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 August 11, 2010
TRAUMA is at a point where I’m wading trough a bunch of very small tweaks and additions. It’s pretty much pure polish at this point. So for example there is this specific place in one level where the navigation causes some problems. It’s a sphere and I have constructed the level in such a way [...]
Posted in Game Design Scrapbook
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By Krystian Majewski on August 10, 2010
I guess there are Spoilers coming up but seriously, don’t bother. Having finished the campaign of StarCraft 2, I can now safely say that the game features a very disappointing story. The characters are incredibly clichéd and poorly fleshed-out. Some of the writing is amazingly dull and hollow. Here is a taste I recently found [...]
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By Krystian Majewski on August 9, 2010
The perception of size is a fascinating topic. Humans seem to have a very well developed sense to comprehend the size of objects intuitively. However, that mechanism is heavily skewed towards objects that are roughly the size of humans themselves. We seem to intuitively be able to grasp very fine nuances in the physical dimensions [...]
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By Krystian Majewski on August 6, 2010
There is a new Episode of the Monster Hunter Podcast up. This time it’s about Urgent Quests. We finally get to discuss individual monsters. We do a run-down of general strategies for 3 Urgent Quest monsters – the Barroth, the Lagiacrus and the Jhen.
Get the Episode here.
The RSS Feed is here.
Get us in iTunes here.
The Tumblr Blog here.
Enjoy!
Posted in Game Design Scrapbook
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By Krystian Majewski on August 6, 2010
Currently a bit swamped. TRAUMA update coming up. Until then, here is a poster I made a year ago or so. I recently dug it up and realized that I haven’t posted it before.
Click to enlarge.
I did this to promote the start of Cologne Game Lab at GamesCom 2009. The Cologne Game Lab is the institute I’m [...]
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By Krystian Majewski on August 4, 2010
Just a quick post today. The Internet multi-celebrity researcher Jason Scott recently finished the work on his newest documentary Get Lamp. Here is a trailer.
The documentary is about text adventures. It features an excellent selection of interviewees. I already noticed that there are not too much people dedicated to preserve material and resources on that particular [...]
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By Krystian Majewski on August 4, 2010
The Zergling Rush is probably one of the most recognizable gambits in the gaming culture. Even players, who never played StarCraft often have a rudimentary idea what it is is referring to. In fact, the term is so well-know that it seems to have undergone a slight semantic shift. People often mistake it with attacking [...]
Posted in Game Design Scrapbook
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By Krystian Majewski on August 2, 2010
Initially, multi-player was without form, and void. People would randomly engage with each other in endless, monotonous Quake 3 matches. Then came Call of Duty 4. It introduced simple RPG elements into multi-player. Players would collect experience points, unlock achievements and upgrades. They would maintain a profile across matches. It provided a rudimentary structure to [...]
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By Krystian Majewski on August 2, 2010
I know you probably already know about it is slow news day. The game Limbo came out recently.
I was able to play the game at this year’s IGF already. I haven’t bought it yet due to my backlog. But it is certainly an intriguing title. There are two things I like about it and one thing [...]
Posted in Game Design Scrapbook
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By Krystian Majewski on July 31, 2010
There one thing that always gets on my nerves: games often expose players to serious loading times without ever giving any means to cancel a loading sequence. This actually turns a lot of the choices in an interface into very unforgiving time wasters. It can a very frustrating to accidentally select the wrong level. You [...]
Posted in Game Design Scrapbook
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