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 August 31, 2010
I didn’t really have too much time due to GamesCom recently but I did manage to get some work done for TRAUMA. So here is another work-in-progress update. I’m still working on minor tweaks and corrections. They become less and less important as I go so don’t be underwhelmed. It’s pretty much polish right now. [...]
Posted in Game Design Scrapbook
By Krystian Majewski on August 29, 2010
Despite of all that praise, StarCraft II has also some really horrible parts. I received the full brunt of one of them doing the single player achievements: the top-down shooter Lost Viking.
At fist sight it’s a cool feature. If you click on an arcade machine in the adventure part of the game you can play a [...]
Posted in Game Design Scrapbook
By Krystian Majewski on August 28, 2010
I recently stumbled over Day9. Day9 is basically a very experienced StarCraft player and game commenter who posts daily videos on YouTube where he analyzes some multi-player matches and discusses strategies.
Day9’s channel is highly recommended if you are interested in StarCraft 2 competitive game-play. I’m really impressed with his smooth and entertaining delivery. It’s a pleasure [...]
Posted in Game Design Scrapbook
By Krystian Majewski on August 27, 2010
I recently watched the new A-Team. There was one strikingly bizarre shot that movie. Something I’ve never seen executed that bluntly.
FACEPALM
If you aren’t aware of the problem: the movie is supposed to take place in Germany, especially in Frankfurt. This shot is supposed to show an areal shot of the Frankfurt train station. It clearly shows [...]
Posted in Game Design Scrapbook
By Krystian Majewski on August 26, 2010
There is a new Episode of the Monster Hunter Podcast up. We answer some of the E-Mails and messages that piled on over the last few weeks. This time I do a duet just with Sheppard.
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 August 25, 2010
As many noticed a recent comic by Penny Arcade ignited some very silly discussion about the morality of the used games market. Apparently, there are a lot of misconceptions about how the market works. Let me address some of them.
Comic is here
First of all, the comic implies that if you bought a game used, you aren’t a [...]
Posted in Game Design Scrapbook
By Krystian Majewski on August 24, 2010
After posts on Kinect, Move and 3D it’s time to wrap up my GamesCom features with the smaller observations. For some odd reason, this turned out to be quite racing game heavy.
Gran Turismo 5 – after giving Sony such a hard time, I guess I should cut them some slack. I am seriously looking forward to GT5. They [...]
Posted in Game Design Scrapbook
By Krystian Majewski on August 23, 2010
One of the new technologies I was looking forward to experience in person at GamesCom was stereoscopic 3D for gaming. Just like Move and Kinect it is an experience that can’t be conveyed by any kind of established means of mass communication. The device I was looking forward to most was the Nintendo 3DS. Unfortunatly, [...]
Posted in Game Design Scrapbook
By Krystian Majewski on August 22, 2010
So with so much recent praise on Microsoft’s Kinect, how does Playstation Move compare? It does seem like a straight-forward thing, right? It’s supposedly very precise Wiimote attached to a HD console. It has more buttons, no cable, built-in battery. Sony even seems to go for a more traditional, “gamer”-inclusive strategy with their line-up of [...]
Posted in Game Design Scrapbook
By Krystian Majewski on August 20, 2010
Some time ago I wrote about Red Faction: Guerrilla and how it’s competitive gameplay shaped the feel of it’s on-line community. Today I would like to talk about pretty much the opposite. A game that focuses on creativity, cooperation and sharing – Little Big Planet.
Turns out the reason why you never got around to create anything of value [...]
Posted in Game Design Reviews