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 September 16, 2013
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 [...]
Posted in Game Design Scrapbook
By Krystian Majewski on September 2, 2013
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 [...]
Posted in Game Design Scrapbook
By Krystian Majewski on August 26, 2013
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 [...]
Posted in Game Design Scrapbook
By Krystian Majewski on August 26, 2013
Simulation games were big in the 80ies and early 90ies. They went away together with adventure games and real-time strategy games. But now they seem to be on the rise again. The first mainstream gaming reaction to games like Farming Simulator was ironic in nature. 360 NO PLOW has turned into it’s own meme. But [...]
Posted in Game Design Scrapbook
By Krystian Majewski on August 25, 2013
I recently got into XCOM. I saw Day9 playing it and it made me catch the XCOM virus again. It was a good thing too. The game came out around when my dad passed away. I bought it when it on release, played a map or two and forgot about it. I was glad to [...]
Posted in Game Design Scrapbook
By Krystian Majewski on August 24, 2013
A really short post today. I wanted to share with you a GDCE talk I gave a year ago about how I made my game TRAUMA. It has been just released on GDC Vault for free!
Click here to watch the video.
I basically go over some of the influences and assumptions I had going into TRAUMA. I also [...]
Posted in Game Design Scrapbook
By Krystian Majewski on August 22, 2013
There is something interesting about Pacific Rim. It has spawned a lot of very divergent reactions among critics. Take this merciless takedown by The Jeff and Casey Show for example:
And then compare it to this commentary by Mythbuster Adam Savage
While Jeff and Casey call it the worst Blockbuster Movie ever (even worse than Transformers), Adam seems to [...]
Posted in Game Design Scrapbook
By Krystian Majewski on June 30, 2013
The recent re-release of the Wii game Muramasa on the Vita is a good opportunity to re-discover this hidden gem.
I bought the game back when it came out on the Wii. After a cursory glance, it has been sitting in my backlog ever since. So I used the pretext of the recent release to double-dip on [...]
Posted in Game Design Scrapbook
By Krystian Majewski on May 7, 2013
I wrote yesterday about some of my observations on the Myst Classic Game Postmortem. I wanted to follow-up today with the UFO Classic Game Postmortem.
Full disclosure: I never actually played that much of UFO. I played a couple of missions. But most of my UFO experience comes from the sequel X-Com: Terror from the Deep which [...]
Posted in Game Design Scrapbook
By Krystian Majewski on May 6, 2013
One of my favorite GDC sessions are the Classic Game Postmortems. These are presentations where the creators of famous old-schools games tell the story of how those games were created. The postmortems are great because they tend to reveal surprising facts about those often pivotal games. They also great because they often show a historical, [...]
Posted in Game Design Scrapbook