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 July 27, 2010
The Story of Starcraft II takes place 4 years after the events of the first Starcraft game. In real life, it has been 12 years. In most cases there is a time lapse so that stories that span longer periods of time can be enjoyed quickly. This time it’s the other way around. Of course [...]
Posted in Game Design Scrapbook
By Krystian Majewski on July 26, 2010
I recently saw the Saw movies. Yeah, I know they are horrible. The first movie was just silly. The first sequels were embarrassing. But as the series nowadays consists of 6 (!!!) parts and gathered a solid fanbase, it’s hard to deny that they are doing something right. And indeed all the movies in the [...]
Posted in Game Design Scrapbook
By Krystian Majewski on July 26, 2010
Since there is not much going on, here is a short update on my general well-being. Due to massive heat waves in Germany, my recent training was somewhat reduced. I still managed to go running and to go the studio at least once a week. I don’t think the reduction had any impact on my [...]
Posted in Game Design Scrapbook
By Krystian Majewski on July 25, 2010
No, I’m not quitting TRAUMA. On the contrary, I just added another feature I kept postponing for way too long. It is now possible to quit a level before completing it. You know, in case you get stuck for example. It was another tricky interface design problem, too. I’m still not 100% sure about my solution.
As [...]
Posted in Game Design Scrapbook
By Krystian Majewski on July 23, 2010
I had a small gaming evening with 3 friends recently. We started searching for games that could be played with 4 players on one screen. It is a little bit shocking to see how small the selection turned out to be. Granted, we had only the Wii and a non-XBLA enabled Xbox 360. We ended [...]
Posted in Game Design Scrapbook
By Krystian Majewski on July 22, 2010
The Game Design Review Podcast has been awfully irregular recently. It has become increasingly difficult to get the gang together. I decided to do a smaller, different podcast in-between to keep my podcasting skills fresh.
It’s a podcast about Monster Hunter and it doesn’t really have much to do with game design. But if you enjoy Monster [...]
Posted in Game Design Scrapbook
By Krystian Majewski on July 21, 2010
Here is a cool bit of space stuff I just stumbled over. You might remember Lutetia, the biggest asteroid visited by a spacecraft. You might also remember this pic I did, where Lutetia doesn’t look that big actually.
I’m swear! It’s way bigger. It was just so cold when the picture was taken.
Well, it always depends on what [...]
Posted in Game Design Scrapbook
By Krystian Majewski on July 21, 2010
The movie of the now is obviously Inception. It’s not out yet in Germany but being such a sucker for Christopher Nolan, I decided to watch in anyway. I leave it up it your imagination how that’s possible. I can tell you that it was about as cinematic as having the movie conveyed to you [...]
Posted in Game Design Scrapbook
By Krystian Majewski on July 19, 2010
Here is an interesting article. It basically describes and compares two different solutions for combining gameplay and narrative. In a nutshell it compares Mass Effect with Fallout 3. I especially like this quote
By closing off the game and opening up the story, BioWare games give me agency where I do not require it, and remove my [...]
Posted in Game Design Scrapbook
By Krystian Majewski on July 18, 2010
I’m currently playing the new Transformers: War for Cybertron. I already wrote how I’m a bit of a Transformers enthusiast and how I like how like what High Moon studios did with the franchise. Now I have some hands-on experience to back it up. Here is a nice interview / gameplay presentation that gives a [...]
Posted in Game Design Scrapbook