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 May 27, 2010
Here be minor spoilers, but what the hell are you saving yourself up for?!?
I saw the Prince of Persia movie. Executive Summary: It’s just like every other videogame movie. It may be one of the better ones among the videogame movies. But it’s still simply not a good movie.
It’s surprising too. For example, it is one of [...]
Posted in Game Design Scrapbook
By Krystian Majewski on May 27, 2010
Working creatively is very different from working manually for example. The problem with creative work is that you will waste a lot of time. Most of that time you spend doing nothing. For me I fond this is often because of the Blank Page Problem.
You might be familiar with the situation. You know you need to [...]
Posted in Game Design Scrapbook
By Krystian Majewski on May 25, 2010
Two exciting pieces of news. First I was invited to the excellent Kernel Panic to do an episode with them. It is a show on Apple and Apple related things and both hosts currently live in Japan. I spoke a bit about my experiences with Apple products. I also threw in some bits to the [...]
Posted in Game Design Scrapbook
By Krystian Majewski on May 24, 2010
Here is a real treat for those of you who enjoyed my space map of the 32 nearby stars. The independent developer Loren Schmidt whom I’ve met at the Independent Games Festival recently did experiments with a very similar map. Now he managed to James Cameron it. Get your 3D glasses out!
I love it. I have [...]
Posted in Game Design Scrapbook
By Krystian Majewski on May 24, 2010
Short update today. As you might have heard, the TV show Lost is drawing to an end this weekend. It almost feels like a significant moment in history – the end of an era. As many others, I have been an avid follower of the show for quite some time and I am looking forward to the finale.
However, [...]
Posted in Game Design Scrapbook
By Krystian Majewski on May 22, 2010
I finished a first experiment. I think I have the code for the orbits almost done. It’s still very slow and user-unfriendly. But you can change the orbit of the orange planet already.
If you are interested, the function I was looking for goes almost something like this (AS3 code):
public const TORADIANS:Number = (Math.PI / 180);
public function [...]
Posted in Game Design Scrapbook
By Krystian Majewski on May 22, 2010
I received some info to solve my Trojan Math Challenge. But the deeper I go into the rabbit hole, the more frustrating it gets. I haven’t even got to try the formulas I found. So far I’m still struggling with the fact that different sources work with different data.
One of the values I need to have [...]
Posted in Game Design Scrapbook
By Krystian Majewski on May 20, 2010
Time for Monster Hunter Tri again. I finally killed the Barroth. It was a triumph. I’m making a note here: “huge success”. It was also a good example of the Monster Hunter Tri experience.
It should be obvious by now that the Barroth is one bad-ass monster. It’s basically a mixture of a Tyrannosaurus Rex and a [...]
Posted in Game Design Scrapbook
By Krystian Majewski on May 19, 2010
Let’s do some astronomy for a change. You may remember my older post on places in the Solar System where cool Sci-Fi could happen. You may also remember that I did a 3D map of the interstellar neighborhood some time ago. I’m playing with the idea of making another one of those. This time I [...]
Posted in Game Design Scrapbook
By Krystian Majewski on May 18, 2010
I’m not going to bore you with any of my Monster Hunter Tri Escapades today. Mainly because there is a Barroth out there that makes me go to a dark place every time I even think about it. Last time I remember I was poisoning bugs so I could make a sleek looking suit out [...]
Posted in Game Design Scrapbook