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 April 11, 2011
The Monster Hunter Podcast takes a bit longer this time. So now I’m on a spot to come up with something. But I actually have something great.
Recently we have been reviewing some of the GDC Vault content for CGL. The GDC Vault is a website where GDC attendees can watch videos of the GDC sessions they [...]
Posted in Game Design Scrapbook
By Krystian Majewski on April 11, 2011
So no update yesterday. I blame the Majewski Afternoon Time-Barrier Principle. Let me explain. You may – perhaps even without knowing – be familiar with the Novikov self-consistency principle. It’s a theoretical model of how time travel could be possible without creating paradoxes. According to this principle, all time travels have already happened. So if you go back in [...]
Posted in Game Design Scrapbook
By Krystian Majewski on April 8, 2011
Not many people seem to have written about it. Metal Gear Solid: Peace Walker has an interesting feature where you recruit new soldiers using Wi-Fi access points. Here is a video.
Peace Walker contains an X-Com-like base management part. You need to recruit new soldiers and assign them to different teams. This gives you access to new, [...]
Posted in Game Design Scrapbook
By Krystian Majewski on April 7, 2011
Again, not a very long post today. I recently got a wheel stand for my racing wheel. It is made in Poland and it’s called Wheel Stand Pro. Here is a video of it in action.
Let’s rewind. Back when Gran Turismo 4 got out I thought it would be interesting to try a more serious approach [...]
Posted in Game Design Scrapbook
By Krystian Majewski on April 6, 2011
Just a quick update today. Some time ago I did this short piece on the interface design in the movie Sunshine. Now this interesting bit appeared on the web. Some background information on some of the interface effects in TRON.
“It’s a Unix system! I know this.”
I especially like the first part where they re-created a functional text-based [...]
Posted in Game Design Scrapbook
By Krystian Majewski on April 5, 2011
Because of this podcast thing I have been doing I was pretty much forced to make an exception to my backlog embargo and get a new game. It’s Metal Gear Solid: Peace Walker. As expected, I got immediately hooked. It’s the Metal Gear game I have been waiting for. And I can tell exactly why.
From the [...]
Posted in Game Design Scrapbook
By Krystian Majewski on April 3, 2011
On this episode of the Monster Hunter Podcast: Secret Monkey Day. We celebrate the 1st April by trying some of the newer downloadable quests in Monster Hunter Portable 3rd. Those monsters look so weird…
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 April 2, 2011
It has been awfully silent about TRAUMA for some time here. But that doesn’t mean I haven’t been doing anything. On the contrary. I’m preparing the steps necessary to actually publish the game. Which also means dealing with the selling side of things.
Bank Account
I have actually opened a new bank account only for my games stuff. I [...]
Posted in Game Design Scrapbook
By Krystian Majewski on April 1, 2011
So now that everybody agrees that Gamification is the future of everything, I think it’s time to take it to the next level. I think the only reason for the initial hesitation from the community stemmed from the fact that the present discussion just doesn’t go deep enough into actual game mechanics. So here is [...]
Posted in Game Design Scrapbook
By Krystian Majewski on March 31, 2011
So I finally finished Beyond Good & Evil HD. Finally. It was good, I think.
See, I’m not that sure anymore. Beyond Good & Evil is one of those games that has an incredibly vocal fan-base. For some reasons, they often turned out to be the kind of people I value the opinion of. I heard the [...]
Posted in Game Design Scrapbook