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 July 11, 2011
I recently visited an interesting event called “Spätschicht” (”Late Shift”) Extraschicht (”Extra shift”). It took place in the Ruhr district not too far from Cologne. The Ruhr district was a densely populated, highly industrialized area in Germany. It was one of Germany’s main sources of raw materials generated in the countless mines there. In the [...]
Posted in Game Design Scrapbook
By Krystian Majewski on July 7, 2011
I recently stumbled across a phenomenon that delivers a good model to explain the persistence of certain clichés in culture. Consider car radios. I had to buy one recently. When you buy a new car, it often comes with a nice, generic car radio. It’s often simple and toned down to work well with the [...]
Posted in Game Design Scrapbook
By Krystian Majewski on July 6, 2011
On this episode of the Monster Hunter Podcast: Girls in the Treehouse. We finally welcome a female Huntress among our ranks. Anna aka gunthera1, a writer known from blogs like The Border House joins us to kick some monster butt & discuss females in games
Get the mp3 of the episode here.
The RSS Feed is here.
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Posted in Game Design Scrapbook
By Krystian Majewski on July 4, 2011
Child of Eden arrived at Cologne Game Lab recently. In case you have been living on he dark side of the moon during the last year or so, it is the successor to the critically acclaimed electronic music shooter REZ by Tetsuya Mizuguchi. It is also THE one title every game connoisseur has waiting for [...]
Posted in Game Design Scrapbook
By Krystian Majewski on July 3, 2011
I recently checked out two MMO’s: Eve Online and World of Warcraft. I actually did this once already. I just downloaded the trials and see what they are about. But I never got too far in any of them. For some reason, I decided to give it a second try again. This is what came out.
Eve Online
My [...]
Posted in Game Design Scrapbook
By Krystian Majewski on June 30, 2011
I watched 3 movies recently. All three received favorable reviews. All 3 disappointed me.
Thor
Well, to be fair, Thor didn’t disappoint me as much. My expectations were pretty much non-existent, it couldn’t disappoint me. It was ok. It wasn’t an epic failure in any particular aspect. But it didn’t actually succeed either. There was one thing about [...]
Posted in Game Design Scrapbook
By Krystian Majewski on June 29, 2011
On this episode of the Monster Hunter Podcast: Kiwi Kraut Burger Time. We are joined by the famous Mazereon from the GameFAQs and we make a delicious Monster Hunter Portable 3rd sandwich.
Get the mp3 of the episode here.
The RSS Feed is here.
Get us in iTunes here.
The Tumblr Blog here.
Enjoy!
Posted in Game Design Scrapbook
By Krystian Majewski on June 29, 2011
It’s been quite a while since my last review. I have been planning to do this particular one for quite some time. I would like to discuss a game that has inspired me to think more carefully about collectibles in the first place: Beyond Good & Evil.
Useless collectibles. I mean all they do is to empower [...]
Posted in Game Design Reviews
By Krystian Majewski on June 22, 2011
On this episode of the Monster Hunter Podcast: Fear of the Nox. We are joined by Brad Gallaway from http://www.gamecritics.com/ and we embark on a couple of G-Rank quests in MHFU. Music by LAPLACEtheOBSERVER from YouTube.
Get the mp3 of the episode here.
The RSS Feed is here.
Get us in iTunes here.
The Tumblr Blog here.
Enjoy!
Posted in Game Design Scrapbook
By Krystian Majewski on June 20, 2011
That’s one hell of a title isn’t it? Let me explain. So Clint Hawking Clint Hocking (Far Cry 2) coined the term Ludonarrative Dissonance. It’s quite a mothfull but it refers to a simple phenomenon – when the way a character is represented in the story of a game differs from the way the character behaves during [...]
Posted in Game Design Scrapbook