ever-increasing need for elegant interfaces despite a certain level of fondness for DOET ...

Comment In: [Blog - 12/16/2013 - 12:58]

Good tips, and I think ...

Good tips, and I think you 're spot-on with all of your comments.

Comment In: [Blog - 11/25/2013 - 12:05]

It is a little difficult ...

It is a little difficult to explain without proper visual aids. The basic idea is that once a dog is tapped beside some bones, a match is made and dogs rush out to eat their treats. In many puzzle games, the gameboard is considered frozen in such a state and ...

Comment In: [Blog - 05/27/2013 - 07:49]

Your white-paper posts are quite ...

Your white-paper posts are quite interesting, especially since they seem to focus on procedural generation so much. The one downside of these simulations is that they can approach but never truly match at least as of right now a fully crafted experience. For example, burning a piece of paper to ...

Comment In: [Blog - 05/22/2013 - 06:13]

Interesting read. I dismissed Paladin ...

Interesting read. I dismissed Paladin 's Quest as yet another basic JRPG with an odd and not wholly captivating art style, but I might check it out after reading this. r n r nAlso, nice idea for a blog. I love the concept of quirky/immersive/intriguing settings that videogames can create, ...

Comment In: [Blog - 03/04/2013 - 03:36]

It does sound like a ...

It does sound like a tricky, exasperating situation. You guys received quite a bit of positive press upon the game 's announcement, and something of a backlash now that the Factions component has been released. I don 't think there was anything disingenuous about the Kickstarter campaign, although I can ...