Krystian Majewski

Krystian Majewski was born in Warsaw and studied design at Köln International School of Design. Before, he was working on a mid-size console project for NEON Studios in Frankfurt. He helped establish a Master course in Game Design and Research at the Cologne Game Lab. Today he teaches Game Design at various institutions and develops independent games.

Website: http://www.krystian.de
Stepped on a Narrative LEGO

Stepped on a Narrative LEGO

Bioshock developer Ken Levene held a talk at this year’s GDC titled “Narrative Legos”. Even though I haven’t visited GDC personally, the title stood out to me. It hints at a playful, simple, systematic and yet creative solution to the challenge of creating narrative in Videogames. It implies you could somehow break down linear narratives [...]

Android Netrunner – The Game Designer’s Game

Android Netrunner – The Game Designer’s Game

I recently got into Android Netrunner. It is a card game by Richard Garfield of Magic: The Gathering Fame. It used to be a Trading Card Game itself but never succeeded in that format. It was recently re-released as a so-called “Living Card Game” and is currently enjoying a great deal of attention. I noticed [...]

PLEX and Reverse-Free-to-Play

PLEX and Reverse-Free-to-Play

I got a bit into EVE Online recently. I find it interesting since it represents a slightly different way of thinking about online games – one that seems to run against the practices established by World of Warcraft / Farmville at times. One instance in which I was struck by this is in the implementation of the [...]

The Evils of Upfront Payment

The Evils of Upfront Payment

Here are some thoughts I had recently. We are quick to demonize Free to Play, myself included. But what we tend to forget that the “traditional” model of upfront payment has severe issues as well. Those issues have been detrimental to how games have developed and are still detrimental to what games are today.
But before we [...]

Modeling Traffic Violation

Modeling Traffic Violation

This is perhaps a bit old but here is an observation I had recently. I have encountered two games that model car traffic violations in different ways. One is GTA, the other one is Euro Truck Simulator 2.
Most of us are familiar with the way GTA models Traffic Violations – players have a wanted-meter represented by a row [...]

Request: UI examples for making people work together?

Request: UI examples for making people work together?

Here is an interesting UI issue I’ve encountered developing a prototype: what is a good and easy way to make AI characters perform things together. I’ve crowd-sourced this question on Twitter to look for examples in other games and realized that the question requires some explanation. So let me clarify:
There are numerous games where you control [...]

Ender’s Game – A Manual

Ender’s Game – A Manual

For some time now, a lot of people suggested I should read Ender’s Game. The book was a sort of a puzzle to me. It seems to have influenced a lot of people I know from the Anglo-American culture. Most of them seem to have read it in their youth. Yet I never had contact [...]

Lunar Flight – A Benchmark for Oculus Rift

Lunar Flight – A Benchmark for Oculus Rift

Partly inspired by my previous experience woth the Oculus Rift, I decided to get the Development Kit to do more experiments with the system. I am still very excited about the hardware. I think it’s safe to say that this might be the singe most important gaming peripheral since the Wiimote. Before developing anything I [...]

TRAUMA LEGO Panobot

TRAUMA LEGO Panobot

During the development of TRAUMA I build a robotic photo tripod out of LEGO. I ended up not using it for production but I always wanted to document it before disassembling it. It ended up lying around for years. Recently I finally did it. Here is the result:

Download the *.lxf file for the LEGO Digital Designer

Perhaps I [...]

Occulus Rift Impressions

Occulus Rift Impressions

Recently at GamesCom I was able to try the VR headset Occulus Rift for the first time. I was lucky enough to try the new HD Prototype. From what I understand, this is very close to the final product that should release in 2014. I played a couple of minutes of Hawken. Here are some [...]

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Game Design Reviews is a Blog used by a group of game designers from Germany to publish and discuss their thoughts on various games. The blog consists entirely of reviews of games. Each review focuses on the important game design ideas and concepts of that particular game. We also run a second, more informal Blog called Game Design Scrapbook.

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