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 January 14, 2010
Work on the Intro continues. Sadly, I haven’t been able to do the final shots due to snow. The last shot was supposed to be outdoors and I really couldn’t shoot in snow as it wouldn’t fit to the other outdoor shots I had. So I returned the camera and I wait for better weather.
The camera [...]
Posted in Game Design Scrapbook
By Krystian Majewski on January 6, 2010
Today I got some tricky shots in for TRAUMA. These were actually the first ones where you can see the face of the main protagonist. So far, she existed only as a voice but I couldn’t get around showing a human face after all. I’m working on the intro sequence which needs to show the [...]
Posted in Game Design Scrapbook
By Krystian Majewski on January 4, 2010
Apparently, TRAUMA was nominated for the Independent Games Festival 2010. In 3 categories. I say “apparently” because quite frankly, I can’t quite believe it. Getting nominated for IGF was one of my big goals for this project. However, I never had my hopes too high. After all, I’m just one guy (apart from TRAUMA’s Musician [...]
Posted in Game Design Scrapbook
By Krystian Majewski on January 1, 2010
Collectibles. Fellow German co-blogger Pasco commented recently that collectibles are one of the characteristics of modern games. Also, the always superb Experience Points Podcast discussed collectibles as part of their “In Search of Secrets” Episode. Finally, being an achievement whore myself, collectibles are something I deal with on a regular basis. More than enough reasons [...]
Posted in Game Design Reviews
By Krystian Majewski on December 16, 2009
Progress with TRAUMA grinds to a halt whenever I get swamped in work in my dayjob. My girlfriend being sick doesn’t help. It seems like I won’t make it this year after all. But I made a storyboard for the missing parts and I organized a camera and scheduled the shooting. Will try to wrap [...]
Posted in Game Design Scrapbook
By Krystian Majewski on November 25, 2009
And here is yet another AMAZING podcast episode. We thought it was shorter, but it isn’t really. However, we do cover more topics in the same ammount of time.
Among this show’s topics: Yu-Chung talks about his new game – Harvest Mania (and also demonstates his ignorance of such super-important things like RickRolling).
Download Episode 4 (39MB, 84 Minutes long)
RSS Feed [...]
Posted in Game Design Reviews, Game Design Scrapbook
| Tagged Podcast
By Krystian Majewski on November 23, 2009
Judging by my recent posts on Mass Effect one might come to the conclusion I was a Fallout 3 fan. Both games are often compared when discussing modern western RPGs. I think their relationship is quite complimentary. The one has strengths where the other has weaknesses. Nevertheless, I indeed think that Fallout 3 offers a [...]
Posted in Game Design Reviews
By Krystian Majewski on November 16, 2009
We still haven’t established a real posting pattern. So surprisingly, here is yet another exciting Game Design Reviews Podcast Show episode.
Download Episode 3 (47MB, 102 Minutes long)
RSS Feed for the Podcast
iTunes link
Join us on this episode as we geek out about the advantages and troubles of HD Gaming. We discuss our gaming setups and the experience we [...]
Posted in Game Design Reviews, Game Design Scrapbook
| Tagged Podcast
By Krystian Majewski on November 10, 2009
Welcome to the third and last part of the Massive Interface Fail Trilogy. In this series of articles I’m discussing the manifold interface design shortcomings in BioWare’s Next-Gen RPG Sci-Fi blockbuster Mass Effect.
- “Ok, Artoo. Now zoom out. NO! Don’t close the galaxy map! Goddamn Artoo, if I only had a healthy hand, I’d smack you!
As previously [...]
Posted in Game Design Reviews
By Krystian Majewski on November 8, 2009
Welcome to the second chapter of the Massive Interface Fail Trilogy. In this series of articles I’m discussing the manifold interface design shortcomings in BioWare’s Next-Gen RPG Sci-Fi blockbuster Mass Effect.
Ok, I admit I haxxored this one to drive the point home. But from here on only genuine screenshots, honestly.
As previously stated, almost EVERY screen in Mass [...]
Posted in Game Design Reviews