
Game designer, storyteller, writer. Teaches game design @p_lodz_pl. Previously @witchergame, @ATGamesPL, @11bitstudios, @differenttales, @AnsharStudios.
Poznań, Polska
Joined March 2009
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My second take on a Slow Gaming Manifesto. link.medium.com/8osJ5Xr54jb
#SlowGaming #SlowGames #gamedesign #gamedev
In Chapter 5 @YerisTR explores how game systems can serve (must serve) as the conduit for the authorial voice.
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We never really model the reality, don't we? We can only model our understanding of reality, and our models are shaped by our understanding, biases, and internalized ideologies.
Our design says something about what we think about the world.
Let's be, at least, conscious about it.
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The visual side has been the driving force of technological progress in the games industry. With better hardware, rendering techniques, higher-quality graphics, the progress curve is getting steeper every year. The assumed goal of this arms race is the perfect visual fidelity.
Confronted with photography, painters started exploring outside the realm of visual fidelity and found impressionism, dadaism, cubism, etc. I wonder what we would find if we tried.
We explore these questions of mimicry and art in Chapter 4 of our book.
More on howandwhywemake.games by @YerisTR and yours truly.
Artur Ganszyniec retweeted
Watch Paula Mackiewicz-Armstrong and Artur Ganszyniec presenting an in-depth analysis of the workload in the Polish game dev industry, based on a community survey. The talk was recorded at @Digital_Dragons conference in Cracow.
youtube.com/watch?v=Ghr2JB6N…
We (@YerisTR & I) had the pleasure to visit a @NewBooksNetwork Game Studies podcast and talk about our book. Come and listen #howandwhywemakegames newbooksnetwork.com/how-and-…
Artur Ganszyniec retweeted
I'm not often compelled to speak out about things like this - but are companies like Google and OpenAI aware of the serious, permanent damage they've done?
Not just to this - an admin can change this. But to *images on the internet as a whole*.
You see Google Images lately?
Both @YerisTR and I come from a not-so-big European country, and the language we grew up in is Polish. But, in today's reality, a not-so-big domestic market is too small to sustain making a game targeted just at the domestic audience.
And is the goal even viable? How to prepare for the seemingly invisible (or just mostly ignored) yet deeply-running differences in the cultural perception of our works in different countries or continents?
This is a very practical question for me, as daily I work in a language that is not mine, hoping to reach people who live in realities I know only from a second-hand or a tourist perspective.
I wonder, how does that work for you?
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Why do people make games? asks @YerisTR in the second chapter of our book.
At its heart, this is a question about the source of human creativity... Why do we feel the need to create? Why, even when we were running after mammoths, we found the time to draw them on the walls?
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Looking for answers, Marta takes us on a journey from sacred and profane mysteries of ancient Egypt, to nuclear lab PR stunts, to today's realities of commercial game development. The answers she finds span a spectrum from child-like awe to the bitter feelings of being stuck.
All in all, the reason for any creative endeavor is a deeply personal thing.
And you, why do YOU make games?
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