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 16, 2012
I recently finished Catherine. At least I declared for me I did. Normally, I would attempt to get at least the majority of the achievements. But after witnessing all the endings, I decided to draw the line. The Babel challenges turned out to be a painfully difficult even on the easiest stage. The babel mini [...]
Posted in Game Design Scrapbook
By Krystian Majewski on January 13, 2012
This time on the Monster Hunter Podcast: The Next Frontier. We finally return to Tri and discuss the uncharted territory of Monster Hunter Frontier.
Get the mp3 of the episode here.
The RSS Feed is here.
Get us in iTunes here.
Visit the new SocialDissonance Website!
Enjoy!
Posted in Game Design Scrapbook
By Krystian Majewski on January 12, 2012
The philosopher’s stone of many game enthusiasts is how to bring their significant other to enjoy games with them. I am no different in this regard and my GF had to endure multiple experiments already. But expect from the occasional freak side-effect I remain unsuccessful in enkindling in her the kind of enthusiasm for the [...]
Posted in Game Design Scrapbook
By Krystian Majewski on January 11, 2012
Time for another backlog update. I finished another 4 games. With one game (Penumbra: Requiem) carrying over from the last update, this completes yet another quintuple.
Torchlight Apparently the only game that I was planning to play trough in the last update. I enjoyed it a quite a bit. It filled a sudden craving I had for [...]
Posted in Game Design Scrapbook
By Krystian Majewski on January 10, 2012
This time on the Monster Hunter Podcast: A Christmas Miracle. It’s part deux of the crew searching for the elusive christmas spirit and their monster fighting mojo.
Get the mp3 of the episode here.
The RSS Feed is here.
Get us in iTunes here.
Visit the new SocialDissonance Website!
Enjoy!
Posted in Game Design Scrapbook
By Krystian Majewski on January 9, 2012
Recently, I found this post among the old drafts of my blog. I was trying to write a longer post on the decks of Magic: The Gathering – Duels of the Planeswalkers back when I was first playing it. Coincidentally, I recently returned to the game to play the DLC. Even though the post is not complete, [...]
Posted in Game Design Scrapbook
By Krystian Majewski on January 8, 2012
I thought I use this opportunity to boast a little about the Game of the Year nominations TRAUMA received. I don’t think the major gaming sites said anything. But some indie websites included TRAUMA in their picks.
indievault.it – Alex Camilleri from indievault.it picked TRAUMA for his Indie Game of the Year.
theindieshelter.com – And while we are in italy, theindieshelter.com also seems [...]
Posted in Game Design Scrapbook
By Krystian Majewski on January 6, 2012
Some time ago I reported about none other than Chris Crawford visiting Cologne Game Lab in person. We have just recently uploaded a video of one of his highly entertaining lectures. This is something you may want to check out!
Too bad you missed it, huh? But wait, there is more! The reason why we uploaded it [...]
Posted in Game Design Scrapbook
By Krystian Majewski on January 3, 2012
This time on the Monster Hunter Podcast: A Christmas Miracle. It’s part one of the crew searching for the elusive christmas spirit and their monster fighting mojo.
Get the mp3 of the episode here.
The RSS Feed is here.
Get us in iTunes here.
Visit the new SocialDissonance Website!
Enjoy!
Posted in Game Design Scrapbook
By Krystian Majewski on December 31, 2011
There are very good reasons why Batman: Arkham Asylum is so critically acclaimed. It is a very good Metroid Prime clone, heavily modified to faithfully convey the characters and the world of the Batman universe. It is a good example on how to make license games.
Dramatization of actual gameplay experience.
Yet, Arkham Asylum has some very clear flaws. [...]
Posted in Game Design Reviews