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 11, 2008
I already wrote about my problems with GameBoy Micro faceplates. This time, I will show you the extent of the damage. The following pictures may be disturbing, viewer discretion is advised.
So I thought I give it another try with a new faceplate. I’ve already ordered a set of 4 no-name faceplates (correction, the company is called [...]
Posted in Game Design Scrapbook
By Krystian Majewski on August 10, 2008
I guess it’s official now, the GameBoy Advance is no longer with us. At least as a product. Yesterday, I was shopping downtown. I was looking for some games for my newly re-discovered love for the GameBoy Micro. I was surpised when I found out that every store removed its GameBoy department. In some stores, [...]
Posted in Game Design Scrapbook
By Krystian Majewski on August 9, 2008
If you consider the Text in the following screenshot, there are two unusual things about it:
First, the font is in italics which is quite unusual for a pixel font and certainly a typographical challenge.
Second, the text is in German. The screenshot is from the 1993 GameBoy game “Zelda: Link’s Awakening” (actually, the GameBoy Color remake). I remember [...]
Posted in Game Design Scrapbook
By Krystian Majewski on August 8, 2008
There is an outstanding GBA games series called Bit Generations. It is a series of very small games with very minimalistic styling. The series also has some amazing packaging.
Isn’t it strange? Everybody, who bought the game loves the packaging for its stylishness. Yet, from a economic standpoint, this is much cheaper then the kind of packaging [...]
Posted in Game Design Scrapbook
By Krystian Majewski on August 7, 2008
In Game Design and Development, you often need fonts that match very specific criteria. For example, you might need a 9 pixel high font with monospaced cyphers to display numbers in tables at a high resolution. In linear media, you can get away with using a standard font and just tweaking everything by hand. In [...]
Posted in Game Design Scrapbook
By Krystian Majewski on August 6, 2008
Oh Nintendo. Why do you torment us so much. Recently, I’ve borrowed Super Mario Advance 4 from Yu-Chung. The whole Super Mario Advance series makes me just furious in itself. It’s bad enough they are re-selling old (OLD!!) games for the price of a new game. Back in the SNES times they at least had [...]
Posted in Game Design Scrapbook
By Krystian Majewski on May 8, 2008
Recently, there has been a funny strip in the webcomic VGCats about the Nintendo DS game Phoenix Wright. It mocks the reoccurring large female breasts throughout the game. Bizarrely, because of the convoluted story one character gets big breasts every time there is a crisis. A character in Phoenix Wright is a spirit medium able [...]
Posted in Game Design Reviews
By Krystian Majewski on May 5, 2008
Recently, I’ve played The Longest Journey by the Norwegian Studio Funcom. It is not to be confused with it’s very different sequel Dreamfall: The Longest Journey. The Game Designer responsible is Ragnar Tørnquist and I found out that he was about my age when he began working on the game, which is always quite a [...]
Posted in Game Design Reviews
By Krystian Majewski on April 21, 2008
Why are French games often called different in the USA? Fahrenheit is a game by the French studio Quantic Dream. It was released as Indigo Prophecy in the USA. According to Wikipedia it was done to prevent confusion with Fahrenheit 9/11 but wouldn’t this kind of confusion also happen in Europe?New Movie? I thought I [...]
Posted in Game Design Reviews
By Krystian Majewski on April 19, 2008
Recently, there have been some interesting developments in the adventure genre. I believe they are signs of a upcoming (or ongoing) evolution of this genre, which might revive the adventure game or even redefine what we consider a game. One of the new, interesting adventures is called Experience 112 (The Experiment in America, I believe). [...]
Posted in Game Design Reviews