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 October 18, 2008
Note to self: must rethink my RSS feeds. Somehow I managed to miss the launch of Photosynth. So finally, the software that inspired Illucinated, my upcoming game is out. It is a software capable to create browseable 3D Collages out of collections of photos. Kinda like Autostitching but the result is not a single photo. [...]
Posted in Game Design Scrapbook
By Krystian Majewski on October 17, 2008
What do game designers do when they are not designing games? Well, it turns out that a surprising amount of game designers are actually into manned spaceflight. So far, I could associate three popular game designers with the space industry:
Richard Garriott – is currently at the ISS conducting some privately-funded space experiments. He will be the fist private [...]
Posted in Game Design Scrapbook
By Krystian Majewski on October 16, 2008
So I’m back from being busy. I got into some trouble with my flat. I had to move, buy furniture – the usual stuff. I’m totally spent right now, I could use a vacation. But now is not the time for that – got to move on. The good news is that I’m finished moving (almost) and I’m planning [...]
Posted in Game Design Scrapbook
By Krystian Majewski on September 25, 2008
The Success of Exits never fails to amaze me. Back when we made it, we only hoped it would spread virally. Actually, the briefing was to create a viral game. But viral marketing is a tricky beast and the results aren’t predictable so it felt more like a stab in the dark.But we hit something [...]
Posted in Game Design Scrapbook
By Krystian Majewski on September 17, 2008
With Spore having some troubles and being not exactly the most complex game, I would like to point out very quickly a neat alternative: Q-Pop. The game is VERY old. I think back from something around 1995. It is also technically not the most amazing one. It is partly turn-based, you can’t customize the appearance [...]
Posted in Game Design Scrapbook
By Krystian Majewski on September 12, 2008
I think everybody was at least curious how Spore would turn out. Now it seems that success of the highly anticipated game is heavily tainted by some draconian security measures.
There was a big outcry because of the DRM system SecuROM being implemented. The system was especially tight: it would have to “validate” an installed version of [...]
Posted in Game Design Scrapbook
By Krystian Majewski on September 11, 2008
Moo is awesome! Seriously. You might remember that I’ve ordered some Moo Mini Cards and I wrote a small article judging their quality and mentioning how the edges weren’t cut as smoothly? Well, imagine my surprise when I got an E-Mail from Moo apologizing for the quality issues and informing me that they will send [...]
Posted in Game Design Scrapbook
By Krystian Majewski on September 10, 2008
So, I got myself on the full version of Spore for one very long night. I de-installed it right after I got to the civilization stage because I found it very addictive and I’ve decided to buy it. In fact, there is a special edition I fancy. So Spore is defiantly on my “to-buy” list [...]
Posted in Game Design Scrapbook
By Krystian Majewski on September 7, 2008
Recently, I have found out that I am at the cutting edge of urban culture trends: I was doing Urbex the whole time. Urban Exploring that is. Wikipedia informs:
Urban exploration (often shortened as urbex or UE) is the examination of the normally unseen or off-limits parts of urban areas or industrial facilities.
Jokes aside, it’s alway strange to [...]
Posted in Game Design Scrapbook
By Krystian Majewski on September 4, 2008
So, yesterday I had a somewhat successful night photo session. I went to the hobo-shit-infested bridge again to get some descent coverage for Illucinated. I didn’t want to use the location at first but now time is running out. Besides, it IS a remarkable place and it fits well into the overall theme of the [...]
Posted in Game Design Scrapbook