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 February 14, 2009
Actually, this one should be posted by my colleague Yu-Chung Chen since it was more his work bit he is busy or recovering or lazy or ass.
We recently did a nice project at KISD where we experimented with the the Wiimote and Flash. I was only involved as a supervisor, Yu-Chung actually did some (pretty hardcore!) [...]
Posted in Game Design Scrapbook
By Krystian Majewski on February 14, 2009
I’m back from Casual Connect Europe.
I had a great time! The presentations were ok. I guess my problem was that most of them were either producers or from marketing and so the topics they covered were a bit remote and dry. We need to change that! Game Designers need to get more involved, especially the [...]
Posted in Game Design Scrapbook
By Krystian Majewski on February 9, 2009
Some cool news:
I will be doing a presentation of my Excit Post-Mortem at the Casual Connect Europe conference in Hamburg at the 12. February. If you are going to attend, feel free to visit me!
The funding for the institute I helped establishing has been confirmed. The Cologne Game Lab will happen. Our first task is to offer [...]
Posted in Game Design Scrapbook
By Krystian Majewski on February 5, 2009
I’m in a bad mood but this one cheered me up a bit. I already wrote about the awesome font creation tool Fontstruct before. I checked them out again and guess what: they FINALLY added features for letter spacing making the toolset pretty much complete. This is a free, simple, sexy and incredibly powerful tool [...]
Posted in Game Design Scrapbook
By Krystian Majewski on February 3, 2009
As you might know I participated in this Month’s Blogs of the Round Table (BORT) with my Solaris post. I also joined Corvus Elrod, Joe Tortuga and Troy Goodfellow in a podcast (BORTcast?) in which we discussed three of the entries. It is only 25 minutes and
available here.
I would also like to use this post to [...]
Posted in Game Design Scrapbook
By Krystian Majewski on February 2, 2009
Cliffski is currently working on a Sci-Fi Space Opera battle game and he recently asked about the economy and logic of epic space battles. He basically wanted to know what the logic is behind having small fighters and big capital ships because he tries to reproduce them in his game.
This is a dear topic for me. [...]
Posted in Game Design Scrapbook
By Krystian Majewski on January 29, 2009
It’s my turn to take upon Braid. So far I’ve read some great articles about it. However, I often had the impression that people were more keen on discussing some quite superficial qualities of the game and made some very broad statements about it’s meaning. When they discussed details, they mentioned them often just brief [...]
Posted in Game Design Reviews
By Krystian Majewski on January 27, 2009
In case you haven’t noticed, I jumped on the Twitter bandwagon. My colleague Yu-Chung Chen joined me.
You can follow my twat under krystman
You can follow Yu-Chung’s twat under wanzai
We are working on seting up both our twitter streams as a badge in the sidebar. So far setting up two twitter badges only results in them getting confused with [...]
Posted in Game Design Scrapbook
By Krystian Majewski on January 23, 2009
Space geekout time! I’ve got a cardboard Orrery for Christmas and I finished it recently. Here it is:
Although it looks awesome, I’m not entirely blown away by the result. If you are interested in some thoughts on information design, modelmaking and astronomy – read on:
Posted in Game Design Scrapbook
By Krystian Majewski on January 22, 2009
Most of the time, we have not been reviewing too many mainstream games. There are two reasons why. The first one is because those games already receive a lot of coverage in other media. The second is that mainstream games often focus on a high ROI and tend to avid interesting but risky design choices [...]
Posted in Game Design Reviews