Tarja Porkka-Kontturi – Womenize! – Inspiring Stories
Watch this video special of our interview series “Womenize! – Inspiring Stories” with Tarja Porkka-Kontturi, Director of Communications at The Global Game Jam, Business Development Manager at The International Games Summit on Mental Health, and also Consultant and Advisor on diversity, inclusion, equity and accessibility matters. Read More
Sarah Makdad – Womenize! – Inspiring Stories
Womenize! – Inspiring Stories is our weekly series featuring inspirational women from games and tech. For this edition we talked to Sarah Makdad, Senior Community Developer at Focus Entertainment and volunteer at Friendship Garden, a non-profit organisation which aims to cultivate a more inclusive games industry. Read more about Sarah in this interview:
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Betsy Abendroth – Womenize! – Inspiring Stories
Womenize! – Inspiring Stories is our weekly series featuring inspirational women from games and tech. For this edition we talked to Betsy Abendroth, Director of PR at Devsisters USA, INC. Betsy tells us how the Cookie Run game series has been created to reach a diverse audience and how PR evolved throughout the years. Read more about Betsy in this interview:
Hi Betsy! How did you decide to move into games after 16 years of working in the film industry?
I have been interested in the gaming industry for over a decade. My passion for film is never ending, but I have always been excited about how players connect with games and form passionate communities around them. I am also an avid mobile gamer and paid close attention to the marketing and PR side of the industry. I noticed many similarities between film and video games, which made me realize I could leverage my experience in this new field.
Previously, I worked at Pixar Animation Studios during Covid and was laid off in January 2021. I was given a generous runway to think about my next move, which was a perfect time to revisit my interest in the gaming industry. Also, it was paramount that I work for a company that aligned with my core values at this point in my career.
When I applied for the job at Devsisters, USA, there wasn’t a lot of information about the company (we run like a start-up within a larger company) online. Still, after my first call with HR, I knew that there was something special about this opportunity. I had never worked in a “start-up” environment before, but I knew that there would be tremendous room for growth which was exciting.
Since I started, I have been able to utilize my experience in the film industry in thoughtful and impactful campaigns and have been able to collaborate across all departments. Though we are a small team, we can move mountains when we all work together, and at the end of the day, that’s a pretty good place to be.
What inspires and supports you in creating new innovative media and PR campaigns?
PR has changed so much over the last decade and is constantly evolving. Social media has changed how news is disseminated and has made the one size fits all approach outdated and uninspired. I find this a fascinating time in PR and marketing, mainly because brands can interact more closely with their audiences.
I’m an early adopter, and I pay close attention to how companies and brands utilize media and social platforms. I love connecting with people, and social media enables us to reach niche communities worldwide in an organic way. Audiences no longer take things at face value and expect more authenticity to establish brand loyalty, pushing us to evolve our approach.
I’m also inspired by the younger generation’s commitment to diversity and inclusion. Our game Cookie Run: Kingdom has resonated with communities because of our dedication to creating a cast of characters that everyone can see themselves in.
When establishing a brand culture for a game, where do you start?
Brand culture starts with the work culture of organizations; in my experience, when a team feels supported and valued, that carries over to other aspects of the company. Devsisters USA is no exception. I was attracted to the role because of the company’s commitment to a growth mindset and valuing everyone’s contributions. We are a small team, but operating under this structure enables us to be champions of our brand and games.
User experience is another crucial aspect of creating a thriving brand culture. Devsisters have always committed to bringing joy through the power of play. We value our communities and are constantly evolving our approach to engage them. Our Senior Social Media Manager, Alyssa Liu, has captured the voice and tone of “Cookie Run: Kingdom” so well that our social platforms have become an extension of the game. We always strive to make the best possible game in everything we do. From creating a cast of diverse and inclusive characters to worldbuilding to telling compelling stories to our in-game rewards, we want to make the best experience possible. We believe by leaning into all of the above, we can establish and reach a wide audience.
Thanks for this interview, Betsy!
Betsy’s links: LinkedIn │ Devsisters USA, INC.
Womenize! – Inspiring Stories Feature by Sophie Brugmann
Cristina Neamtu – Womenize! – Inspiring Stories
Womenize! – Inspiring Stories is our weekly series featuring inspirational women from games and tech. For this edition we talked to Cristina Neamtu, Head of Studio at AMC RO. A studio that provides digital art creation, content solutions and technical tools for the games industry. She speaks about the importance of culture, strategy and servant leadership.
Hi Cristina! How would you describe the game culture in Romania?
Hi! In my opinion, Romania is the top emerging Europe location for game development after Poland, and the industry’s turnover has been steadily growing. In recent years, Romania has become a real hub for game companies, and the business successes enjoyed by the sector leaders (Ubisoft, Electronic Arts, Gameloft) have led to several smaller studios raising growth capital. So I think at the moment, it is relatively easy to raise capital for new companies, even those only working on their first title. There is a robust network in Romania doing its best to make things happen, and there are a couple of active associations putting together the gamedev ecosystem’s efforts to promote the industry, such as the Romanian Game Developers Association (RGDA) and Women in Games Romania.
Which areas of business and people management are essential for running a successful studio?
Well, this is a long story (😊) and it has to do with how we see the world we live in. Long story short, in a company, we need a strategy, and we need culture. Both are equally critical. And, as they say, culture eats strategy for breakfast, so I believe that a powerful and empowering culture is the best route to organisational success. So success is possible only if it means that everybody is happy in the end. We cite this at the office: when asked, which is more important, the destination or the road to it, we say the company of people we hit the road with to that destination. 😊
I am grateful to work in a company that empowers people to grow, contribute and make an impact; in a company where more than 50% of the leaders are women, in a company where we privilege people over processes.
What does the term leadership mean to you?
A leader should be the most humble team member, the most significant contributor and the most discreet person in the room. I know it’s a bit counterintuitive, but I genuinely believe in “servant leadership”. It is a concept that everybody praises now and, in fact, it has been with us for thousands of years now. Leadership gives the power to create the context for your team to grow, thrive and create new leaders.
I also think that a leader should be able to lead their own life first and then (try to) lead others. This way we can practice what we preach.
Thanks for this interview, Cristina!
Cristina’s links: LinkedIn │ AMC RO │ Women in Games Romania │ RGDA
Womenize! – Inspiring Stories Feature by Sophie Brugmann
Erinda Jaupaj – Womenize! – Inspiring Stories
On the occasion of the German Diversity Day 2022, we present a video special of our interview series “Womenize! – Inspiring Stories”! Our guest is Erinda Jaupaj, Backend Engineer at Wooga. Erinda talks about her daily job, her experiences in often being the only woman in her division, and she shares her advice to women who’d like to enter the tech and coding industry. Read More
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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