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 June 16, 2010
It’s funny how Nintendo is always able to trick the other two console manufacturers. Four years ago, while Sony and Microsoft were struggling to out-hardcore each other, Nintendo came in with a fundamental different strategy to leave it’s competitors in the dust. Now, as they are finally catching up, Nintendo avoids confrontation again by swinging [...]
Posted in Game Design Scrapbook
By Krystian Majewski on June 15, 2010
With E3 underway most of the games presented in the press conferences can be put into two categories: boring 3D shooters and Microsoft Kinect (with the notable exceptions like the new Rayman game). Here are some quick random thoughts on the new Microsoft input device.
The Name: Is bad. “Kinect” as in Kinetic and Connect? It is [...]
Posted in Game Design Scrapbook
By Krystian Majewski on June 14, 2010
Let me pimp something real quick. The Cologne Game Lab recently interviewed none other than Jakub Dvorský – the guy behind the famous indie game studio Amanita Design, responsible for Samorost, Samorost II and Machinarium. Turns out Jakub has been doing the production design for an amazing Chech puppet movie. Yes, you want to see that Trailer NOW.
The [...]
Posted in Game Design Scrapbook
By Krystian Majewski on June 14, 2010
As I’m writing this the birds are chirping outside and I have to get up to go to work in just a few hours. What started out as a relaxing evening with Monster Hunter Tri ended up being a incredibly frustrating setback. And it all has to do with my new biggest enemy in the [...]
Posted in Game Design Scrapbook
By Krystian Majewski on June 12, 2010
With E3 approaching the fundamental flaws and fallacies of the gaming culture are exposed as we are treated with a high dose of concentrated bullshit right from the hype engine that propels the industry. One thing that strikes me now more than ever is the fact how many games celebrate and worship war and soldiers. [...]
Posted in Game Design Scrapbook
By Krystian Majewski on June 11, 2010
Today I went downtown to check out some hardware / software. There are 3 big technology store chains downtown (Saturn, Media Markt, ProMarkt). I used to enjoy simply browsing through their stuff. Recently, I realized that they grow more and more redundant up to the point where I don’t see a reason to go there anymore.
I [...]
Posted in Game Design Scrapbook
By Krystian Majewski on June 10, 2010
As you might have heard, I’m currently working for Cologne Game Lab. I’m helping to establish a Master in Game Development and Research program. We are accepting applications now.
Recently, I made two posters to advertise the program. I’m glad to be able to share the with you. Enjoy!
Posted in Game Design Scrapbook
By Krystian Majewski on June 9, 2010
I like to play games. I want to play a lot of games. But playing games takes a lot of time. And I don’t have much time. Thus begins a vicious circle of money-spending and frustration some of you might be familiar with.
First I have no time to play games and when I do, I often [...]
Posted in Game Design Scrapbook
By Krystian Majewski on June 8, 2010
Writing about the all problems I encounter has an interesting therapeutic side-effect. It makes me realize how much they bother me and encourages me to do something about them. I recently wrote about the problems I had with my mouse. The many comments I received from you inspired me to dig deeper. After some research [...]
Posted in Game Design Scrapbook
By Krystian Majewski on June 7, 2010
I just saw the a live coverage of the WWDC presentation. Interesting to see the new iPhone. As always Apple makes a big fuzz about mundane improvements. I especially enjoyed little details like giving names to new technology. “Retina Display” seems emotionally so much more engaging than “960×640px 326ppi display”. It’s actually a well-known method [...]
Posted in Game Design Scrapbook