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 17, 2010
Continuing my Monster Hunter Tri Diary, here is something that made me stay awake too long again. A big part of Monster Hunter Tri is customizing your equipment. The game is very much about collecting materials in order to forge armor and weapons. What I just recently found out is that different equipment provides different [...]
Posted in Game Design Scrapbook
By Krystian Majewski on May 16, 2010
I thought I continue my observations on Monster Hinter Tri in a sort of a diary. The game got me big time yesterday. I’m recovering from it now. I was able to leave it at midnight today – yay! I think I’m at a point where I understand most of the game’s systems. I got some online [...]
Posted in Game Design Scrapbook
By Krystian Majewski on May 16, 2010
I’m writing this at 4 in the morning. Like fellow blogger Brainygamer, I fell under the spell of Monter Hunter Tri. It’s a weird game.
It boils down to the obsessive collection of various items and ingredients to enhance your equipment, craft supplies and upgrade your home village. The game features various systems that provide and require [...]
Posted in Game Design Scrapbook
By Krystian Majewski on May 14, 2010
Speaking of teaching games, I forgot to make a quite important announcement. As I already mentioned in my profile blub at the end of each post, I have been working for some time for the Cologne Game Lab. The CGL is a new institute of Cologne University of Applied Sciences. I have been helping out [...]
Posted in Game Design Scrapbook
By Krystian Majewski on May 13, 2010
Here is one thing I haven’t mentioned yet. Last year, I have been approached by the AIB Academy in Bonn to teach a class on video games to a group of Students from Texas A&M University. I put together a syllabus on “Game History and Culture”, started teaching it and the first semester finished just [...]
Posted in Game Design Scrapbook
By Krystian Majewski on May 12, 2010
Recently I have been listening a bit the the new Kernel Panic podcast show. One of the show’s hosts is @GGlick whom I had some intriguing debates with at Twitter. It’s a bit weird because it is very much an Apple fanboy show and I certainly don’t consider myself one. But on the other hand, [...]
Posted in Game Design Scrapbook
By Krystian Majewski on May 11, 2010
What the title says: here is a quick tip for you if you are a musician and want to work on a small game project.
DON’T BE FLEXIBLE!
I discussed that with Tale of Tales when they were here at Clash of Realities and we had similar experiences. It came up quite recently as I’m playing with different game [...]
Posted in Game Design Scrapbook
By Krystian Majewski on May 10, 2010
You know what? I’m playing a game right now. As we speak. It’s Forza 3. The game doesn’t require a player. Let me explain.
It actually fits well to some of the stuff I’ve written recently about NFS:Shift. I started playing Forza 3 some time ago. Actually I’ve been holding out for the new Gran Turismo but [...]
Posted in Game Design Scrapbook
By Krystian Majewski on May 9, 2010
Spent the weekend voting and doing taxes. It turns out I’ve spent over 1000 EUR just for games and gaming-related hardware last year. That’s excluding downloadable stuff. It’s a lot but I thought it would be more, considering how I bought two consoles in that period. So with that newfound faith in my accounting skills, [...]
Posted in Game Design Scrapbook
By Krystian Majewski on May 8, 2010
Continuing the theme of games I’ve played a long time ago but only now came around to write about – let’s talk Need For Speed: Shift for a second. Like for so many people, Shift came out of nowhere for me and won my heart by injecting fresh ideas into the dry genre of simulation racers. Of [...]
Posted in Game Design Reviews