I’m stepping into a blogging trope here, but what follows is an article in which your humble author has to apologise for having been quite busy lately. I’m starting up a business, annual meetings have been held, and talks have been given – it’s all dragons, democracy and diversity. To summarise, starting with the biggest news first:
For the past couple of months, myself and Delia Hamwood have been collaborating to found a games studio. We’re keeping most of the details hushed-up until the launch of our debut title, but I can say that the games and tools we make will pay close attention to inclusivity and accessibility. Delia and I last worked together on A Planet Wakes, as part of Antholojam; this whole new venture will see us working with the business incubator at Sweden Game Arena.
I’ve also begun spreading awareness and tips regarding inclusive game development at conferences, primarily through a talk entitled The Art of Letting More People Play Your Game. A summary version debuted on the fast track at this year’s Nordic Game Conference (below left), and a more detailed version will follow at Castle Game Jam in July. I also spoke at Gotland Game Conference, on a panel discussing games’ past and future (below right).
A few annual meetings have come and gone too, and as I step up to chair TjejHack for 2016, I’ve stepped down to the position of vice chair at Diversi. Both organisations have a focus on expanding their networks this year, and the latter is set to institute an exciting new membership scheme, to help better fund its activities.
LadyCADE has also been busy recently, as once again I hosted the women-friendly fika at southern Sweden’s Creative Coast Festival. We were invited to run a booth during the festival as well, and so across a span of three days, visitors were invited in to play a variety of women-made games – including TjejHack’s #GemmaHat.
Looking forwards, the next couple of months contain some pretty solid development time as we work towards an early access/prototype game release in late August. The intention is to maintain a development blog during this; articles will be posted at our studio website (link to come soon).
I’ll also be a proud host to this year’s Lyst Summit in Hamar, Norway – acting as conferenciér to a typically marvellous array of talks and interactive experiences on the subject of love, sexuality and romance in games.
As long-form writing proves to be a bit more challenging of late, I would humbly invite you to follow these and further exploits of mine on Twitter until normal service can be resumed!
I kept busy at this year’s Game Developers’ Conference. As well as speaking, networking and learning, I also initiated an international meetup for the organisers and delegates of GDC scholarship programmes – crossing some international divides and experimenting further with a friendly approach to games socials.
For those who aren’t aware: the Game Developers’ Conference runs an annual scheme which helps to bring in student and professional delegates who would otherwise be unable to attend. GDC provides free conference passes, and the scholarship organisers usually work to provide further benefit to those who are brought in – such as bespoke networking and mentorship events. This year, Diversi partnered with King in order to provide one such scholarship for female-identifying students in the EU. We joined around a dozen other initiatives, such as geographical groups from the likes of India and Argentina, and other minority outreach groups – like the IGDA’s women-in-games group, and #INeedDiverseGames.
Soon after Diversi’s scholarship scheme came into effect, I realised (to my surprise) that although such schemes have been running for a number of years, there did not appear to be any precedent for cross-scholarship meetup events. Given the cultural, geographic and experiential reach of these schemes, it struck me as wasteful not to try bringing such a broad range of people together during the conference. So it was that I sought to apply lessons I’ve learned from running LadyCADE to an event which would effectively be co-hosted by up to a dozen people.
The best trick I’ve learned from running LadyCADE events is to apply a delicate touch, and let common sense prevail. Rather than delving down into the minutiae of logistics and rigorous delegation of responsibility, I have found that one can achieve similar results in a much more satisfactory way by empowering people to step up on their own. I then make a point of filling any emerging gaps myself. It’s a philosophy which relies easily upon the fact that everybody’s who’s volunteered to help run an event is already invested in it, and so will already have ideas or experience which they can pull on. Why waste time and trample over that with attempts to provide a concrete plan from the start?
So it was that I began with a series of outreach emails – first to the other scholarship organisers whom I already knew, since I also wanted to be sure that it was an interesting and valuable new idea. Thence to the published list of GDC scholarships, which as footwork goes was a surprisingly chaotic affair. Eventually though, with a little over half a dozen email responses, I could invite the various organisers to a Slack forum in order to continue a more directed conversation.
As expected, the planning of this event basically boiled down to conversations amongst a few of the more experienced event organisers. This was not something I wished to discourage, as our focus lay on having a simple, solid and safe event. With a remit like that, there’s less of a need to ensure that all creative voices are heard. However, it’s worth stating that in any volunteer venture one must still ensure that no-one goes unheard, as it is important for all participants to feel they have agency.
Plans bounced back and forth and arrived at a simple and cheap idea, of arranging a picnic. The details came together relatively late, as we had to contend with interweaving the conference schedules of potentially hundreds of people – a hurdle we’d anticipated well in advance. In the end though, we managed to put together a drop-in event at GDC’s quintessential outdoor venue. We sent details of the meeting spot and times to all those organisers who’d been involved in the planning process, as well as to those who might be able to forward on to the more elusive scholarship organisers, whom I’d failed to reach earlier in the process.
In the end we drew in organisers and delegates from #INeedDiverseGames, International Ambassadors, the IGDA’s Women in Games SIG, Pixelles, and Diversi – plus a couple of conference associates and other interested parties. Not everyone was in attendance at the same time – we knew that the schedules of individual scholarship programmes and the conference itself would not allow for that. However, the result was still a 3-hour, rolling social event which brought together students and professionals from at least four continents. We gathered during the middle of the conference in the California sunshine, to chill out somewhere friendly and meet new people from similar-yet-different circumstances.
It is my hope that the scholarships picnic will become a regular feature – especially now that the pilot work is done. Its simplicity makes this an easy event to run, and the concept of having delegates bring their own snacks and drinks makes it an affordable one, also free of the sorts of social pressures which may be instilled by meetups hosted in a bar. Finally, it also proved to be a good opportunity for myself and my Diversi colleagues to meet the heads of other scholarships, many of which are attached to diversity interest groups themselves. Although not a formal networking event by any means, it was nevertheless fun, informative and reassuring to have met some of our peers from overseas.
My thanks to everyone else who was involved in the process of founding this event, and to those who came on the day! Suffice it to say: if you’re looking to run a GDC scholarship in 2017 and would like to join in planning for a follow-up picnic, do get in touch!
This year was the first time I’d been able to attend the Game Developers’ Conference in San Francisco. I went primarily to talk on the subject of women-in-games initiatives and how they make a difference. This panel session – in which I was joined by Zoë Quinn, Rebecca Cohen-Palacios, Sagan Yee and Stephanie Fisher – will be made available on GDC Vault in the coming weeks.
I also attended in order to seek inspiration and some new direction, and to meet people working outside of Europe. Although I skipped past many talks in favour of the sorts of activities I couldn’t simply catch up on online afterwards (a strategy I’d recommend strongly to future first-timers), I did nevertheless come away with new insights – some whimsical, and some practical.
What follows, then, is a collection of personal reflections on the talks I saw, along with my tips for recommended GDC Vault material.
101 jammers, one cruise ship and 1,043 miles of Norwegian coastline – this is part 2 of my Splash Jam recap, recalling a long weekend aboard Hurtigruten’s M/S Finnmarken, travelling from Tromsø to Trondheim. Part 1, recounting the jam itself, can be found here; this post focuses instead upon the game we made, entitled Ardo.
101 jammers, one cruise ship and 1,043 miles of Norwegian coastline – there were some pretty big numbers involved in Splash Jam, but they paled in comparison to the the scenery around us, and the spectrum of games produced during this long weekend. This cruise-bound game jam aboard Hurtigruten’s M/S Finnmarken from Tromsø to Trondheim was by far one of the most memorable game jams I’ve attended. It’s also one in which I felt most proud of the game I worked on, even if sea nausea robbed us of some significant work time, and therefore impacted our proof of concept somewhat harshly.
As a lot happened during this event, I’ve decided to split my recollections up into two posts. This one addresses the jam itself, whilst this subsequent post looks back upon the game we made, which was entitled Ardo.