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 June 19, 2011
I recently had one of those long-winded discussions on Facebook. It was quite educational. I had the opportunity to read up on some Math. Especially, the Riemann Hypothesis. In a nutshell, it’s a hypothesis about a very weird mathematical function that could be used to calculate large prime numbers. But in order to do so, [...]
Posted in Game Design Scrapbook
By Krystian Majewski on June 17, 2011
This summer, the Cologne Game Lab is starting the Notgames Fest. Tale of Tales have agreed to work with us on this. Instead of explaining everything, just check out our website.
http://www.notgames.colognegamelab.com/
This is my personal Blog so I wanted to write down some of the reasons why this is a project that I find very, very important. [...]
Posted in Game Design Scrapbook
By Krystian Majewski on June 16, 2011
On this episode of the Monster Hunter Podcast: The Horny Cast. We get all horny – we move out equipped only with hunting horns. However, PSN disapproves and lots of thing go wrong. Enjoy us fail!
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 15, 2011
I did something… unreasonable the other day. You see, back in the days when I was 10 or so and moved from Poland and Germany, I had a board game. This was a big deal because as you might think, I was quite upset about losing ALL my Friends and ALL my Family and being [...]
Posted in Game Design Scrapbook
By Krystian Majewski on June 13, 2011
I borrowed L.A. Noire over the Weekend. I was interested in finding out what the fuzz is all about. First, I was blown away by the facial animation. Then, I was surprised about the streamlined and quite accessible interface and controls. Then I almost rage quit because of the arbitrarily punishing interrogation system. Finally, I [...]
Posted in Game Design Scrapbook
By Krystian Majewski on June 11, 2011
I’m still experimenting with the new recording hardware – the Hauppauge PVR and the new mic. Here is a series of Tutorials I recorded recently. I’m still using the Snowball microphone for these, but the recording quality is much better than with my first attempt.
As you can see, I’m still playing a lot of Peace Walker. I’m almost [...]
Posted in Game Design Scrapbook
By Krystian Majewski on June 9, 2011
So yesterday I did a short write-up of some thoughts on the new Nintendo system. Today, I wanted to remark a couple of things on Sony’s Vita. Right off the bat there is an obvious similarity between the Wii U and the Vita.
I’m sure this is just an awkward coincidence.
In this comparison, Sony could be in a [...]
Posted in Game Design Scrapbook
By Krystian Majewski on June 8, 2011
It figures. I take a short break from writing and immediately I miss out on showing off my clairvoyance. I have been bugging my colleagues with speculations on Nintendo’s new strategy. It seems like my predictions were confirmed in the last few days.
Insert a “SUPER EFFECTIVE” joke here
Nintendo’s new console is a good example of sharp observations [...]
Posted in Game Design Scrapbook
By Krystian Majewski on June 7, 2011
On this episode of the Monster Hunter Podcast: Five by Five. With the largest amount of participant in this Podcast’s history, we continue to push the boundaries of Monster Hunter. And we don’t even leave the Arena this time.
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 5, 2011
Here is something that came in the other day:
Apparently an Xbox Live Indie game where you control a cute but weapon-wielding Squirrel or Bieber and shoot yourself through hordes of enemies in the most violent fashion. Apperently the game even comes in a retro low-fi look not unlike Enviro-Bear 2000.
To be honest, I would usually completely disregard [...]
Posted in Game Design Scrapbook