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 December 21, 2010
Sometimes I want to strangle the people, who made the Flash API. I’m imagining a long conveyor belt with all the Adobe employees on it waiting for their turn to receive their deserved treatment. Loading sounds and images is relatively easy and carefree. Here, let me prove it. Here is what you need to write [...]
Posted in Game Design Scrapbook
By Krystian Majewski on December 20, 2010
Quick update on how TRAUMA is coming along. It now loads sounds.
Ok, it kinda was loading sounds before but now it also keeps track of them. Warning! Technical explanation: As you might remember, the game really just loads 4 different kinds of files: XMLs, images, sounds and videos. I already had taken care of XMLs. Today [...]
Posted in Game Design Scrapbook
By Krystian Majewski on December 19, 2010
The last week was a bit crazy. But now I have the rest of the year free to work 100% on TRAUMA. Except for that Christmas things everybody seems to make such a fuzz about.
I’m powering trough. Today, I was finally able to check the subtitles I have gathered. They look great and I have implemented [...]
Posted in Game Design Scrapbook
By Krystian Majewski on December 17, 2010
On this episode of the Monster Hunter Podcast: Legal and on the Internet. We turn 18 and spend the entire show discussing Monster Hunter Portable 3rd, Monster Hunter Freedom Unite and all sorts of other topics.
Get 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 December 15, 2010
No real updates from me as the last 3 days, I have been working 12 hours a day or more. More on that later. Until then, here is some important Indie News: The Humble Indie Bundle 2 is out!
You might remember the original Humble Indie Bundle on from earlier this year. If you missed it – it’s back. [...]
Posted in Game Design Scrapbook
By Krystian Majewski on December 13, 2010
If you live in or anywhere remotely near Cologne and you are at least vaguely interested in game development and design, I strongly encourage you to join me/us in the next Global Game Jam!
BOOM BABY!
Like last year, the Cologne Game Lab will host a big Global Gam Jam event. We will provide workspace, Wi-Fi, energy drinks, rest [...]
Posted in Game Design Scrapbook
By Krystian Majewski on December 13, 2010
As expected, because of the delay I wasn’t quite able to reach beta yet. I’m missing at least one weekend. But on the bright side, the holiday break at Cologne Game Lab starts this week and I will attempt to power through starting next Thursday.
Also, I got some good work done. This will be a bit [...]
Posted in Game Design Scrapbook
By Krystian Majewski on December 12, 2010
Monster Hunter Portable 3rd just arrived. There is so much to say about it and so little time. Even worse, there is so much to PLAY but so little time. But in a nutshell, they finally got it right. It is the definitive Monster Hunter experience to date. It’s incredibly deep, it’s rich in content, [...]
Posted in Game Design Scrapbook
By Krystian Majewski on December 11, 2010
On this episode of the Monster Hunter Podcast: Three on PSP. The thee musketeers all moved on to playing Monster Hunter games on the PSP this week. Join us as we discuss all sorts of different topics, especially 3rd and Freedom Unite.
Get 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 December 9, 2010
Space Geekout. Our civilization has reached yet another important step. A private company was able to launch a vehicle into Earth orbit. I’m talking about the recent successful launch of the SpaceX Dragon capsule.
Why is this important? Well, while I’m really curious what projects like Space Ship Two will do, I can’t shake the feeling that [...]
Posted in Game Design Scrapbook