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 October 13, 2010
Here is an idea. Recently I have been thinking about what makes things popular. There is this wide-spread belief that for a piece of work to be popular, it needs to be somehow streamlined. It needs to appeal to a wide audience. It needs to be reduced to the lowest common denominator. Usually this [...]
Posted in Game Design Scrapbook
By Krystian Majewski on October 11, 2010
Because the Internet is broken, there are times when you need to fix it. Here is the story of how I re-claimed my very own copy of Call of Duty Classic from the clutches of IP Geolocation.
Some time ago I bought Call of Duty: Modern Warfare 2. I got the “hardened edition” which included a code [...]
Posted in Game Design Scrapbook
By Krystian Majewski on October 11, 2010
There was an interesting discussion recently at Cologne Game Lab. It was about why games are/will be the main cultural medium of the digital era. There is an interesting analogy to movies being the main cultural medium of the industrial era. Walter Benjamin noticed in his famous “The Work of Art in the Age of [...]
Posted in Game Design Scrapbook
By Krystian Majewski on October 10, 2010
Just wanted to write a small update. Work on TRAUMA is slowing down even more now that there are students at Cologne Game Lab. Not really happy with that either and I don’t know what to do about it.
I was trying to spend the day on more photoshops. It’s getting quite tedious with images containing a [...]
Posted in Game Design Scrapbook
By Krystian Majewski on October 8, 2010
On this episode of the Monster Hunter Podcast: Listener Emails Return Again. We continue answering listener E-Mails, re-consider switchaxes and drool about Monster Hunter 3rd.
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 October 7, 2010
Recently, the well-known game designer and theoretician Chris Crawford stared offering webinars about interactivity. We decided that this would be an excellent start for our students at Cologne Game Lab to dive into the theory and academic discourse of game design. We contacted Mr. Crawford and just yesterday, he delivered his webinar.
I knew it! Star Wars [...]
Posted in Game Design Scrapbook
By Krystian Majewski on October 6, 2010
I forgot. I received the first issue of the Kill Screen magazine. It is an extraordinary magazine! Of course it’s even better when you read it in the right environment.
KillScreen on the Beach
It’s a quite inspiring collection of extremely well-written and insightful articles. For example, “Big Buck Hunter” dives into the world of modern arcade shooter gallery [...]
Posted in Game Design Scrapbook
By Krystian Majewski on October 5, 2010
My colleague Daniel Renkel recently sent me this interesting collection of pictures. What’s this junk you ask? Well it’s no ordinary junk. It’s SPACE JUNK. Specifically, it’s Russian space junk from the cold war era. The most interesting part is this thing right here:
Hint: It’s not an elaborate space toilet.
This one blew me away. It’s the LK – the [...]
Posted in Game Design Scrapbook
By Krystian Majewski on October 4, 2010
You might have noticed that I didn’t post yesterday (If you didn’t: forget I said anything). That’s because I went to meet up with two friends to finally play some StarCraft II again. We started at 5pm and – SHOOOOOOOOOM – the world just went away. If I didn’t have a job we would be playing still. The fascination, [...]
Posted in Game Design Scrapbook
By Krystian Majewski on October 2, 2010
Yeah I know, it’s a low-hanging fruit. But on the other hand, can you blame me? It’s a perfect example of mindless repetition of outdated gamer stereotypes.
It’s easy to list all the problems with this depiction of gamers. But I’m going to re-frame this and think only about the salvageable parts for a second. It’s noteworthy [...]
Posted in Game Design Scrapbook