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 August 6, 2012
On the this episode of the Monster Hunter Podcast: Making Brown Bath Salts. We are being joined by Roy “Kotowari” Blakely from the My Fair Hunter podcast for a round of Ad Hoc party failure. We eventually give up and do Monster Hunter Tri on Bath Salts.
ATTENTION: The Podcast has moved to a new YouTube Channel. [...]
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By Krystian Majewski on July 8, 2012
This time on the Monster Hunter Podcast: Fourcast. It’s the 4th of July and all 4 musketeers are re-united again. They fight four monsters and think a lot about the magic number 69.
ATTENTION: The Podcast has moved to a new YouTube Channel. Please update your Subscriptions. The new channel is called TeamworkCast. We have an announcement [...]
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By Krystian Majewski on June 28, 2012
This time on the Monster Hunter Podcast: The Crabtastic Love Dice. We fight some crabs and get behind the secret monster design method of the the Monster Hunter developer team. Also, Krystian dies a lot.
ATTENTION: The Podcast has moved to a new YouTube Channel. Please update your Subscriptions. The new channel is called TeamworkCast.
Get the mp3 of [...]
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By Krystian Majewski on June 26, 2012
The Mass Effect 3 Extended Cut is out. I haven’t written too much about the Mass Effect 3 endings largely because I agree with all the videos that were made about them. Here is a good one:
Generally, I agree that the ending was horrible. So was the ending to Mass Effect 2. Neither lived up to [...]
Posted in Game Design Scrapbook
By Krystian Majewski on June 22, 2012
After recent article on the BD aesthetics of Gravity Rush, here are some notes on game’s titular character, Kat. With the recent controversy around the response to the Feminist Frequency video, it’s the perfect timing to look at a female protagonist in a current game. This may contain mild spoilers, but I encourage you to [...]
Posted in Game Design Scrapbook
By Krystian Majewski on June 17, 2012
Gravity Rush is a game to fall in love with. Wink! But no, seriously, I mean it. The title looked good in trailers. It demoed beautifully. And the final game rationalized the entire purchase price of the Vita to me. Did E3 make you lose your faith in the industry and the video game as [...]
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By Krystian Majewski on June 7, 2012
I recently mentioned the Kickstarter of FeministFrequency. Since then I noticed that the YouTube video for the project has been flooded with the most vile and aggressive comments. It seems like there were some campaigns on 4chan about it.
More examples on the Feminist Frequency Tumblr.
Frankly, this surprised me. I knew that sexism is an issue among gamers, [...]
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By Krystian Majewski on June 6, 2012
I just watched Prometheus. It’s a weird movie. If you haven’t heard about it, how did you do that?! Here is a trailer.
I was looking forward to it a lot and I was quite surprised that it received so mixed reviews. Having watched it, I kinda understand why. What follows are some of initial impressions. Yes, [...]
Posted in Game Design Scrapbook
By Krystian Majewski on June 2, 2012
A recently published Hitman trailer brought to attention that sexist depiction of women is still an ongoing problem in games. Penny Arcade tried to put this into perspective by listing what they consider a positive example, implying that the problem is not universal. But when Hitman is one extreme of the spectrum and Quantum Conundum [...]
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By Krystian Majewski on May 28, 2012
Time for another backlog update. I finished another 5 games completing yet another quintuple. This time I event went through some really heavy hitters:
Suikoden Not exactly a game that was on my old backlog list. But I decided to take a look because it seemed like a good title to explore. It turned out to be [...]
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