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 September 19, 2010
Recently at Cologne Game Lab, we got ourselves a 3D flat-screen. We weren’t actually specifically interested in 3D. We had to buy some flat-screens for our students and simply decided to go with something that would be 3D compatible just in case. But it gave me the opportunity to re-evaluate the status quo on stereoscopic [...]
Posted in Game Design Scrapbook
By Krystian Majewski on September 19, 2010
Some time ago there has been some outrage in the US about the upcoming Medal of Honor game and how it portrays the war in Iraq. On a weird hypocritical note, the specific problem was that players would be able to play as virtual Taliban and shoot at virtual US Soldiers.
I wonder, why are those people [...]
Posted in Game Design Scrapbook
By Krystian Majewski on September 17, 2010
And now to something completely different. I recently bough and read two The Adventures of Tintin comics. The big fat space geek I am, they are of course the two comics about Tintin’s trip to the moon. I think I read a Tintin comic when I was young but I could hardly remember it. I [...]
Posted in Game Design Scrapbook
By Krystian Majewski on September 16, 2010
We are back! There is a new Episode of the Monster Hunter Podcast up. This time we discuss what you can do in single-player mode to get better in multi-player. Unfortunately, we had some technical difficulties this time and the audio cuts out a couple of times. Also we were short on time so we [...]
Posted in Game Design Scrapbook
By Krystian Majewski on September 15, 2010
A couple of people were nice enough to suggest I check out this recent movie. I did and of course I’d like to share it with you as well. Space geekout!
(Protip: go HD)
So what are we seeing here? We see the position of known asteroids in our Solar System from 1980 – 2010 in extreme time-lapse. But we only [...]
Posted in Game Design Scrapbook
By Krystian Majewski on September 14, 2010
With the recent press release it is official! TRAUMA, the game I’m currently working on, has been chosen to be one of this year’s IndieCade Festival finalists!
I’m making a note here: “Huge Success!”
To say that I’m really excited would be a extreme understatement. IGF was a big thing but I almost had the impression it was just [...]
Posted in Game Design Scrapbook
By Krystian Majewski on September 13, 2010
Bonjour! I’m back from vacation! It turns out that free Wi-Fi wasn’t quite as prolific on camping places in France after all. Also, it turned out that one is quite able to fill their day just with packing the tent, traveling to the next camping place, setting up the tent, being on the beach, shopping [...]
Posted in Game Design Scrapbook
By Krystian Majewski on September 3, 2010
It turns out the camping place where I stay for the first two nights has some WiFi. This means that I can theoretically do a couple of updates.
Being on the road always makes you more aware of portable devices and their limitations. I was considering not taking any gaming devices with me. But with the iPhone, [...]
Posted in Game Design Scrapbook
By Krystian Majewski on September 1, 2010
So the other day I have received a package from @SebWuepper. He sent me a can of Heinz Spaghetti in tomato sauce. I did the only responsible thing I could think of. I went on a bridge an photographed with with the Cologne Cathedral in the background. I also added some copulating LEGO minifigs as [...]
Posted in Game Design Scrapbook
By Krystian Majewski on August 31, 2010
I almost transitioned completely into the multi-player mode of StarCraft II. There is hardly anything more the single-player mode has to offer for me. But it delivered in spades. Maybe not so much in terms of storytelling. However it is an amazing example of a incredibly well design campaign and a fascinating campaign structure. I [...]
Posted in Game Design Scrapbook