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 November 26, 2010
I recently got Gran Turismo 5. I’m not quite finished with the 5 backlog games. I decided to order it anyway and not play it until I’m done playing off the backlog debt for it.
However, I did unpack it. I ordered the UK Collector’s Edition (not the prohibitive Signature Edition). It contains a small but thick [...]
Posted in Game Design Scrapbook
By Krystian Majewski on November 25, 2010
On this episode of the Monster Hunter Podcast: Lightningrooooooooouuuuund. We answer as many listener questions as we can in a short ammount of time.
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 November 24, 2010
I recently finished my playtrough of Plants vs. Zombies. When the game came out it was universally praised for being highly addictive. When I first tried it some time ago I was expecting a simple but perpetually engaging core gameplay with ton of polish and additional content around it – the familiar anatomy of addictive games. But [...]
Posted in Game Design Scrapbook
By Krystian Majewski on November 23, 2010
Here is just a quick link share because I’m pretty spent today. I recently saw this and got all misty-eyed.
It’s an animated movie that summarizes the history of Poland in just 8 minutes. It was made by a successfull polish animator Tomasz Bagiński who was also responsible for the Oscar-nominated short movie The Cathedral and who [...]
Posted in Game Design Scrapbook
By Krystian Majewski on November 22, 2010
You might remember my exorbitant games backlog and the rules I set myself to reduce it. Time to check if it worked. In some ways it did, it some ways it didn’t.
Since I started this project, I was able to complete only a very underwhelming number of games. I finished 5. They are:
Windosill
Tales of Monkey Island: Launch [...]
Posted in Game Design Scrapbook
By Krystian Majewski on November 22, 2010
After 3 weeks or so I finally did a normal weekend session of working on the game. To be honest I was dreading going back to it again. I left at a weird moment where I didn’t have a clue what I had to do next. So I started of with something straight-forward: a bug [...]
Posted in Game Design Scrapbook
By Krystian Majewski on November 21, 2010
I don’t trust demos. Even though they do sound like a good idea on paper. You let your potential customers try a limited version of the game and hopefully get them hooked encouraging them to try the real deal. My problem with that is the “limited” part. The various ways you limit the game to [...]
Posted in Game Design Scrapbook
By Krystian Majewski on November 20, 2010
On this episode of the Monster Hunter Podcast: A good old regular podcast. We attempt to do 8 questions from our listeners again and don’t quite make it.
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 November 18, 2010
Wow, it’s been a long time since the last Monster Hunter Tri Diary. I’m kinda running the podcast right now but I haven’t been playing to insistently. I returned to Monster Hunter Tri just recently. I wanted to see what it has to offer before Monster Hunter Portable 3rd comes out.
Monster Hunter Tri sometimes feels like [...]
Posted in Game Design Scrapbook
By Krystian Majewski on November 17, 2010
I almost forgot the obligatory shameless Plug. If you are interested in TRAUMA, you could be also interested in Spirits, a new game recently released on iPad. Have a Trailer.
To be fair, the game is very, very different from TRAUMA. It’s basically a Lemmings clone but with some quite intriguing gameplay tweaks, a unique visual style [...]
Posted in Game Design Scrapbook