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 January 29, 2011
Global Game Jam has begun. I’m working on my game. It is called “Cybersecurity Emegency Assange”. Here is the splash screen.
Maximum Leakage!
It is a Contra homage inspired by the true events of Julian Assange singlehandedly infiltrating the White House, flipping out, killing dudes and stealing teh important cables. Which just shows how dangerous he is.
By the way you [...]
Posted in Game Design Scrapbook
By Krystian Majewski on January 27, 2011
Oh man, this is going to be one hell of a weekend. There is Global Game Jam at CGL and for some very stupid reason, the CGL Staff decided to hold an important conference during Global Game Jam. But the kicker is that my Girlfriend, who has been away for a month now, returns 3 [...]
Posted in Game Design Scrapbook
By Krystian Majewski on January 26, 2011
Let’s get rid of this whole Marketing thingy. I mean, after watching the following video, it should become apparent how hopelessly useless it is:
So what we have here is a guy, who seems to be very good at the game Call of Duty: Back Ops. He is so good actually that he manages to kill 38 [...]
Posted in Game Design Scrapbook
By Krystian Majewski on January 26, 2011
The divide between Western and Japanese gamer culture is sometimes bizarre. I’m talking a lot about Monster Hunter here and it’s incredible success in Japan. The game is still received pretty mediocre in the West. One of the fascinating effects the game being so dominant in Japan is that it’s game design slowly trickles down [...]
Posted in Game Design Scrapbook
By Krystian Majewski on January 25, 2011
Daniel Benmergui is probably most known for his inspiring, experimental Flash games like Today I Die, I Wish I Were The Moon or Storyteller. But he was also responsible for an older project I never managed to associate with him until just now. I was actually looking for it because I was running some ideas [...]
Posted in Game Design Scrapbook
By Krystian Majewski on January 24, 2011
On this episode of the Monster Hunter Podcast: Naked Shepard, Hidden Baggi. We do a couple of quests to upset Shepard and to entertain our listeners. Also, we fail horribly at God Eater.
Nick’s Monster Hunter Videos:
A Brief Introduction to Monster Hunter 1 on PS2
A Glimpse at Monster Hunter Dos
Get the mp3 of the episode here.
The RSS Feed [...]
Posted in Game Design Scrapbook
By Krystian Majewski on January 23, 2011
I did a silly thing today. I got an HD version of Sunshine and actually went trough the movie taking screen shots of the interface. My relationship with the movie is … difficult. I don’t think it is a very good movie. But I’m deeply in love with what the movie could have been. It [...]
Posted in Game Design Scrapbook
By Krystian Majewski on January 22, 2011
The Global Game Jam starts in one Week. I made this useful app and I wanted to share with others also participating. It’s a Flash-based timer application!
This is the longest weekend of my life.
We are going to project it on a wall so every participant knows how much time they have left. It shows hours, minutes, seconds [...]
Posted in Game Design Scrapbook
By Krystian Majewski on January 20, 2011
I thought I try something new for a change. I will post some observations on how some combat mechanics in Star Craft 2 play out. A big part of RTS games is something called “Micro”. It actually means tweaking minor things to get a slight advantage. If Micro is used consistently the tiny advantages can [...]
Posted in Game Design Scrapbook
By Krystian Majewski on January 19, 2011
Recently at Cologne Game Lab we had a lecture by Claudia Küttel from the University of Klagenfurt. She is doing some research on Pen & Paper RPGs. She raised a lot of fascinating points during her lecture. One of them stood out for me personally. She mentioned a couple of reasons why Pen & Paper [...]
Posted in Game Design Scrapbook