Franciska Csongrady
Criterion


Franciska is a Narrative Designer and Writer dedicated to building narrative systems that enhance player agency and world-building. With a career spanning Moon Studios (Ori and the Will of the Wisps, No Rest for the Wicked), Chucklefish, Aardman, and Criterion (Need for Speed, Battlefield), she has built a reputation for seamlessly integrating storytelling into gameplay. Currently the Lead Narrative Designer on Battlefield’s single-player experience, she has been instrumental in establishing narrative as a fundamental pillar of development. A Forbes 30 Under 30 honouree, Franciska is passionate about using interactivity, spatial storytelling, and player agency to create compelling, dynamic game worlds.
Franciska Csongrady is speaking at the following session/s
The Invisible Narrative – Storytelling in “Gameplay-Focused” Games
Shooters like Battlefield and Call of Duty are often seen as “gameplay-focused” experiences, where story takes a backseat. But is that really true? This talk challenges the false divide between narrative and design, showing how story is embedded in everything—from level flow to mechanics, world-building to player agency. Using prototype theory, we’ll examine why rigid distinctions between "gameplay" and "narrative" are unhelpful, and how a more holistic approach can lead to richer, more immersive player experiences. Whether you're a designer, writer, or producer, this session will reshape how you think about storytelling in shooters.
Session Takeaway
- There’s no real dichotomy between gameplay and narrative—both are integral parts of the same experience
- Games like Battlefield and Call of Duty demonstrate how narrative can be conveyed through systems, mechanics, and design as much as through written dialogue
- Prototype Theory helps us understand that narrative elements evolve with gameplay mechanics and design, meaning they should never be thought of
Session speakers