1st Edition
How and Why We Make Games The Creative Confusion
Chapter 1: Games as a Medium / Artur Ganszyniec
Chapter 2: Why Do People Make Games / Marta Fijak
Chapter 3: The Myth of the Universal Audience / Artur Ganszyniec
Chapter 4: Traps of Realism / Artur Ganszyniec
Chapter 5: Authorial Voice and Intention in System Design / Marta Fijak
Chapter 6: Topography of Narrative / Marta Fijak
Chapter 7: Playing with Authorship / Artur Ganszyniec
Chapter 8: Why Games Will Always Be Political / Marta Fijak
Chapter 9: Author as a Group Entity / Marta Fijak
Chapter 10: Slow Games / Artur Ganszyniec
Chapter 11: Games of the End Times / Marta Fijak
Biography
Marta Fijak – making games since 2013. With a master's in experimental biology and an engineering degree in computer science, she decided to dedicate her life to games instead. Tried every form of game development, from basement indie with 20 players to a BAFTA-nominated game with ~2 million players, to F2P with ~10 million players. Has been a gameplay programmer, system and technical designer, and eventually a lead designer and a creative director. Recently, and not under NDA, she worked (a lot) on Frostpunk and (a little) on Rimworld. Teaches game design at the Warsaw Film School, consults on games, and just in general, can not shut up about them.
Artur Ganszyniec – making games since 2006. Data analyst by education, storyteller by choice, designer by trade, autistic by birth. Worked on AAA games, overseeing the story for the first two The Witcher games, and worked on ethical mobile F2P games, and artistic indie darlings. Teaches game design at the Lodz University of Technology, consults on games, and works for the Polish game industry as a part of the Polish Gamedev Workers Union.






