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
Nothing is ever easy

Nothing is ever easy

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 [...]

TRAUMA Center

TRAUMA Center

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 [...]

TRAUMA Nominated for IGF 2010

TRAUMA Nominated for IGF 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 [...]

Red Faction Guerrilla: Collectibles Review

Red Faction Guerrilla: Collectibles Review

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 [...]

PixelJunk Shooter is Awesome

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 [...]

Podcast Episode 4: News

Podcast Episode 4: News

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)
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Fallout 3: Survival by Default

Fallout 3: Survival by Default

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 [...]

Podcast Episode 3: HD Gaming

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 [...]

Mass Effect: Massive Interface Fail Part III

Mass Effect: Massive Interface Fail Part III

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 [...]

Mass Effect: Massive Interface Fail Part II

Mass Effect: Massive Interface Fail Part II

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 [...]

About

Game Design Reviews is a Blog used by a group of game designers from Germany to publish and discuss their thoughts on various games. The blog consists entirely of reviews of games. Each review focuses on the important game design ideas and concepts of that particular game. We also run a second, more informal Blog called Game Design Scrapbook.

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