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 27, 2009
Hello Dear Readers!
We, the Game Design Scrapbook Team have decided to move our Blog here. It is finally our very own webspace with our very Wordpress installation. It has taken us quite some time to do the jump, which is why you haven’t heard from us for so long. But now it seem like most changes [...]
Posted in Game Design Scrapbook
By Krystian Majewski on August 27, 2009
Hello Dear Readers!
We, the Game Design Reviews Team have decided to move our Blog here. It is finally our very own webspace with our very Wordpress installation. It has taken us quite some time to do the jump, which is why you haven’t heard from us for so long. But now it seem like most changes [...]
Posted in Game Design Reviews
By Krystian Majewski on July 10, 2009
Wow, it’s been quite some time since the last and first episode of Videogames in other Media. Recently, I’ve stumbled over a good example and I remembered that there was this series of articles I wanted to write. So here is another great example of how Videogames are portrayed in films. This time, it’s a [...]
Posted in Game Design Scrapbook
By Krystian Majewski on July 7, 2009
Actually, the titlte should be “Flash Payment Fallacy” but I couldn’t resist the triple alteration. I’m sorry.
Again, just a quick post. Danc from LostGarden wrote a Flash Love Letter. It’s a polished Article and you should read it so I’m going to put it into a dwarf nutshel: Flash is awesome and may be tremendously important [...]
Posted in Game Design Scrapbook
By Krystian Majewski on June 21, 2009
With E3 Memories almost faded away, I wanted to drop a few of my thoughts. I’ll make it super-quick by putting all the things we saw into categories:
We all know it’s going to be awesome So thanks guys for showing us the game. You could have shown much less of it and we would be equally [...]
Posted in Game Design Scrapbook
By Krystian Majewski on June 13, 2009
Suprise, I’m alive. No time to explain, here is a quick thought on Game Design. Game Designers and AI Theorist like to discuss the conditions that would accurately define what kind of qualities an Artificial Intelligence should exhibit. There are things like the Turing Test but that’s a pretty fuzzy one, focuses on text interaction [...]
Posted in Game Design Scrapbook
By Krystian Majewski on May 13, 2009
So I’ve complained about it. I re-discovered it. Now I’m done with it. Yesterday I got my last achievement. I’ve finished the game 3 times. I’ve seen both – the evil and the good ending. I started additional 2 games which I quit before the final dungeon. I’ve seen all romance plot permutations. I’ve tried all three [...]
Posted in Game Design Scrapbook
By Krystian Majewski on May 12, 2009
I’m back from FMX. It was great as always. I got some awesome feedback on Illucinated and saw some great presentations.
Which brings me to today’s topic: presentations. As a graduate of KISD this happens to be a topic I have a lot of experience with. The concept of KISD is that whenever you create something there, [...]
Posted in Game Design Scrapbook
By Krystian Majewski on May 3, 2009
I’ve been yapping on how bad it is. Yet, being quite the achievement whore, I decided to make at least a second playtrough of Mass Effect. And then I just recently started the third.
Something weird happened. It is actually an good example of what my fellow blogger Simon Ferrari wrote – sometimes you can’t really make a judgement [...]
Posted in Game Design Scrapbook
By Krystian Majewski on April 29, 2009
I’m working 100% on Illucinated. The game is in a state where the gameplay works. The puzzles work. Everything is in place at least as a placeholder. What I’m doing right now is replacing all those placeholders with high-quality assets. Which means I have to actually produce them. Which (as with everything I do – I see [...]
Posted in Game Design Scrapbook