Monday 9 November 2009

Follow me on Twitter !

http://twitter.com/piotrkoczewski

Monday 12 October 2009

Diego Stocco Interview

http://www.originalsoundversion.com/?p=2959

Monday 5 October 2009

Mikael Sandgren`s Review

Mikael Sandgren wrote : "I like your music — some great stuff coming out of Poland these days! "

Monday 28 September 2009

Quote for today

'The player is paramount' is a phrase all game developers should remember. Great game designers have a certain amount of love or respect for their players. If you're not helping your players feel happy and fulfilled in some way then you shouldn't be making games at all. Don't make games just to express yourself. Don't make games just to impress other game designers. Think about the players too. Make games that are fun, games that satisfy, games that make your players feel like you care.

Duane Alan Hahn

Friday 25 September 2009

Quote for today

Even though I enjoyed the challenge of programming, ultimately the motivation was the fans, the gamers themselves. I kept asking myself, "Is that guy enjoying the game?" In those early days we got fan mail all the time.

Bob Whitehead 

Tuesday 22 September 2009

Work And Play: An Updated Peek Inside The Lives Of Gaming’s Greatest

http://www.kotaku.com.au/2009/08/work-and-play-an-updated-peek-inside-the-lives-of-gamings-greatest/

Monday 21 September 2009

Imagine Cup 2010

http://imaginecup.com/Competition/Overview.aspx

Wednesday 16 September 2009

What Every Indie Needs to Know Article

http://www.notesongamedev.net/inspiration/every-indie/#more-440

Tuesday 15 September 2009

Quote for Today

Fallout: A Post-Nuclear Setting

The necessity for, and creation of, SPECIAL occurred near the planned release date, nearly half a year before the game was actually released. The setting of Fallout was decided on long before those events, being “a dark game, based on the horrors that 1950's science had predicted for a future apocalyptic world. So we balanced that with humour, by poking fun at those same predictions in a way that would amuse a modern player.” (ref)

Chris Taylor explains: "We wanted to make a game that felt different from the 'elves and dragons' games of the time. Part of that was the setting and part of that was the attitude of Fallout. The intro movie, with the execution scene that ended with a happy wave was one of the defining moments for us as developers. Giving over-the-top violence, with sexuality and language, combined with a happy-smiley view of the 1950s was a conscious decision." (ref)

During the earlier stages of development, details about the setting had shifted constantly; remnants of a medieval version of the game could even be found in the ‘Goodies’ folder of the original Fallout release. Eventually a retro-futuristic setting was chosen upon because "the artists just thought that 50's tech looked cool.” The artists "set out to make a future science that looked like what the Golden Era of science fiction thought that future science would look like.” (ref) Leonard Boyarsky, as lead artist/art director, played a large role in this vision, being the one to originally come up with the idea, as well as for the idea for Vault Boy 'cards' in the character screen. (ref)

Besides the “future of the fifties” concept, there were many post-apocalyptic influences. Older science fiction movies and novels such as ‘Them’ and ‘A Canticle for Leibowitz’ proved inspiration, as well as such modern works as ‘Road Warrior,’ ‘Brazil,’ ‘City of Lost children,’ ‘Blade Runner,’ ‘Batman,’ ‘Ghost in the Shell,’ ‘On the Beach,’ and ‘Star Wars.’ (ref), (ref) Even the Roger Zelazny novel “Lord of Light” was influential, because of Sam, the protagonist. Tim Cain would “think ‘What would Sam do?’ when testing an adventure seed that required the player to want to help a town.” (ref)


Friday 11 September 2009

Quote for Today

Pick a game, make it as small as possible.

This is important. If you've read some of my other pages you should have already read about how much work making a video game can be. That means it's important you start with something you can actually finish with a reasonable number of resources, in a reasonable amount of time and therefore with a reasonable budget.

The bigger the game you want to make the more important it is you have a very detailed plan.

Just remember that if you find that the 1st level had 100 things to do which was going to take 5000 man hours (about 3 months for 5 people), then if you plan on having 30 levels it's going to take 150000 man hours and if you forgot 25% of the items in the first level then your estimates are going to be way off.

Thursday 10 September 2009

Piotr Koczewski recommend today site

http://uk.music-jobs.com

The premier online community for UK music industry professionals seeking jobs in music.

Thursday 3 September 2009

Quote for Today

In your opinion, what are the key ingredients that every RPG should have? 

An RPG is a role-playing game, so you are playing a role - that is, you are making choices about the protagonist. In some RPGs the only choice you make is which stat to increase when you level up. A good RPG, I feel, gives you more meaty choices. To do that, you must do three things: 
1. Establish a setting with versimilitude. It doesn't have to be a simulation of reality, but it needs to have enough internal consistency that the player buys into it. Then the player can feel "grounded." 
2. Create groups or individuals about whom the player has a sense of investment. In Fo3, you are trying to find your father, and since the entire tutorial section has interactions with your dad, this establishes a tie and a sense of character investment. In Fo1 you are trying to save your entire vault, and later humanity. In Planescape: Torment, you are just trying to figure out who the hell you are. All of these games put you in situations where you make connections with people - or even with just your own protagonist - so you have a sense of investment in what's going on. Your choices matter because their outcomes affect the people that you, the player, have come to know and perhaps care about. Sure, they're ultimately just pictures on a computer screen, but if you even paused for a second and thought about whether it was all right to steal from Killian, or to swipe the water chip from the ghouls, or if you cheered when your character killed the Overseer, you just felt investment in the game. 
3. Give the player choices that impact that setting and that investment. The "slideshow" at the end of Fo1 (and now at the end of many an RPG) gives you a sense of closure. It shows you that your actions mattered and that you actually made things happen. Similarly, when you have a choice between helping two good people (but you can only help one of them) or having to work with bad people to fulfill your goals (people who would normally be your enemy, but you can't kill 'em 'cause you need 'em), this creates a real conflict of interests that makes you think about what you're doing. Given enough time, or some cheat codes, you can overcome any fight or problem that a game can throw at you. The question in an RPG is less whether you can pursue an option, and more whether you should and why. In the Fo series, you sort of see this in the sense that you can choose to gain karma by doing heroic things without pay or compensation - "heroism is its own reward," so to speak. A more telling sort of choice would be if you have to decide something where you're not sure what outcome is really best and you make a choice based on your investment in the story and your hope for how things might turn out - like the bit with Harold in the Oasis in Fo3 (I won't spoil any more than that).

Thursday 30 July 2009

Vacation


Piotr Koczewski is on Vacation now ! Back soon !

Wednesday 29 July 2009

Quote for Today

Don't waste money on super expensive software/hardware

Some things not to skimp on.

1) Buy large monitors. Today's software requires lots of screen real estate. 19-21 inch monitors are a must for production.

2) Don't skimp on memory. At least 512Meg per computer or more. In fact if you're used to working with SGIs with 512Meg or more of memory then get that much memory for your PC and run NT and it will feel about the same if not faster.

3) Buy reliable equipment. Remember that time is money. If somebody's machine is not working and they are idle for 3 days, at $30 an hour that's 30*8*3 = $720 dollars in the toilet. Maybe you shouldn't have bought from the garage down the street. This is especially true of the network equipment. I worked at one company were the network went down at least once a week for a few hours. That company had about 45 people. That means one hour cost them at least 45 * 30 or $1350. After a few weeks they already lost more than they saved by using cheap hardware.

Monday 20 July 2009

Quote for Today

Start small and build bigger in the next game.

You think you are going to be the next Id. You're going to make a game as good as Quake and right off the bat you'll be driving Ferrari's in no time. Well I'm sorry to inform you but Quake is Id's 5th or 6th game. They started with a smaller game and using the funds and technology from that game they were able to develop the next and so on.

Do the same. Start with a smaller game. If your dream game is to make a 30 level game with every feature known to man and tons of graphics and video and music and ... This time start with something smaller. Try a 3 level game or try a game that re-uses alot of graphics or both. Then, after you shipped it, make your next game a little bigger. Build your way up.

Wednesday 15 July 2009

Quote for Today

What specifically inspired Fallout for you? What were the biggest influences?

I think for me, the biggest influences were old science fiction movies and books. Some examples were movies like “Them”, where radiation created giant ants that attacked towns and destroyed buildings and cars. A book example is “A Canticle for Leibowitz”, where monks in a post-nuclear-war abbey try to save civilization by carefully copying and recopying ancient scientific texts in the hopes that some day they would be useful again.

Tuesday 14 July 2009

G.I. Joe: The Rise of Cobra Movie Trailer HD

I Can`t wait to see this movie ! Music by Alan Silvestri

Monday 13 July 2009

Quote for Today

Hire good people

At least at the top. As mentioned above, the number one person you need is a good Game Director. Hopefully that is you but remember it will be a full time project. Don't think you are going to have time to do more than manage and design. You won't. Of course you need an experienced lead programmer, and an experienced art director. The rest of the people can probably have less experience assuming the two leads are capable of leading and teaching others. On the other hand it should be fairly obvious that experienced people should in general be able to get things done on time, to spec and give reasonable estimates. (Come to think of it I'm not so sure that's true, check your references before you assume that a particular person's experience is actually all that valuable)

Friday 3 July 2009

Quote for Today

Support your team

Realize that your team is working their asses off for you and that they are trying to make something great. Support them. Stock the fridge with drinks and snacks (if you figure out the cost for this you'll see it's actually pretty small) If they are staying late to meet a deadline get them dinner. Make sure they have what they need to get the job done. Whether it's software, hardware, a new chair, whatever.

Also, never take credit for other people's work. If the press comes in, show off the team, don't forget anybody. There's no better feeling than getting noticed for doing a good job and no worse feeling than getting overlooked or having somebody else take credit for your work.

Be honest with your team. Don't promise them things you can't deliver on.

Wednesday 1 July 2009

Quote for Today

Where do you see computer RPGs going?

IMHO, the current future of RPGs is most definitely in MMOs. I believe the MMORPG is still evolving and that it has not yet reached its peak. I am really looking forward to seeing what the future holds for the genre and hopefully being a part of it.

Tuesday 23 June 2009

Music Design Awards 2009


Piotr Koczewski invites to Music Design Awards October 31st 2009 in London

Friday 19 June 2009

Video Games Live in Poland


Piotr Koczewski with partnership William Morris Agency organizing Video Games Live in Poland.More information soon !

www.videogameslive.com 

www.wma.com

Thursday 18 June 2009

Quote for Today

GETTING PUBLISHED PART 1: PROCESS OVERVIEW

All developers learn as they go when it comes to the pitching process. Based on his experience, Schubert offers some final advice "Be confident enough to answer any question because you have spent the time to think of every question that could be asked. Let your hard work guide you to the right answer! Be sure you have a good public speaker doing your presenting. Get a solid biz dev guy to handle the busywork of preparation and follow up, so that your developers can focus on the all-important demo"

Friday 12 June 2009

Quote for today

Finish a level

Make the game playable as soon as possible and then finish the first level of the game. FINISH IT! If its got voice put the voice in. If it supposed to tally your score at the end put that in. If it needs a HUD (Head's Up Display) implement it. If it's supposed to have a map then do it. Dialog, put it in. Video? That too. That first level should be ready to ship before you do the second level. Ready to ship means there is NOTHING LEFT TO DO.

Friday 29 May 2009

Poznan Game Arena 2009


21-22 November Poznan International Fair

  

Thursday 21 May 2009

Public Relations Tips part 1

"It’s far better to be perceived as aggressive than to be forgotten. At least if you’re aggressive, you’ll know they’ll actually talk about you." Damion Schubert

Thursday 14 May 2009

Krai Mira Online Progress

We are close to done english version of Krai Mira Online and we are half of way to done polish version of game.

Piotr Koczewski Project Manager

Wednesday 13 May 2009

Quote for Today

"Spend money for evolve not impress "Michael Dell

Tuesday 12 May 2009

Friday 8 May 2009

Saturday 2 May 2009

Quote for Today

Rest your ears before final mixdown

Don't do the final mixing of your track on the same day as you've been working on the track for hours. Your ears need a rest to regain their "neutral balance". You've probably been sitting, standing, walking around your studio where you are putting together your track, playing it a bit louder and louder, getting down and digging it.

At the end of a long day/night, your track is done and you feel exhausted, but happy! This is a bad time to create the final mixdown of your track. Save everything, shut down, go home. Have a good nights sleep. The next day, go out and do something different. Watch some TV. Listen to some music (not too loud, and not your own!)

Then come back to your track in the evening. Lower the volume to a normal listening volume, and then start to do your mixdown.

Right after you've been working on your track for hours, your ears and brain are "skewed" and if there are problems in the mix, you might not even hear them. So it's important to give those ears a good long rest, and maybe listen to some other music before you get back to it and do that final mixdown. Trust me, your track will sound better.

Wednesday 15 April 2009

Internationl Comics Festival in Łódź

I will be on Internationl Comics Festival in Łódź ( Poland ) in Third October 2009 with crew of Biocosmosis Comics.


Meet a Developer - Red Alert 3 Uprising Battle Cast Prime Time

Watch 

Tuesday 14 April 2009

Game Development Tips Part 2

Do other thing in game development than music.Example be a PR manager or Marketing Manager.

Monday 13 April 2009

Mark Morgan Interview 2

Link

Thursday 9 April 2009

Game Designer Tip part 1

If you have an Idea write fast as you can ! Even in Mobile calendar(Later you forget this idea trust me. Reminding absorbing much time).Don`t waste time if you work on fraction or storyline ( Make progress even in considerations ).

Monday 6 April 2009

Quote for Today

Finish your songs!

If you are like me (and most other musicians), you'll find that you have your harddisk full of "beginnings", "openings" and first-halves of songs that you have never finished. You work on it for a while, then you run out of ideas, or you get bored with it and start working on something else instead. This is very common, but it is not good. First of all, a song that isn't finished is a wasted song, with wasted ideas, wasted inspiration and wasted time. But more importantly than that, you'll never learn how to build a song from beginning to end, and your music carreer will not go any further until you learn that. Completing a song, buiding the "whole picture" is an art in itself. You've got to learn it, and practice it. By not finishing your songs, you are hindering your progress as a musician.

Be disciplined. Grab yourself by the neck and finish your songs, even if you seem to have lost interest in it. Pull yourself together, and don't work on anything new until you have finished the one you are working on. Even if it means that the song won't be as cool / fantastic as you were hoping. Even if, after 10.000 listens, you are fed up with it, and you don't even thing it's any good any more. Finish it anyway! Just do it. Then, if you still don't like it, put it away, move on and do something else. At least you finished it. And by doing that, the next one will be easier to complete. To have 100 "beginnings" on your hard drive, just leads to more and more and more "beginnings" and you'll never really get anywhere.

Tuesday 31 March 2009

Krai Mira Demo Soundtrack

Krai Mira Demo Soundtrack Download

More tracks from Krai Mira for download available in nearest future

Friday 27 March 2009

Game Development Tips Part 1

Set deadlines in "To do list" with alarm in your mobile.This way Improves creativity

Monday 23 March 2009

Friday 20 March 2009

Quote for today

Never trust headphones !

Never do your final mix using only headphones. Even if you have the best headphones in the world, they don't tell the truth and the whole truth of what your mix really sounds like. It may sound completely different on a set of speakers, when the air starts moving. Refer to the headphones now and then to check out what it sounds like, but when it's crunch time and you are going for the final master - put away the headphones and listen to real loudspeakers.

Saturday 14 March 2009

Quote for Today

Start a blog. A blog should be seen as an extension of your resume. It can offer proof of your knowledge and insight, as well as a way to exercise your brain and keep you on top of your game, even if you only get 10 hits a day. This article should fully convince you, and also offers start-up tips, in the form of due diligence (not as scary as it sounds), finding your true voice and beginning in ‘stealth’ mode.


From http://uk.music-jobs.com/blog/index.php

Friday 13 March 2009

Quote for Today

Leave the room and close the door!

This is going to sound really stupid, but I swear it works.

When you are adjusting the balance of your mix and the relative volumes of the different instruments... go outside the room, close the door, and listen to the mix through the door! You get a different perspective on things, and this "through the door" monitoring is strangely accurate. If the bass sounds too loud, it probably is too loud. If the snare sounds too loud, it probably is. Of course, you can't do all your mixing from outside the door (you won't hear the hihats, for starters), but it's a valuable extra check. I never mix down a track until I've heard it from outside the room. This is not a joke..!

Tuesday 10 March 2009

Quote for Today

G-OST: You worked both with TV series and game music - is there a huge difference? Tell us about composing process of yours, please. Which way is easier to control people’s mind, Mr. Morgan?

Mark: I think there is a huge difference. They really are two different mediums, though they are becoming closer. In television, as in film, it’s really all about the dialog and your job as a composer is to support that and hit certain emotional moments. There are exceptions of course, but for the most part, that’s the case. In the video games that I have done, there wasn’t really any picture to speak of, except for a couple of “cut” scenes. So, I am asked to write music to create moods appropriate to where you are in game play. This can be daunting, but it’s also liberating. In television, you are a bit of a slave to timing and dialog. In video games, there is more freedom.

Friday 6 March 2009

www.piotrkoczewski.com Portfolio

New site is running Welcome ! More info about me in Resume

Thursday 5 March 2009

The Watchmen



Tomorrow Premiere

Music by Tyler Bates

Obama Deception





I Can`t wait to see this movie !

My Fellow Game Desinger Blog

Artur Roszczyk Blog http://blog.samur.pl [ polish ]

Wednesday 4 March 2009

Presov Airfield



Unused track for location Presov Airfield in Afterfall.This location will be avaible in Sequel

Official Youtube Channel

http://www.youtube.com/user/pkoczewski

Tuesday 3 March 2009

Afterfall
















Piotr Koczewski in Afterfall Credits