Top 100 Women in Games: Tanya Krzywinska

Like many of those who grew up during the 1980s and went onto begin a life working in games, Krzywinska’s interest in games was catalysed by playing text-based games.

When she started to realise the potential of the medium, she became an advocate for the academic study of video games, becoming a professor of digital games ten years ago.

Her motivation to bring games to the forefront of academic research has led Krzywinska to be elected as president of the Digital Games Research Association, as well as leading her to take up the role of editor-in-chief for the Games and Culture journal.

She is currently working with researchers and developers to create a Games Academy at Falmouth University, where games research, incubation and enterprise will be brought together, complete with groundbreaking undergraduate and postgraduate games courses.

To support the games industry by undertaking games technology research while providing students with the cutting edge creative, technical and team working skills needed for the next generation of game industry talent.

Krzywinska is particularly excited by the future prospects for augmented reality, which will bring virtual geometry into real life.

Games inspire passion in ways that other media cannot and change the way that fiction orchestrates experience,” she says.

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