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. Currently he works for the Cologne Game Lab helping establish a Master course in Game Design and Research. Visit http://www.krystian.de/ for more information.
Website: http://www.krystian.de
By Krystian Majewski on July 21, 2010
The movie of the now is obviously Inception. It’s not out yet in Germany but being such a sucker for Christopher Nolan, I decided to watch in anyway. I leave it up it your imagination how that’s possible. I can tell you that it was about as cinematic as having the movie conveyed to you [...]
Posted in Game Design Scrapbook
|
By Krystian Majewski on July 19, 2010
Here is an interesting article. It basically describes and compares two different solutions for combining gameplay and narrative. In a nutshell it compares Mass Effect with Fallout 3. I especially like this quote
By closing off the game and opening up the story, BioWare games give me agency where I do not require it, and remove my [...]
Posted in Game Design Scrapbook
|
By Krystian Majewski on July 18, 2010
I’m currently playing the new Transformers: War for Cybertron. I already wrote how I’m a bit of a Transformers enthusiast and how I like how like what High Moon studios did with the franchise. Now I have some hands-on experience to back it up. Here is a nice interview / gameplay presentation that gives a [...]
Posted in Game Design Scrapbook
|
By Krystian Majewski on July 16, 2010
…are greatly exaggerated. Yet you can hear them over and over again. People reminisce how the genre was so popular in the 90ies and is completely dead today. They speculate how the genre may be able to be revived and so forth. Even I wrote my final thesis initially coming from a similar point of view.
But [...]
Posted in Game Design Scrapbook
|
By Krystian Majewski on July 15, 2010
They do it very well. Recently, the on/off (aka “sleep”) button of my iPhone started acting weirdly. It didn’t work sometimes. Other times, it triggered multiple times. It actually seems like a common problem and there are lots of crazy homebrew solutions on YouTube. But since I still had warranty, I decided to send it in.
And [...]
Posted in Game Design Scrapbook
|
By Krystian Majewski on July 15, 2010
Only a quick post today. I have spent most of the day finishing up the interface for TRAUMA. I was still able to check out an important game release. It’s Deathspank! A hilarious Diablo-esque hack & slay action RPG.
I got only the trial version yet (backlog) but I enjoyed it A LOT! The game is incredibly [...]
Posted in Game Design Scrapbook
|
By Krystian Majewski on July 13, 2010
I have finally spent a few evenings with the multi-player mode of Monster Hunter Tri. I like it although in many ways, it feels like the immature precursor to a hypothetical, much better, future Monster Hunter game.
The entire structure of the multi-player mode feels awkward. The lobbies are hidden in an onion of server types, individual [...]
Posted in Game Design Scrapbook
|
By Krystian Majewski on July 12, 2010
If you don’t know Windosill yet, do yourself a favor and give it a try. It’s a very simple, short and extremely beautiful Flash game.
Stare at the hand, be amazed, repeat. Now that’s what I call the circle of awesome.
Windosill could best be described as a point & click adventure. But the game demonstrates quite nicely that [...]
Posted in Game Design Scrapbook
|
By Krystian Majewski on July 11, 2010
It’s super-hot and there is not much new. Let me dwell a post longer on the topic of space.
In Star Trek, when the Enterprise encounters a mystery, it’s usually some really freaky, active phenomenon. I don’t want to even count the many times they found “a lightning storm in space”. It actually so frequent, it shouldn’t [...]
Posted in Game Design Scrapbook
|
By Krystian Majewski on July 10, 2010
Quick update on what’s going on in Space right now. The European space probe Rosetta just flew by the biggest asteroid ever visited by a spacecraft and snapped some pictures.
This doesn’t just ROCK. This is HEAVY METAL!
The asteroid in question is called Lutetia. It’s around 100km in diameter and consists probably of… METAL. That’s one huge frigging [...]
Posted in Game Design Scrapbook
|