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A panel discussion at Women in Games International.
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Introduction
Microsoft's
Red West campus in Redmond, Washington hosted the first in a series of
upcoming Women in Games International Conferences. “Advancing Your
Career in Game Development: The Women's Perspective” (September 10,
2005) featured ten panels with a total of sixteen speakers followed by
a networking party sponsored by Microsoft Game Studios and drew four
hundred registered attendees. After a successful event, committee
members are enthusiastic about the conferences scheduled in San
Francisco and Dallas.
Keynote—“Supporting an Inclusive Work Culture”
Shannon
Loftis, Group Program Manager at Microsoft Game Studios, shared her
experience as a woman in the game industry for the past twelve years
and discussed ways of establishing and supporting an inclusive work
culture. “Inclusion is a subset of diversity and necessary to the
success of a productive game design team,” she said. “By creating a
safe environment for the entire team, creative risks are more likely to
occur, leading to better gaming concepts and long lasting productivity.”
In
order to achieve an inclusive work culture, a team member must first
evaluate his/her own core values and integrate them into the team
without forcing ways of thinking on other members. As a recruiter,
Loftis listens during the interview process for unique and possibly
shocking responses to application questions. She encourages recruiters
to approach interviews in the mindset of looking for difference.
Unusual approaches to game design strategies lead to well-rounded teams.
A
culture of respect is vital to maintaining an inclusive team, according
to Loftis. It is essential to account for all input. Since game
development is often more complicated than traditional work, members
need to be willing to cross-over content and provide valuable feedback
if they expect to capitalize on the value of each team member's role in
the process.
In
Loftis' experience at Microsoft, the informal mentoring and sponsoring
system has been helpful, particularly for women in the company. A
mentor is typically older or at least more experienced in the company
and serves as an advice giver to new employees. A sponsor is a direct
contact for participating in new projects. Both roles are integral to
an inclusive team nature among members.
Sometimes
work environments are non-inclusive. Loftis recommends building a
network to ensure change. Asking for advice and seeking assistance is
important, but at the same time you have to remain true to your core
values. If change and acceptance seem unlikely, it is time to evaluate
your quality of life. Even if it is a difficult decision, quality of
life is more important than keeping the job you are unhappy at. As the
game industry expands and continues on an upswing with multiple new
platforms, options become available. There are more opportunities for
working in companies that value diversity. Attendees cheered Loftis'
passion for inclusive environments, so there's hope for continuing
change and increased diversity in the game industry.
Panel—“Breaking In: How to Acquire the Skills and Get that First Job”
Jen
Sward, Instructor at DigiPen, discusses strategies for breaking into
the industry with students. She stresses the importance of attitude,
education, networking, and the application process. Her fellow
panelists agree and provide experiential insight.
Attitude
ranks at the top of getting into the industry. Ellen Beeman, Program
Manager at Microsoft Corporation, looks for people who are open to
learning new technologies. Amy Bendotti, Recruiter at Monolith
Productions, looks for enthusiasm, focus, and specific attention when
recruiting quality assurance testers. Sward tells artists to leave
behind egos and develop communication skills. Admittedly, a few jabs
were made at the reclusive nature of many programmers. Increasingly,
the ability to be outspoken and express opinions is vital to team
development, and programmers need to work on those personality traits.
Education
and learning skills are important to getting the first job. College
experience is best used by taking opportunities in classes to work on
projects that can later be used in a portfolio. Internships are also a
helpful way to gain experience in the industry and network, but are
sometimes limited and difficult to acquire. Suzanne Kaufman, 3D
Animation and Environment Lead at Sucker Punch, recommends DigiPen, the
Vancouver Film School , and the Art Institute as colleges with game
relevant education. Education does not stop with a degree; it is a fact
in the game industry.
Networking,
networking, networking. Find references by attending industry nights,
making IGDA connections, and joining online communities. Kaufman
recommends a sneaky tactic—inquiring about a tour of the company and
meeting employees through the tour. At the same time, she warns against
direct cold calls. Sward advises students to ask for informational
interviews from recruiters. This strategy, she says, creates a
relationship for asking about job openings in the future. Currently,
the game industry is bright for women applicants. Diversity is
increasingly important to game companies and women are sought out.
Think
about the application process. Bendotti looks for cover letters that
match qualifications to the advertisement, and Sward evaluates résumés
in the same manner. Cover letters are essential to getting a job.
Résumés in the game industry tend to be one to three pages and should
address skills relevant to the job. Beeman recommends creating a
website portfolio and providing easy access to application materials
without downloads. Sward adds that websites should be constantly
updated. She also prefers to see video captures of the game first.
Kaufman stresses giving credit to teamwork in any projects used in the
portfolio or referenced in the résumé. All panelists advise against
sending game ideas due to copyright issues. Portfolios should contain
completed projects. Bendotti reminds applicants, “It's really nice when
the applicant actually knows the company and its games.”
Panel—“An Array of Career Options”
The
game industry has a variety of career paths. Dana Hanna, freelance
producer, sees the producer position as a subset to game development
and responsible for overall visions, budgets, meeting milestones,
managing teams, and identifying what the game is, why it needs to be
made, and who it is for. Sandra Rumsey, QA Manager at Mobliss, values
the quality assurance position because it tests both bugs and concepts
and documents information to find solutions. Kiki Wolfkill, Art
Director at Microsoft Game Studios, steers the design from vision to
art team through management and communication. Maureen Farley, Senior
PR Manager at Real Networks, says marketing can only occur if the
company embraces tools such as active listening, writing, and creative
approaches. Rick Lambright, Director of Online Technology at Sony
Online Entertainment, expects programmers and engineers to be
enthusiastic self-starters with technological skills and the ability to
learn as new technologies form.
Exceptional
skills are necessary in these career paths. For assistant producers,
Hanna sees organization, coordination, and the ability to recognize
systems of organization as essentials. For associate producers, the
essentials shift to flexibility, the ability to adapt, organizational
skills in streams of communication, and having a vision not only for
the product but also for the team. Rumsey hopes for QA testers that can
deal with defensive designers and enthusiastically dive into new
projects. Wolfkill looks for good judgment and creative leadership in
artists. Maureen looks for curious and detail-oriented people, since PR
positions require someone who can be both an individual contributor and
a collaborator. Rick Lambright wants programmers and engineers who are
motivated natural leaders and problem solvers who also possess
efficient coding skills.
Career
growth is expected in all paths at the three-year mark. Producers
should be able to communicate with people and resolve conflict, and
will likely be in a position to switch companies. QA testers should
have organizational skills and effective test methods, which should
lead to a position in team management. Artists will acquire lead roles
or decide to change areas, depending on self-direction and their
comfort with software. Programmers and engineers share similar
expectations and should either take on a lead role or change areas. In
all career paths, anyone in the game industry should be able to
recognize the importance of each career and understand the integration
of teamwork and communication.
Panel—“The Ultimate Challenge: Balancing Work and Personal Life”
Sward, Loftis, Beeman, and Sheri Graner Ray, Sr. Game Designer at Sony
Online Entertainment, are concerned about how women can tackle quality
of life issues. The infamous “crunch mode” is inevitable in game
development and causes strain in personal life. Ray notes that women
have three hours less time a day than men, which greatly impacts women
who are expected to put in more hours during a rush to complete a
project. In past industry experience, they worked eighty to one hundred
hours a week and gave up too much in their lives because of time
restrictions.
Fortunately,
there are methods to create a balance between work and life. Ray
advises setting out time for yourself and recognizing the value of your
personal life. Loftis values the help provided by a network within the
work environment and recommends giving yourself a structured reason to
leave work. Sward uses outside activities for breaks, such as taking
classes that are not related to work. She also advises learning about
time management and looking for projects that are manageable.
Beeman
comments that the game industry is unfortunately hit driven and
oftentimes the additional work hours are self-inflicted. What can
companies do? Ray creates appropriate schedules and works to understand
the limitations of employees. At times, she has to force them to go
home. Make them eat, take a shower, sleep, and come back the next day
refreshed. Beeman agrees enthusiastically: “Yes, make them take
showers!”
Ray also seeks out education about management for employees. Loftis
focuses on rewarding everyone for sustained efforts, not just those who
work overtime. Sward hopes to see more companies take employees out for
social or physical events to unwind. Beeman sees development management
and focusing on the essential needs of projects as helpful to avoiding
“crunch mode.”
Overall,
despite the publicity of issues concerning quality of life, experts
envision women driving these issues to the forefront. The future is
optimistic for the game industry. As it continues to adapt to
traditional software company methods, it matures beyond constantly
re-inventing the wheel.
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The audience sitting in attention at Women in Games International.
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Panel—“The Executive Perspective”
Executives
Sheri Hargus, CTO at Her Interactive, Samantha Ryan, CEO at Monolith
Productions, Stuart Moulder, Vice President at Wild Tangent, Gano
Haine, VP Product Development at LimeLife share similar hopes and
concerns about the growing game industry. Hargus envisions games
increasingly integrated into the living room experience and stresses
balancing the threats of outsourcing game development with a focus on
the unique qualities of storytelling elements in games. Ryan sees a
growth in the artist input in the industry and an opportunity to shift
dynamics in game development, but is weary of threats of game companies
outsourcing programming. Moulder anticipates the improved connections
among programmers and designers. He worries about the continuing trend
of escalating game development costs, but hopes for an increase in
online driven revenue. Haine is optimistic about the development in
local programs and minimalist games, most of which are made with Flash.
Drawing
from Shannon Loftis' Keynote, the executives are enthusiastic about
inclusive work environments and improving diversity. Hargus sets an
example for young girls through the company Her Interactive and
encourages diverse stories and characters to mentor women. Ryan regards
solving the quality of life issues as a vital part to drawing in
diversity. Haine has worked in the industry throughout the uphill
battle against the restraints of money in the industry, but sees a
developing change in recognition of the importance behind diversity.
Moulder encourages three thoughtful steps to improving diversity—game
developers need to create more diverse game content, larger companies
need to pay for scholarships at universities, and recruiters need to
focus on finding more creative talent and new places to get candidates.
But
how do you reach an executive position to make changes? Hargus started
by obtaining a degree in electrical engineering and went on to a
graduate degree in computer science in an attempt to escape monotony.
As she switched her focus, she started contract work and landed in the
game industry. Ryan sent out two hundred resumes and ultimately landed
in the game industry by moving to a remote area to work at a small
company. Her strategy of taking risks with small companies paid off
over time. Moulder took a large pay cut and moved to the middle of
nowhere to become a producer in the industry, but his passion led him
to acquire executive roles later in his career. Haine found that her
most difficult moment was not breaking into the industry, but dealing
with losing her first game industry job. She was forced to take the
producer path to keep a job, but she returned to design later on. In
all instances, panelists managed to stay in the industry and reach the
executive position by using their passion and taking risks.
Conclusion
Bright,
passionate women provided guidance to others who are interested in the
variety of career options in the game industry. Ten years ago, such an
event was thought impossible. Future generations of women are
encouraged to take risks and tackle the game industry with their own
passion.
For more about Women in Games International and announcements about upcoming conferences, visit http://www.womeningamesinternational.org/.
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