Game development is a highly complex and sophisticated domain. It’s equally artistic and technical and requires extraordinary communication skills to achieve mutual understanding of the team members who come from many different fields. Creating a game is always a unique adventure: from the business model, through gameplay design, through writing the smallest texts, and many more. The choices made on the way often come from a vision, discovery and experiment, rather that deliberate and controlled production process – although planning plays in it a very important role. On the example of RUINER, we want to talk about some aspects of this process, what has been important to us and what we’ve learned while making the game.
\Magdalena Tomkowicz is co-founder of Reikon Games, narrative designer; she has always been fascinated by how technology merges with human life. She investigated it as a journalist and researcher and then decided to explore it in more detail by making games herself. She started as game designer for the “Witcher” in CD Projekt RED and then worked with Techland on “Dead Island Riptide”. In the meantime, she was involved in creating smaller games and applications. “Ruiner” has been a great adventure of exploration, creation and discovery.