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 16, 2010
…are greatly exaggerated. Yet you can hear them over and over again. People reminisce how the genre was so popular in the 90ies and is completely dead today. They speculate how the genre may be able to be revived and so forth. Even I wrote my final thesis initially coming from a similar point of view.
But [...]
Posted in Game Design Scrapbook
By Krystian Majewski on July 15, 2010
They do it very well. Recently, the on/off (aka “sleep”) button of my iPhone started acting weirdly. It didn’t work sometimes. Other times, it triggered multiple times. It actually seems like a common problem and there are lots of crazy homebrew solutions on YouTube. But since I still had warranty, I decided to send it in.
And [...]
Posted in Game Design Scrapbook
By Krystian Majewski on July 15, 2010
Only a quick post today. I have spent most of the day finishing up the interface for TRAUMA. I was still able to check out an important game release. It’s Deathspank! A hilarious Diablo-esque hack & slay action RPG.
I got only the trial version yet (backlog) but I enjoyed it A LOT! The game is incredibly [...]
Posted in Game Design Scrapbook
By Krystian Majewski on July 13, 2010
I have finally spent a few evenings with the multi-player mode of Monster Hunter Tri. I like it although in many ways, it feels like the immature precursor to a hypothetical, much better, future Monster Hunter game.
The entire structure of the multi-player mode feels awkward. The lobbies are hidden in an onion of server types, individual [...]
Posted in Game Design Scrapbook
By Krystian Majewski on July 12, 2010
If you don’t know Windosill yet, do yourself a favor and give it a try. It’s a very simple, short and extremely beautiful Flash game.
Stare at the hand, be amazed, repeat. Now that’s what I call the circle of awesome.
Windosill could best be described as a point & click adventure. But the game demonstrates quite nicely that [...]
Posted in Game Design Scrapbook
By Krystian Majewski on July 11, 2010
It’s super-hot and there is not much new. Let me dwell a post longer on the topic of space.
In Star Trek, when the Enterprise encounters a mystery, it’s usually some really freaky, active phenomenon. I don’t want to even count the many times they found “a lightning storm in space”. It actually so frequent, it shouldn’t [...]
Posted in Game Design Scrapbook
By Krystian Majewski on July 10, 2010
Quick update on what’s going on in Space right now. The European space probe Rosetta just flew by the biggest asteroid ever visited by a spacecraft and snapped some pictures.
This doesn’t just ROCK. This is HEAVY METAL!
The asteroid in question is called Lutetia. It’s around 100km in diameter and consists probably of… METAL. That’s one huge frigging [...]
Posted in Game Design Scrapbook
By Krystian Majewski on July 9, 2010
You might have heard about the controversy surrounding Blizzard’s new Real ID system. They basically want to set up a Facebook for their games – WoW and StarCraft 2. The controversy started when they also decided to show real names instead of nicknames on the WoW boards. A lot players complained that they wouldn’t be able to [...]
Posted in Game Design Scrapbook
By Krystian Majewski on July 8, 2010
The ongoing oil spill in the Gulf of Mexico is a certainly the a tragic and most disturbing catastrophe. It may very well end up as a 9/11 of this decade but with even more dramatic, global consequences. I often find myself fascinated by the narratives that are woven around it. Oil drilling is technology [...]
Posted in Game Design Scrapbook
By Krystian Majewski on July 7, 2010
Work on TRAUMA continues. Still doing rather administrative stuff. This time I finally came around to redesign some of the main menu UI. I kept postponing this part until I warmed up with programming again. That’s because surprisingly, UI design and programming can get incredibly tedious.
TRAUMA’s main menu was conceived quite a long time ago. I [...]
Posted in Game Design Scrapbook