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 March 1, 2011
I know nobody really likes a crosspost but I’m trying to keep my workload overhead low as I wrap up TRAUMA. Besides, it’s video and everybody loves video!
So the Cologne Game Lab team is currently at GDC (without me – Bastards!) and they are recording wonderful videos there. I thought I share them with you:
I especially love this one. [...]
Posted in Game Design Scrapbook
By Krystian Majewski on February 28, 2011
On this episode of the Monster Hunter Podcast: The Milkman Rings Twice. We are joined by Shepard’s (evil?) twin and finally move on to Monster Hunter Portable 3rd.
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 February 28, 2011
I can talk about Space Shuttles and old gaming Hardware all day long. But the reason I’m here is to make games and this one game in particular has been in development for too long. The next semester is about to start at CGL and so I decided to take it slow at work for [...]
Posted in Game Design Scrapbook
By Krystian Majewski on February 27, 2011
It’s a known cliché of men spending hours in their garages restoring old cars or motorcycles. The modern, dorky version of that is restoring old gaming equipment. My Non-Finite Electronic order arrived today. The GameBoy Classic I got on eBay also just happened to arrive today. So I spent most of my day finally opening [...]
Posted in Game Design Scrapbook
By Krystian Majewski on February 25, 2011
Space Geekout! I love watching stuff being launch into space. It’s spectacular, exciting and educative at the same time. Science just doesn’t get more kickass than this.
But yesterday’s launch has a bittersweet subtext. The Space Shuttle program is close to being shut down. This was the last launch of the Space Shuttle Discovery. There will be [...]
Posted in Game Design Scrapbook
By Krystian Majewski on February 24, 2011
There is not much going on recently and I’m swamped with some boring work. But look at this cool poster I found:
Buy here.
It is a beautiful chart illustrating the evolution of video game controllers. I’m especially fascinated by the upper part of that chart. I have never seen an Odyssey but the weird controllers already caught my [...]
Posted in Game Design Scrapbook
By Krystian Majewski on February 23, 2011
Here is a known fallacy: we always tend to imagine famous artists as being famous and successful back in the days. But of course in reality, many of the artists and writers we value today were actually obscure and struggling with having ends meet back in the days. Recently, I found a variation of this [...]
Posted in Game Design Scrapbook
By Krystian Majewski on February 22, 2011
So I’m playing Final Fantasy: Crisis Core right now. As with every Final Fantasy game, I somehow feel obliged to check out the endgame content. Final Fantasy games tend to have a big dramatic storyline but also tons of optional side-missions. Square even started to hide very, very, very difficult bonus bosses in the games [...]
Posted in Game Design Scrapbook
By Krystian Majewski on February 21, 2011
On this episode of the Monster Hunter Podcast: Plus Button Action. We attempt to cut our costs and fight a Qurupeco without any gear… yeah. We also do an Alatreon and two Diablos. This is the audio-only version of this episode.
Get the mp3 of the episode here.
The RSS Feed is here.
Get us in iTunes here.
The Tumblr [...]
Posted in Game Design Scrapbook
By Krystian Majewski on February 20, 2011
So this weekend I added a couple of new features to TRAUMA (not online yet). First of all, a lot of beta testers asked for some way to view the Polaroid collectibles once they collected them. I was actually thinking of the same thing already but wasn’t so sure about it. The beta convinced me. [...]
Posted in Game Design Scrapbook