Franzisca Tonelli – Womenize! – Inspiring Stories
Womenize! – Inspiring Stories is our weekly series featuring inspirational women from games and tech. For this edition we talked to Franzisca Tonelli, Assistant Producer & Unity VR Developer at BigRock Institute of Magic Technologies. BigRock is teaching new artists techniques for creating 3D animations, digital illustrations, visual effects, as well as music for film, TV, and video games. Franzisca speaks about the power of spreadsheets and teamwork. Read more about her in this interview:
Hi Franzisca! What do you love most about VR game productions?
Production has been with me for as long as I can remember. Tracking tasks and making sure everything is on the streamline makes me feel as if I am one with the force. But the thing I love most about VR game productions, besides the projects themselves, is working with others – bringing in a bunch of people, getting organised, and getting aligned around a common goal, it’s the recipe for amazing things in my opinion. And also the fact that I feel like a paladin bringing order into chaos with my spreadsheets!
Does your knowledge of 3D modeling support you in your daily tasks as Assistant Producer & Unity VR Developer?
Absolutely! That made me aware of the challenges my team was facing all the time. It has always come in handy in identifying gaps and bottlenecks to ensure timely deliverables on the projects. But also to make them feel like I understood the struggle of a particularly burdensome task and that we were even more the same crew on the same ship.
How do you ensure that communication and collaboration work smoothly in the projects you are working on?
I believe a great producer works for their team and not the other way around. I’m of the opinion that communication is the foundation of a good lineup and consequently of a successful project. For that with my previous group I set up informal and formal 1on1s to know how they were doing both on the project and on their life. I’m a strong believer that together everything can be solved. If something seems impossible, talking about it, breaking it down piece by piece, can make everything possible/achievable.
Thanks for this interview, Franzisca!
Franzisca’s links: LinkedIn │ BigRock Institute of Magic Technologies
Womenize! – Inspiring Stories Feature by Sophie Brugmann
Marina Hahn – Womenize! – Inspiring Stories
Womenize! – Inspiring Stories is our weekly series featuring inspirational women from games and tech. For this edition we talked to Marina Hahn, Founder & Managing Director at Black Cave Entertainment. She shares insights on switching industries and starting up an independent games studio. Read more about Marina in this interview:
Hi Marina! Why did you decide to move into a different industry, then return to gaming by founding your own studio?
After my first job in the games industry, I didn’t find the right studio in Germany where I could work on projects that excited me. So I temporarily switched to architectural visualization, where I could work on realistic highpoly scans of people as a project manager. Nevertheless, I always wanted to return to the games industry and with my colleagues at that time and now, I found the right people to realize my dream of having my own company to develop the games that I, or rather all of us, would like to play ourselves. Therefore, our game “inAntrum” has a stylized 3D graphic style with focus on action-adventure and RPG mechanics.
What inspired you and the team to come up with the game mechanics and setting for “inAntrum”?
The inspiration for “inAntrum” are the games that I and the team have loved playing the most: “Witcher 3” and “The Legend of Zelda: Breath of the Wild”. So our game is a mixture of the RPG and adventure genres. The setting of “inAntrum” was a longer process in which we wanted to create a unique fantasy setting. Thereby we didn’t want to use the generic characters like orcs, elves or dwarves. Instead, we developed our own humanized animal creatures, each with some unique characteristics of the corresponding animal. We also wanted our world to feel and function differently from familiar fantasy worlds. So we came up with the idea of a cave world and the impact this would have on the climate, the inhabitants and the problems in this world.
Are there any exciting new projects you are currently working on?
I am currently working on our upcoming Kickstarter campaign, which launched yesterday (May 17, 2022), to fund the development of “inAntrum – Part I”. Since “inAntrum” will be released in 5 parts, a large part of my future work will be building up the IP of “inAntrum” alongside working on the game.
In addition, there is another smaller project we want to realize in the future, which will also be set in the world of “inAntrum”: the prequel to the game series. However, the gameplay mechanics and art style of this game will be a pure adventure game inspired by “The Legend of Zelda: Link’s Awakening”.
Thanks for this interview, Marina!
Marina’s links: LinkedIn │ Black Cave Entertainment │ inAntrum on Steam │ inAntrum Kickstarter campaign │ Twitter │ Discord
Womenize! – Inspiring Stories Feature by Sophie Brugmann
Gemma Johnson-Brown – Womenize! – Inspiring Stories
Womenize! – Inspiring Stories is our weekly series featuring inspirational women from games and tech. For this edition we talked to Gemma Johnson-Brown, Ambassador Director at Women in Games & COO at Dovetail Games. She speaks about the importance of diversity and inclusion in the games industry. Read more about Gemma in this interview:
Hi Gemma! What are your main responsibilities as a Women in Games Board Member?
My role is very varied and a volunteer position – as a co-director I assist with forming the strategic direction of the organisation and supporting our CEO Marie-Claire with Women in Games being a global non-profit global organisation. I lead the individual ambassador initiative, a network of people from around the world who are ambassadors of Women in Games. They speak to our mission in their areas, running events, in schools and workplaces, supporting the community and generally being positive influences and having an impact on the games industry. When I joined the board in 2016, we had around 60 ambassadors, today we are over 780. At the start of 2022, our ambassador coordinator, Mafalda Duarte, joined, and she now manages the day-to-day of the initiative.
I have found that in smaller organisations you tend to have many different responsibilities and tasks that are wide ranging, it can be very hands-on from moderating at the events to meeting with partners and sponsors. This is great for learning quickly and for those that have a can-do mindset. While the organisational structure is small in size (we have a small team of consultants, freelancers, and volunteers), we have big ambitions for the future.
How did you expand your skill set throughout your career at Dovetail Games?
I’m a naturally curious person and I like to learn. Whilst I wasn’t strongly academic at school and left school at 16 with reasonable grades, I enjoy learning about new things, how things work etc. Coming into the games industry, I wanted to know what the different roles were, how they worked and how they worked together.
Starting in HR gave me good reasons to speak to everyone. As a naturally introverted person, I know I need time to decompress after a lot of social interaction, so I would set up meet and greet meetings at the end of the week, where people also tended to be more relaxed. They were happy to then talk about what they worked on during the week. I sorted out opportunities and accepted them when they came my way, lots of quick learning, mistakes were made but I made sure I owned them and learnt from them.
In the games industry as a whole, where do you personally see general areas of improvement?
There are a couple of areas I can think of for improvement, generally inclusion as a whole needs to improve throughout, at all levels. The world we live in is so diverse, and ultimately we provide entertainment for the people who play and interact with the games we make. They are worldwide and will come from a variety of backgrounds. We have a great ability to impact positively, I don’t currently see a visible awareness of the social impact the industry has. Enabling ways in which we can hear and actively listen to a wider range of voices will improve our offerings as an industry.
I also think a focus and consideration through recruitment and career progression should be the person’s self-awareness, mindset and behaviours. I don’t believe people understand the impact their behaviours and what they say have (positively and negatively) in the workplace. There is a lot of focus and value given to experience, time within the industry or discipline, education and connections. When I interview people or when having career development conversations, I consider what they say, how they act and how they respond to situations. Being open minded, can-do attitude, and a focus on the positive and what is achievable whilst being pragmatic and realistic.
Thanks for this interview, Gemma!
Gemma’s links: LinkedIn │ Women in Games │ Dovetail Games
Womenize! – Inspiring Stories Feature by Sophie Brugmann
Heidy Motta – Womenize! – Inspiring Stories
Womenize! – Inspiring Stories is our weekly series featuring inspirational women from games and tech. For this edition we talked to Heidy Motta, Operations Manager at Extremely OK Games and Miniboss. Read more about Heidy in this interview:
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