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
By Krystian Majewski on November 13, 2011
Now here is one book I was happy to delete from my Kindle. I recently finished “A Fire Upon The Deep” by Vernor Vinge. I was throughly disappointed by it.
A cheesy spaceship airbrush, 2 review quotes, one prize sticker and some seriously misguided typography. I should have known.
How I came to read the book I don’t really [...]
Posted in Game Design Scrapbook
By Krystian Majewski on November 11, 2011
Here is an interesting bit that came up recently on the Day[9] show.
It appeared in Day9 Daily episode 341, an episode about multi-tasking. It was meant to demonstrate how being to able to play on a decent level in Starcraft 2 is not necessarily some impossible skill. The trick is to realize and understand what is important.
It’s [...]
Posted in Game Design Scrapbook
By Krystian Majewski on November 8, 2011
I recently finished Amnesia: The Dark Descent. If you haven’t heard about it, I think Yahtzee pretty much covers it.
It’s probably one of the most effectively scariest games of all time. It’s quite ingenious. And perhaps the most important thing to note is that it achieves all of this because it dares to actually leave out [...]
Posted in Game Design Scrapbook
By Krystian Majewski on November 3, 2011
Speaking of space and asteroids. Here is one image I see over and over again. It’s driving me insane.
Splash!
You will see it in every second science article on the extinction of dinosaurs or meteorites. Like this Wired article for example. It’s one of the so-called “Artist’s Impressions”. They often accompany scientific articles to illustrate a certain [...]
Posted in Game Design Scrapbook
By Krystian Majewski on November 2, 2011
There was no space geekout post for quite some time. So naturally, I have quite a bit of a backlog of space discoveries stored up. Here is the thing that was rocking my world for a few weeks now. We have arrived at Vesta!
Well, not we exactly. A small space probe called Dawn did, an extraordinary [...]
Posted in Game Design Scrapbook
By Krystian Majewski on November 1, 2011
There are a few things that games often do “wrong” on a regular basis. One of them being fonts. Fonts have always been treated badly by computer technology. Many programmers underestimate the complexity and importance of typography. In fact, one of the things Steve Jobs mentioned as a reason for the success of the Mac [...]
Posted in Game Design Scrapbook
By Krystian Majewski on October 31, 2011
Time for some movie talk. I recently saw the movie In Time. Have a trailer.
The movie was directed and written by Andrew Niccol, who also did Gattaca. And indeed I found In Time to be similar to Gattaca in many ways. Both movies have a great premise and lots of striking and memorable details. Both movies [...]
Posted in Game Design Scrapbook
By Krystian Majewski on October 25, 2011
I’m playing Demon’s Souls and I’m thinking about difficulty again. Why do so many people (me including) enjoy playing Demon’s Souls so much, even though it’s supposedly so difficult? It occurred to me that to some extent, Demon’s Souls is actually not really difficult. It’s a sheep in wolf’s clothes. Let me give you an example.
Is [...]
Posted in Game Design Scrapbook
By Krystian Majewski on October 21, 2011
This time on the Monster Hunter Podcast: Inside Krystian’s Chinstrap. We are back from a break with this blast from the past. Wie play Monster Hunter Portable 3rd HD and discuss beards.
Get the mp3 of the episode here.
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Visit the new SocialDissonance Website!
Enjoy!
Posted in Game Design Scrapbook
By Krystian Majewski on October 18, 2011
Martin Straka, the Musician I have been working with on TRAUMA was pretty overwhelmed by the positive response since the game was released. Many people asked for a proper Soundtrack for the game. So he went back to the source files, remixed some of the loops into longer compositions and made a mini-album OST.
Get it here!
In other [...]
Posted in Game Design Scrapbook