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 19, 2010
Having some experience with GamesCom I did the smart thing and checked out most of the stuff I wanted to see at the business day already. Here are some first impressions one of the most important topics this year: Kinect
Kinect – Weird cylindric Aquarium cell sold separately.
I tried out Dance Central. We were standing in line and there were [...]
Posted in Game Design Scrapbook
By Krystian Majewski on August 17, 2010
I spent the whole day setting up our booth for GamesCom. Plus, I gotta be up really early next morning. So sadly, there won’t be a real post today. But hey I can at least give you this little thing. It’s the Cologne Game Lab logo. I rendered it recently in HD resolution for an [...]
Posted in Game Design Scrapbook
By Krystian Majewski on August 16, 2010
Regardless whether you think achievements are harmful or not, there is a lot one can learn from how the user interface for achievements was solved in StarCraft II. For example, there is one little bit of UI was quite surprising to me and shows quite well how much polish was invested in the game.
Clicking on the [...]
Posted in Game Design Scrapbook
By Krystian Majewski on August 15, 2010
Here is a little visual I’m preparing for our upcoming booth at GamesCom.
Press “RIGHT” to Academia.
We (Cologne Game Lab) have teamed up with two other institutes (University of Paderborn and Unversity of Duisburg and Essen) to exhibit in a common booth. We called our alliance Game Studies NRW. The booth is super-spartan so we went ahead and [...]
Posted in Game Design Scrapbook
By Krystian Majewski on August 14, 2010
I spend most of my day at my computer. I don’t have an hi-fi system in my living room. I consume all audio content via headphones. So naturally, I’m dependent on good headphones. After some experiments I found pair of Sennheiser headphones I really like. They are not earplugs but real headphones with some surprisingly [...]
Posted in Game Design Scrapbook
By Krystian Majewski on August 13, 2010
There is a new Episode of the Monster Hunter Podcast up. We continue to discuss general strategies for Urgent Quest monsters. This time we discuss the Double Trouble quest, Alatreon and Deviljho.
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 12, 2010
Steven Poole recently wrote a funny and short piece for the Edge magazine. It’s called Don’t Believe Everything You Read. He basically re-wrote some of the recent events in the gaming industry as if they happened in the book industry. Hilarity ensues.
Next door, rival Fourth Estate was pushing its own 3D display technology. “We think readers [...]
Posted in Game Design Scrapbook
By Krystian Majewski on August 11, 2010
TRAUMA is at a point where I’m wading trough a bunch of very small tweaks and additions. It’s pretty much pure polish at this point. So for example there is this specific place in one level where the navigation causes some problems. It’s a sphere and I have constructed the level in such a way [...]
Posted in Game Design Scrapbook
By Krystian Majewski on August 10, 2010
I guess there are Spoilers coming up but seriously, don’t bother. Having finished the campaign of StarCraft 2, I can now safely say that the game features a very disappointing story. The characters are incredibly clichéd and poorly fleshed-out. Some of the writing is amazingly dull and hollow. Here is a taste I recently found [...]
Posted in Game Design Scrapbook
By Krystian Majewski on August 9, 2010
The perception of size is a fascinating topic. Humans seem to have a very well developed sense to comprehend the size of objects intuitively. However, that mechanism is heavily skewed towards objects that are roughly the size of humans themselves. We seem to intuitively be able to grasp very fine nuances in the physical dimensions [...]
Posted in Game Design Scrapbook