Skip to main content
Lukáš Kunce

Lukáš Kunce

Czech game industry PR and producer at Amanita Design — producer of Phonopolis and head of marketing/communications for the studio behind Machinarium.

Sep 10, 2026

16:09
Why did you decide to make the game this way?
16:13
There were several reasons why we chose cardboard.
16:16
One of them was that the team really wanted to sort of take a break from working at the computers and just working on something by hand.
16:24
The truth is obviously that it's really just maybe 1% or really small amount of work and most of the work still has to be done at the computer.
16:32
And the entire process, to put it simply, is that every scene and every level started with Eva Marková, who was the art director and concept artist of the game.
16:41
And she would draw the scene and the concept art in like 2D digitally.
16:46
And then she would give the concept art to Otto Dostal, who was also one of the main three creators with Eva Markova and Petr Filipovic.
18:39
So what role did music play in shaping the game? And what about the voice acting? Because I think this is actually your first game that features voice acting.
JasonHOST
4:07
can you tell us a little journey i think you've already said it actually um like on on how you joined the the studio and like what you what you got up to before you before you joined the studio
4:18
yeah before the studio um well i've always been very interested in games i think i've been playing games all my life basically uh thanks to my parents being like very games positive through always games in our household i remember uh my dad had an old amiga computer still have some like fuzzy memories of that especially the soundtracks the amiga sound chip is like epic amazing and we also had a game boy and some uh emulators of uh like old consoles so that gave me the proper nintendo education i love nintendo games to this day So yeah, I've been around games all my life.
5:00
And at around the age of 14, 15 or so, I sort of randomly, I can't even remember how exactly that happened, but I got in touch with an editor-in-chief of one website in Czechia.
5:15
There was a magazine about console games primarily.
5:19
It's quite established nowadays, but back then it was a new thing and they were really just happy to have many writers, really.
5:25
So they were OK with a completely new young guy being willing to write for them.
5:32
And I think the first thing that I wrote for them was a review of some Naruto game for Xbox 360.
JasonHOST
8:11
So moving on to Phonopolis, what was the spark behind the game? What was it about the idea that propelled the team to make the game?
Ruth FrancovaCORRESPONDENT
17:30
Why did you decide to make the game this way?
17:34
There were several reasons why we chose cardboard.
17:37
One of them was that the team really wanted to sort of take a break from working at the computers and just working on something by hand.
17:45
The truth is obviously that it's really just maybe 1% or really small amount of work and most of the work still has to be done at the computer.
17:54
And the entire process, to put it simply, is that every scene and every level started with Eva Marková, who was the art director and concept artist of the game.
18:02
And she would draw the scene and the concept art in like 2D digitally.
18:08
And then she would give the concept art to Otto Dostal, who was also one of the main three creators with Eva Markova and Petr Filipovic.
Ruth FrancovaCORRESPONDENT
20:00
so what role did music play in shaping the game and what about the voice acting because i think this is actually your first game that features voice acting

We value your privacy

We use cookies to understand how you use our platform and to improve your experience. Click “Accept All” to consent, or “Decline non-essential” to opt out of non-essential cookies. Read our Privacy Policy.