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 October 17, 2011
I’m pretty much floored by the response I got from the previous Vimeo post. I would like to thank everybody, who commented and helped spread the word. Of course I didn’t realize that the timing is just perfect with the IGF deadline so close. If you are submitting your game to the IGF, I think [...]
Posted in Game Design Scrapbook
By Krystian Majewski on October 13, 2011
I used to prefer Vimeo over YouTube. Vimeo was always a bit better in quality, had a nicer looking player and website. Most importantly, it had a more mature and tasteful community. So when I released my game TRAUMA, it was a no-brainer to publish the trailer for it on Vimeo. It was an arty [...]
Posted in Game Design Scrapbook
By Krystian Majewski on October 12, 2011
… of course doesn’t stay in Paris. As already mentioned, I went to Paris and spent a wonderful evening there. Here are some impressions.
The exhibition takes place in La Gaîté Lyrique. Apparently, a former theater that was now changed into an exhibition venue.
My Crib!
Posted in Game Design Scrapbook
By Krystian Majewski on October 6, 2011
I’m leaving for Paris tomorrow. Apparently, TRAUMA – among others – is currently being exhibited by the Kokoromi Collective at La Gaîté Lyrique.
I have no idea what this and I need to find out!
They have a vernissage on Friday evening. I have no idea if this is a public thing. But the exhibition certainly is and you can visit it for [...]
Posted in Game Design Scrapbook
By Krystian Majewski on October 5, 2011
I recently found this very interesting series of short videos on The Escapist. It’s basically a short summary of the history of Hollywood. See, it’s easy to look at Hollywood as this constant, unchanging entity. After all, movies are a pretty solid, mature medium and Hollywood is the poster child of a well-oiled entertainment industry. [...]
Posted in Game Design Scrapbook
By Krystian Majewski on October 4, 2011
After reading all three books of “The Hunger Games” Trilogy, I feel like I need to write an addendum to my previous post about them. You see, I realized that most of the stuff I have written in that post actually only applies to the very first book.
To give you an idea what I’m talking about [...]
Posted in Game Design Scrapbook
By Krystian Majewski on September 30, 2011
I’m happy to announce that my game TRAUMA is now available as part of the Humble Frozen Synapse Bundle. You can get it and the other awesome bundle games for as much as you want. Do it!
http://www.humblebundle.com
Needless to say that I’m super-excited for this. The Humble Bundle was actually the template for many decisions I made [...]
Posted in Game Design Scrapbook
By Krystian Majewski on September 28, 2011
Here is another book I’m reading now. It’s called “The Hunger Games”. It apparently the next big adventure/romance youth novel. Soon to be released as a major movie. Could even become a huge franchise like Twilight or Harry Potter. Have a teaser.
The story is pretty much a a Sci-Fi / Post-apocalyptic Battle Royale sans the gore, [...]
Posted in Game Design Scrapbook
By Krystian Majewski on September 26, 2011
Recently, I finished reading two Sci-Fi books: Flood and Ark by Stephen Baxter. Ark is the sequel to Flood. They both take place in a near future where earth slowly disappears under a rapidly rising sea level.
I read some Stephen Baxter books in the past. Not that I particularly like his writing. I do enjoy his [...]
Posted in Game Design Scrapbook
By Krystian Majewski on September 25, 2011
I have been playing Catherine some more. It’s a game that is considered by many to be particularly difficult. I had my share of struggles even on “Easy” difficulty. On my second play trough, I decided to crank it up to “Normal”. But it didn’t actually get a lot more difficult. Different, but not difficult. [...]
Posted in Game Design Scrapbook