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. Currently he works for the Cologne Game Lab helping establish a Master course in Game Design and Research. Visit http://www.krystian.de/ for more information.
Website: http://www.krystian.de
By Krystian Majewski on December 4, 2011
Spoiler Alert and Trigger Warning for sexual abuse. I saw Sucker Punch the other day. I have been putting it off since it received such bad reviews like this one:
The most widespread criticism was that the movie is sexist. It has pretty actresses kick butt in pretty elaborate nerdy fantasy scenarios while wearing lingerie. The problem [...]
Posted in Game Design Scrapbook
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By Krystian Majewski on November 28, 2011
I recently finished Torchlight. I made multiple attempts getting into in the past. Somehow, it never really griped me, even though I enjoyed Diablo a great deal. The other day, all the Diablo 3 talk left me craving for some good old comfort gaming. It was the perfect storm for me to get into Torchlight.
I blame [...]
Posted in Game Design Scrapbook
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By Krystian Majewski on November 28, 2011
I played Crisis Core some time ago and wanted to comment on its Digital Mind Wave “Mechanic”.
Aeris is actually spinning in her grave.
It is a somewhat puzzling game feature and they way I thought about it changed a lot during my playtrough. First I was confused. Confusion then quickly turned into disaffection throughout most of the game. [...]
Posted in Game Design Reviews
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By Krystian Majewski on November 21, 2011
There were a lot of new developments with TRAUMA recently. Probably the most exciting one being the fact the game was featured on the App Store. But instead of listing everything that happened, I wanted to point out a particular interview I gave recently:
Pause:Continue Arc 2 – Episode 3, Trauma
The interviewer was with Peter Willington aka. Xero [...]
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By Krystian Majewski on November 15, 2011
Time for another backlog update. I finished another 9 games. During all that TRAUMA business, I completely forgot to do an update! Also funny thing: the actual games I end up playing often turn out to be very different from the list I initially come up with. On the other hand, I did play a [...]
Posted in Game Design Scrapbook
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By Krystian Majewski on November 14, 2011
This time on the Monster Hunter Podcast: Halloween Special 2011. Impossibly delayed by electricity shortage, we bring you this celebration of the spooky holiday. Lean back, have a McRib and be afraid. Be very afraid.
Get the mp3 of the episode here.
The RSS Feed is here.
Get us in iTunes here.
Visit the new SocialDissonance Website!
Enjoy!
Posted in Game Design Scrapbook
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By Krystian Majewski on November 13, 2011
Now here is one book I was happy to delete from my Kindle. I recently finished “A Fire Upon The Deep” by Vernor Vinge. I was throughly disappointed by it.
A cheesy spaceship airbrush, 2 review quotes, one prize sticker and some seriously misguided typography. I should have known.
How I came to read the book I don’t really [...]
Posted in Game Design Scrapbook
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By Krystian Majewski on November 11, 2011
Here is an interesting bit that came up recently on the Day[9] show.
It appeared in Day9 Daily episode 341, an episode about multi-tasking. It was meant to demonstrate how being to able to play on a decent level in Starcraft 2 is not necessarily some impossible skill. The trick is to realize and understand what is important.
It’s [...]
Posted in Game Design Scrapbook
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By Krystian Majewski on November 8, 2011
I recently finished Amnesia: The Dark Descent. If you haven’t heard about it, I think Yahtzee pretty much covers it.
It’s probably one of the most effectively scariest games of all time. It’s quite ingenious. And perhaps the most important thing to note is that it achieves all of this because it dares to actually leave out [...]
Posted in Game Design Scrapbook
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By Krystian Majewski on November 3, 2011
Speaking of space and asteroids. Here is one image I see over and over again. It’s driving me insane.
Splash!
You will see it in every second science article on the extinction of dinosaurs or meteorites. Like this Wired article for example. It’s one of the so-called “Artist’s Impressions”. They often accompany scientific articles to illustrate a certain [...]
Posted in Game Design Scrapbook
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