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 April 9, 2012
This time on the Monster Hunter Podcast: A Tale of Two Primates. With Nick and Krystian not being available, Shepard and Nahxela embark on two quests of primate slaughter.
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Posted in Game Design Scrapbook
By Krystian Majewski on April 2, 2012
With my job contract wrapped up, I finally have some free time to catch up with some personal projects. One of them being working my way trough the pile of books and games that accumulated over the last two years or so. Just recently, I finished House of Leaves by Mark Z. Danielewski.
Bricks may or may [...]
Posted in Game Design Scrapbook
By Krystian Majewski on April 1, 2012
Here is a thought. A lot of games center on the idea of discovery and exploration. From Text Adventures, Roguelikes, RPGs, First-Person Shooters, Point & Click adventures and whatnot, only very few games avoid tapping into this theme. The most iconic representation of this idea is the dungeon. A hero or a group of heroes [...]
Posted in Game Design Scrapbook
By Krystian Majewski on March 31, 2012
This time on the Monster Hunter Podcast: Lowering Expectations. With Nick being on the podcast less frequently from now on, we form the Human Centipede together with Monomyth in exchange for stories from Monster Hunter Frontier.
Note: Sorry for the current delays. Shepard seems to be a bit maxed out with his new job. I will take [...]
Posted in Game Design Scrapbook
By Krystian Majewski on March 29, 2012
Time for another backlog update. I finished another 5 games completing yet another quintuple. I also slipped a bit and broke some of my own rules. I got the PlayStation Vita among with some games as well as Mass Effect 3, The Last Story and I borrowed Syndicate. Not exactly proud of myself. But first [...]
Posted in Game Design Scrapbook
By Krystian Majewski on March 19, 2012
So I’m doing some research into Roguelikes for reasons that shall remain secret for now. I have been looking at some examples to get a general taste for the myriad of flavors there are. One could say that I did a Wine Tasting with Rogulikes. Here are my notes.
Dungeon Crawl Stone Soup
Unaccessible depths.
Dungeon Crawl Stone Soup is apparently [...]
Posted in Game Design Scrapbook
By Krystian Majewski on March 11, 2012
I thought I write something more straight-forward today. Recently, I started to watch some Star Trek: Deep Space Nine. I grew up with The Next Generation and I really liked that series. I watched Voyager and Enterprise and they were ok, I just found they lacked that something special I loved about TNG. But with [...]
Posted in Game Design Scrapbook
By Krystian Majewski on March 10, 2012
Mass Effect 3 was already released in some regions. So it seems like I’m fashionably late writing about Mass Effect 2 at this point. But there is one last thing I really wanted to talk about before moving on. This time, I’m not going to go into the details of it’s interface design. Instead, I’m [...]
Posted in Game Design Reviews
By Krystian Majewski on March 5, 2012
I haven’t been updating in some time. But things are about to improve. And there is a lot to talk about. One of them being The Last Story.
If you have been living behind the moon, The Last Story is an amazing Japanese action-RPG that was just recently released in Europe for the Nintendo Wii. It is [...]
Posted in Game Design Scrapbook
By Krystian Majewski on February 27, 2012
I wrote my Mass Effect Massive Interface Fail trilogy in 2009. To my surprise, it has become one of the most popular posts on this blog. I was shocked seeing some people even use it as a teaching resource for UI/UX design in games. The recent mention by Kirk Hamilton on the Kotaku blog brought [...]
Posted in Game Design Reviews