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Developer Krystian Majewski discusses how he transformed Trauma, his university thesis project, into a successful point-and-click adventure that favors a rich experience over conventional puzzles.

August 21, 2013

2 Min Read

"What is it about a certain game that only I could have made and not somebody else?"

At GDC Europe 2012, Trauma developer Krystian Majewski invited independent developers to entertain the above question, to help differentiate their works from other games. In the video above, Majewski discusses how Trauma went from a final thesis project to an Independent Games Festival-nominated hit. He explains how Trauma combines an unconventional story with unique photographic visuals and a level design philosophy that focuses on creating a rich experience rather than elaborate puzzles.

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