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            Anna is a technical designer, programmer, writer and geek whisperer, with a passion for all things games. She is a hard core nerd, with excellent people skills.


            Anna Tito - IGDA Member Profile


            See my other profiles:

            • Gamasutra
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            • Twitter:@MythicalC


            "I am a strong believer in the concept of games as art and feel that we can have fun, meaningful and artistic games. My focus and passion is largely on Narrative and story and its role in developing meaningful game play. My other passions lie in the realm of reusable and elegant OO code and teaching artists and designers to code."

            I HAVE to make games.... 06/11/2011
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            When I first studied creative writing, I felt that I was in the wrong place. People where there because they felt the inalienable desire to write. Nothing more, nothing less. During my interview for the program they asked me why I wanted to study the course, I said I wanted to learn, they looked at me like I had said I want to dance naked in the school quad. In the last class I had for this course before moving on I asked people why they write, why were they there. 90% of the class said they HAD to write, they could do nothing else. There was only one other person besides myself that said I want to communicate. For me writing is pointless unless you are communicating with someone else. I love to write, create worlds and characters, to give people a peak into the way I see the universe in all it’s beauty, wonder and horror. People are so caught up in their own worlds, I love the fact that through words I can show them something else, some other reality.

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            Games, Stories and the Creation of Meaning 01/03/2010
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            Stories define, challenge and change us. They define the boundaries of what we know and how we know it. They teach us about the experience of others and how our and their worlds intertwine. They speak to us of the fantastic; they speak to us of the real. A good story speaks on many levels; it grows with us and redefines itself through our own experience. I am not simply talking here about the grandiose sagas of the ancient mythology or the quests and adventures presented in modern novels, I am more broadly talking about the stories people tell of themselves and their lives. We each have a personal narrative, we all tell stories, it is how we make sense of our existence and ourselves. However we also must have other stories by which to compare and contract our own. It gives us a comparative framework a way in which we begin to see outside of ourselves and build an empathetic experience of others and the world.

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            The Momentous Choice 12/09/2009
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            The idea of the momentous choice is that a single choice in a game that has real and measurable effects and consequences for game play and narrative. In many games choice is defined slowly through character specialisation and personalisation through RPG Stats the introduction of the momentous choice allows the game to develop a degree of complexity by developing the concepts of cause and effect. Though out most game play the notions of cause and effect have been limited as the only real effect is often player death and then respawn or restart, in many modern games even the power of this choice has been lessened with instantaneous respawn and the notion of fainting rather than dying. The impact of this ‘immortality' is that the player is less likely to consider the choices they make, they can charge through with most problems being overcome through brute force. The momentous choice reintroduces the player to the notion of considered action.

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            Acknowledgements
            Photoshop brushes, used in background and header: Swirl Brushes by cocacolagirlie and Thorns Vines Gates by Cybrea
            Header Font:Neverwinter