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 15, 2009
It is now one month since I’ve bought my Xbox. I was quite surprised when I realized that. During just that one month, a lot of things happened. I bought, tried and even finished quite a lot of new games. Looking back, I’m generally happy with the purchase. The games have mostly a great quality [...]
Posted in Game Design Scrapbook
By Krystian Majewski on January 12, 2009
I released a new game! Well sort of. Well actually an old game but re-made from scratch. It’s basically a better version of our disturbingly sucessfull game Excit. You might remember that I blogged about the hours I’ve invested in that project or how it made me re-consider the value of animations.
So now it is finally [...]
Posted in Game Design Scrapbook
By Krystian Majewski on January 12, 2009
There is an interesting custom among game designers to write so-called “Post-Mortems” about the games they made. So far I know, filmmakers, musicians and writers do not handle their work in such a scientific manner. I find Post-Mortems an excellent tool to establish a systematic and reflective approach to design, especially game design. So for [...]
Posted in Game Design Reviews
By Krystian Majewski on January 11, 2009
Recently Corvus from Man Bytes Blog gave an intriguing task for his newest Round Table: take a book and imagine how a game would look like if that book was based on the game. That’s a mind twister and quite the challenge.
I immediately thought of my favorite and Sci-Fi writer: Stanislaw Lem. I think Lem was [...]
Posted in Game Design Scrapbook
By Krystian Majewski on January 5, 2009
I’m finally continuing work on my game Illucinated! As you might remember the last post about it was on the 4th of Septemer, but it’s not that I didn’t do anything since then. I finished another level and fixed a lot of technical problems. However, at some point my progress was hampered by a stressful [...]
Posted in Game Design Scrapbook
By Krystian Majewski on January 3, 2009
This holiday season went well for me. As you might have seen, I was able to finish some long-overdue Articles on Secret Files: Tunguska and The Moment of Silence. I also got hooked on GTA4 and was able to finish it recently. I even wrote an article on it and I will publish it soon. [...]
Posted in Game Design Scrapbook
By Krystian Majewski on January 2, 2009
The last time, I was talking about the German adventure game Secret Files: Tunguska and how it is extremely polished but lacks value. This time, I would like to discuss another German adventure game called The Moment of Silence by the studio House of Tales.In the Moment of Silence you control Peter Wright: a designer, [...]
Posted in Game Design Reviews
By Krystian Majewski on December 30, 2008
Here are two moral dilemmas I recently stumbled upon. They are both about what kind of content is suitable for children. Now, the German government is really touchy this subject, especially in computer games. I strongly disagree with banning media – why not simply setting a higher minimum age?! However, I think we all agree that some [...]
Posted in Game Design Scrapbook
By Krystian Majewski on December 27, 2008
As a preparation for my thesis project I had to get an overview of the current adventures games. So I bought a couple of popular titles, installed them all and played each game for a couple of minutes first to get and idea what it is about. At that time, one particular game stood out [...]
Posted in Game Design Reviews
By Krystian Majewski on December 22, 2008
BraidI just finished Braid. It took just the forenoon – it is a pretty compact experience. It is good but there are some things that bother me.
One thing is that it is really hard. It is a very special KIND of hard. We’ve encountered this also when designing levels for Excit: if you push the puzzles very far, [...]
Posted in Game Design Scrapbook