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Incubator Games is a group of not-so-old industry professionals from Toronto, Canada. We've worked as leads on relatively high-profile and award winning titles, but the allure of starting our own company was too big to resist. As our name implies, we strive to create experiences that are entertaining and rewarding, and lavished with meticulous polish.

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Trudy's Teaser

Trudy's Teaser

Trudy's Mechanicals.

Trudy's Mechanicals now has an official website, accompanied by a new teaser trailer and screenshots!

Trudy and Animation Rigs

Trudy and Animation Rigs

Trudy's Mechanicals. 1 comment

A quick overview of the rigging and animating process in our Steampunk tactics game, Trudy's Mechanicals.

Trudy and PBR

Trudy and PBR

Trudy's Mechanicals. 2 comments

Lessons from implementing physically based rendering in Trudy's Mechanicals.

Trudy’s Concepts #4

Trudy’s Concepts #4

Trudy's Mechanicals.

We have another batch of concept art from Trudy's Mechanicals!

Trudy’s Concepts #3

Trudy’s Concepts #3

Trudy's Mechanicals.

An update of some of the concept art for Trudy's Mechanicals.

Trudy’s Concepts #2

Trudy’s Concepts #2

Trudy's Mechanicals.

Second batch of concept art from Trudy's Mechanicals.

Pathing and Movement

Pathing and Movement

Trudy's Mechanicals. 2 comments

An overview of Trudy's Mechanicals pathing and movement featuring the grizzly Bauk unit.

Trudy's Level Editor

Trudy's Level Editor

Trudy's Mechanicals. 3 comments

Our experiences in taking a few cues from Portal 2's Puzzle Creator when creating our own 3D level editor.

Trudy Tech Demo Lessons

Trudy Tech Demo Lessons

Trudy's Mechanicals.

An overview of Trudy's initial tech demo and what we learned from creating it.

Trudy's Concepts #1

Trudy's Concepts #1

Trudy's Mechanicals. 2 comments

Here is our first sneak peek at the artwork behind Trudy's Mechanicals.

Trudy's Mechanicals is Coming

Trudy's Mechanicals is Coming

Trudy's Mechanicals.

Trudy's Mechanicals is our upcoming turn-based tactics game in development for the PC. Follow the plight of industrialized warriors as they fight for...

The Art of Feeding Time, Part 5

The Art of Feeding Time, Part 5

Feeding Time

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?

The Art of Feeding Time, Part 4

The Art of Feeding Time, Part 4

Feeding Time

Hand-drawn frames aren't the most popular approach to animation these days, but here's how we went about minimizing their cost.

The Art of Feeding Time, Part 3

The Art of Feeding Time, Part 3

Feeding Time

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.

The Art of Feeding Time, Part 2

The Art of Feeding Time, Part 2

Feeding Time

Tackling the perspective-breaking backgrounds of old Hanna Barbera cartoons and Zelda - A Link to the Past.

The Art of Feeding Time, Part 1

The Art of Feeding Time, Part 1

Feeding Time

The evolution of the art style in Feeding Time, and what we did to take it beyond the typical match-3 aesthetic.

What is Feeding Time?

What is Feeding Time?

Feeding Time

An overview of design-lessons learned from developing a puzzle game aimed specifically at mobile devices.

Feeding Time is (Still) Coming!

Feeding Time is (Still) Coming!

Feeding Time

Come check out some new screenshots from our (hopefully) charming and whimsical puzzle game with a twist!

NEON Assembly Programming on the iPad/iPhone 3GS

NEON Assembly Programming on the iPad/iPhone 3GS

Incubator Games Client Side Coding 1 comment

A starting guide to optimization using the NEON unit on various iDevices.

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