Category Archives: Dames Who Make Games

Dames Who Make Games: Catherine B.

Dames Who Make Games

Welcome to Dames Who Make Games, Gamerwife’s bi-weekly interview series with the lovely ladies who make our video games. Whether you’re a QA tester or a company VP, we want to hear what you have to say. And remember to click “Continue reading” for the whole story.

In this installment of Dames Who Make Games I had the honour and privilege to sit down with my very first Lead Programmer, Catherine B. We talked about work/life balance, how to get women to stay in the industry and why startups can actually be a boon for women.

Gamerwife: How did you get started in the video game industry?

Catherine B.: I was working on my Master’s Degree… I was actually at the point where I was done with my classes and I was working on my thesis and it was tedious. I saw an ad that simply said “There’s a new player in the video game industry in Montreal,” so I thought “What the hell,” and I ended up applying to a very small start-up. They hired me and that was it for the Master’s Degree, actually. [laughs] I never looked back.

It had been something I wanted to do– working in the games industry– but sometimes it’s hard to know how to get in with the big [companies]. So, getting hired at a startup was actually a good move for me.

GW: So, you were studying in Computer Sciences?

CB: Yes. I was actually working on an image treatment Master’s. It was very interesting and the classes were interesting, but working on my thesis at home… I don’t have the kind of attitude where I can get up and work on my own when I don’t have a deadline. It’s just not for me and I was realizing that I needed to be with other people.

I didn’t have any experience so I was hired as a programer. The advantage with a small company is that you get to do a greater variety of things than if you were at a big company, because you have to do everything. The projects are smaller and they have fewer people on board so you get a lot more responsibility a lot quicker, I think. So after a few months there, one of the founders was actually the lead programmer on the project and he needed to work full-time on the engine so he needed somebody to run the project and he asked me.

From there I got additional responsibilities. It was actually great. A good thing about start-ups is that if you show that you have some potential and you’re willing to work hard, they’re gonna give more responsibilities to you.

GW: And what do you like most about your job?

CB: I think one of the great advantages of the games industry is that the technology changes so often that you can’t get bored. One year you’re working on the iOS platform and the next year it’s Android… and next year I don’t know what it’s going to be. I always have to learn and keep up to date with the latest changes so I know I’m never going to maintain something on very old hardware because there’s no such thing. You have to learn constantly and you can’t get bored. There’s always a new challenge.

GW: So what would you say is the biggest downside for you?

CB: I wouldn’t say there’s a downside, because I really, really like my job, but I think working with mostly 20 something year old guys who don’t have families means that I sometimes I feel like if I could put in another 10 – 20 hours a week it would be so much better. I don’t actually have that pressure from my boss, it’s something that I put on myself. Like “I should stay later,” but I still have my daughter at home. That work/life balance, can be hard to achieve. But, when I got pregnant, it changed my priorities and it was a choice that I made. I decided to assume that choice, so I work 40 hours a week and that’s it.

GW: Was that difficult to put your foot down to do?

CB: No, no. We try to not work overtime at all. I mean, sometimes you don’t have a choice, but they’re very understanding with me. I have a laptop so I can bring it home and work after my daughter has gone to bed. So if I really have to put in some extra time, I do it on my own time, which is great. I can’t complain.

Maybe it’s one of the advantages of not working for one of the big companies, where everyone wants to work, so if you’re not ready to work 60 hours a week it’s easier for them to replace you. Whereas, for a company that’s maybe less glamorous or less popular, they have to be creative if they want to retain their employees.

The choice of working for a startup was very lucky for me in the end.

GW: Other than your own sort of guilt about not putting in big hours, have you had any issues with discrimination or harassment as a woman?

CB: No. In school, there was never discrimination, but there came a point in my third year in my Computer Sciences undergrad that I realized that for some of my classes I was the only white girl there. It was the first time in Montreal that I felt like a visible minority. It was very eye opening, I guess you would say. But in the end, it’s probably easier to go through that when you’re 20 than if you were 5, say.

But there was never any harassment for me. The company that I work for doesn’t tolerate that sort of behaviour, so if there was something I could just put my foot down and go to HR.

I’ve never been confronted with sexism or anything like that so I guess my perspective as a woman is more the perspective of a person in the industry, period. From my point of view it’s a good industry to be in, which isn’t something everyone says, but I think it depends on where you work and what you’re willing to accept. And if you’re not willing to accept it then you shouldn’t be working there. I think things are looking bright for the future. The big companies will have to adapt eventually if they want to retain their older employees. I hope it does, anyways [laughs].

GW: I absolutely agree. There is already so much change and I think the market itself is changing so much with the move towards casual games and the absolute explosion of indie companies who have the flexibility to offer shorter hours, telecommuting… all of those things that are more conducive to “having a life.”

CB: Especially seeing how making big games, like GTA or Mass Effect or something like that, is getting so expensive and so risky I think big companies might look into smaller projects in the future. There will always be somebody working on the next big thing, but if more projects are smaller and more short term it will start to be more like a regular job. You won’t be able to entice people solely with how exciting it is to work on the next Dragon Age.

For me, working on a game it doesn’t depend on the concept so much as on the underlying technological issues with regards to the console or the type of game that we’re doing. If people can get their heads around that and realize that “yeah, the type of game that I’m doing might not have an impact on the pride I get from my job,” maybe people will start looking into indie companies and smaller studios and places where you can actually “have a life.” Not that all small studios are like that, there are people that will drive their employees to madness everywhere. There will be more players in the game and you will have to be more competitive to retain your employees at some point.

GW: Were you always interested in video games?

CB: My cousin had a Nintendo and I thought they were so lucky to get to play Mario. I begged and begged my parents and by the time they got me something it was a Super Nintendo [laughs]… it took a few years. From there, my father had his own company and whenever they would retire an old computer, a 386 or something like that, he’d bring it home so I got to learn a little bit about computers that way.

People around me were {getting into computers/programming}, but that was in the pre-internet days so it wasn’t as easy to be self-taught. I can’t say that I knew that much about programming before I got to university, but in the end it was an interest that I’d had from a very young age. But by high school, yeah, I knew I wanted to get into programming. I remember the first time anyone told me that was a “guy’s job” was in CEGEP, so, I think I was in a good environment to be interested in computers and programmingsince no one was telling me, “why are you doing that? Why aren’t you going to be a teacher?” I had very supportive parents.

GW: As far as your experience in University and realizing you were a minority in your program, what do you think can be done to improve the representation of women in STEM fields and the game industry?

CB: At the school level, I’m not sure that there’s much to be done because it’s not like Computer Sciences is that hard to get into. However, I think it could be good to encourage girls to be interested in sciences and math in high school, because if you’re not good in math you probably won’t be interested in Computer Science when the time comes.

I went to an all girls high school, so I guess it wasn’t the typical experience that a lot of people have where there’s that gender divide. They tended to tell us that we could do anything. It was very feminist. If I had been in a co-ed school it might have been a bit different. We tend to encourage girls to do certain things and boys to do other things, even if we don’t realize that we’re doing it.

Once in the job market, what can be done? As a Lead Programmer I know I wouldn’t want to put a preference for a woman over a man because I think it would do a disservice to women in general. I mean, you’d get in a position of authority and you have to justify that you weren’t hired because you’re a girl. That’s a bit more delicate. But for more junior positions I think it is a good idea to say “yes, we want to hire more women and we’re going to mentor them and assist them so they can grow with us.”

When you’re fresh out of college, you’re still learning, so why not, give a chance to somebody who might not have been the best in her class, or maybe she was, or whatever…

GW: …but lacks the confidence to be in the industry…

CB: Yeah, you have to learn all the time, so for junior positions, I’d love to see something like that. Start them young and they might stay…

And if there are more women in the industry then at that point HR might have to say, “requiring people to work 60 hours a week isn’t doable because we have so many women,” and yes, women still have the most responsibility when it comes to kids. No matter which study you look at it’s still the case, so let’s be honest about it and say “yeah, women don’t have as much spare time as men do, so let’s accommodate our female work base which is growing larger and larger. Otherwise they’re going to leave the industry for something else and we’re going to have to start over with junior members.” I think it starts from hiring more women and then figuring out what we can do to keep them.

GW: I think, especially in a lot of the junior positions there is a sort of attitude in the industry that people are very of disposable, there’s so much movement around the industry– even in higher positions. Poaching devs from other studios…

CB: …and then firing them when the project is over. Which isn’t really conducive to having a family and responsibilities and a mortgage and everything. Yeah, you got to work on that awesome game for four years and yet at the end of it you don’t know if you still have a job. Even if you were very good you might not have a job, at that point you might be too expensive.

GW: I’ve always wondered why there’s hasn’t been more of a push to unionize, for certain portions of the industry, just because of the hiring and firing practices and the way that contracts are handled…

CB: I think part of it is the mentality that the industry is a meritocracy and so “it’s not going to happen to me, I’m good.” Especially in an industry where there’s a lot of guys, the way that guys tend to trash talk a bit more and be more confident, on average. They’re great at their job, even when they aren’t [laughs]. So yeah, maybe it has to do with that. You don’t want to work with someone who’s incompetent just because he’s unionized and he can’t be fired.

GW: I guess I hadn’t thought of it like that. But there is a sort of attitude that “I have to be the best at this, I have to work 80 hours a week, I have to prove myself at every level…”

CB: And if I do that and the guy sitting next to me isn’t working as hard because he doesn’t need to, then I’m a sucker. [laughs] There is that mentality, but in the end, working those kinds of hours is insane. You shouldn’t have to do that. Especially when they’re not paid, which is often the case. It’s ridiculous. The industry is still young, but as it matures and the workers in the industry are getting a bit older– I think it’s always going to be a fairly young industry– but as people get a bit older maybe they won’t put up with that attitude anymore.

In my experience, past 50 hours a week, you’re not writing good code any more. You’re including more bugs than you’re solving. It gives a false sense of productivity, but you can’t solve a problem when you haven’t slept. Programming is all about solving problems, that’s all we do is solve problems. So if you haven’t slept, you aren’t productive.

GW: What’s your favourite game of all time?

CB: Hmm? Planescape Torment, an old RPG.

GW: Good answer!

CB: I guess I’m a typical girl in that I like games with a good story, not just shooting people in the head. All the old adventure games by LucasArts… all that stuff from that era is very nostalgic for me. Even though I know they wouldn’t be successful these days. They’re too hard, nobody wants to do pixel hunting anymore. Not even me! [laughs] But I remember those games fondly.

It’s actually funny at work to realize that I’m 30, so I’m old already, for the industry… and realize that my colleagues who are 23, 24 don’t have the same references that I do. They grew up with 3D games whereas I remember 16 bit games on my computer. [laughs] Playing the original The Incredible Machine on the computer on MS DOS. Things have changed so quickly, it’s just two different worlds.

GW: Are you playing any games right now?

CB: I don’t have a whole lot of free time, but I try to keep up with what my studio is releasing and also the competition. Mostly casual games, but I also play D&D on a forum so I can actually do it on my own time [laughs], on my lunch hour or when my daughter is sleeping. I used to play tabletop D&D, but I don’t have time for that every Friday anymore.

Dames Who Make Games: Esther H.

Dames Who Make Games
Welcome to Dames Who Make Games, Gamerwife’s bi-weekly interview series with the lovely ladies who make our video games. Whether you’re a QA tester or a company VP, we want to hear what you have to say. And remember to click “Continue reading” for the whole story.

This week I had the honour and the priviledge of sitting down with Esther H., a crazy passionate gamer and Community Manager here in Montreal. We talked about fan engagement, the solidarity of working in QA and Goomba related childhood trauma…

Dames Who Make Games Esther H.

Gamerwife: How did you get started in the industry?

Esther H.: Well, I was studying sciences in Nova Scotia, but as I was nearing the end of my studies I wasn’t sure I wanted to continue in Sciences, so I said “I’m moving to Montreal,” got here and didn’t really have any idea of what I was going to do. I just knew that I wanted to start an adventure.

I saw an ad on Craigslist and the headline was “Become a Game Tester!” And I was like “What? I can do that?!” So, I applied for it, went in for an interview, and got it and started working at [name of company redacted] as a game tester.

My mind was blown! I was so happy to be actually making money working in the game industry. Games were always a big part of my life, and being a part of all that… it was quite an experience.

I worked in external game testing companies for a while, doing Functionality and Compliance testing until I got a job at [name of company redacted], where I worked for three years.

GW: And now you’re a Community Manager…?

EH: Yeah… [name of company redacted] was a tiny company back then. I was Lead QA, but the thing is with that company, is that they integrate their quality assurance into the dev team. Not a lot of companies do this, but they should. It’s really amazing. As a lead I got to learn so much about the whole game development process because you’re not just put on the side and given builds, you’re actually participating in meetings. You’re a part of the process.

GW: So as QA, you actually got face time with the devs?

EH: YES! I mean, you almost are a dev, in a way. I think [name of company redacted], still to this day, is one of the best companies to work for as a QA tester, for sure. On all the projects I worked on, the team was so tightly knit it was a really great experience. So I did that for two years, then I started working as a community manager for a game show game…

GW: And you’ve just moved to another company in the same position?

EH: Yeah, same position. I really love it because you get to cater to the fans and share that fan excitement with the dev team. Show them that the fans are here, they’re appreciating the games, they’re loving what you’re doing. Then I get to hang out with our fans, and get THEM excited about our games. I really, really love it.

GW: So what does your day to day look like, as a community manager? It’s such a new position, I think a lot of people would be interested in what that looks like as a job.

EH: Community Management is definitely a new position, and you have to wear many hats. It’s a balance between PR, Marketing and Customer Support. You have to cater to the fans, and create a place where they meet, rant, and share their love for your game. That could mean a Facebook page, an Official Website, a Blog, Twitter… Whatever form it takes, you have to make sure to keep it fresh. So, update it, create contests or create special events. You want to keep your fanbase engaged, and you want them to keep playing your games.

Now you’ve got your community, so – go hang out with them! You’ve got to have a finger right on the pulse of your fanbase. Know what makes them tick, what they love, what they hate. Ultimately, we’re making games for the fans. So the only way to keep evolving, and keep making better games, is by listening to the people who play them.

There’s a lot of content creation as well, especially at my new position. If you want to get people engaged, you’re going to have to give them engaging content. There’s quite a bit of writing involved in Community Management, so that’s a skill you’d need to sharpen before diving in. But it’s not just being able to put a sentence together, you gotta make sure you get the community interacting with you, and each other. For example, if you’re building a Facebook post, adding: “Like this post if you are a human being…” would help get your post visibility. As soon as they “Like” it it’ll get on their friends’ feeds, their friends will see it, they’ll be like “oh, what is this game that I haven’t played yet? Lemme go check it out…” Don’t do the human being bit though. You have to make it interesting, you have to make it a place where people are going to check it every day just to see what’s going on.

You’re also involved in the game development process on the production side. Recently, I’ve been working on iPhone games, and this is an area where support from production is especially important. On a Facebook game, it’s almost intuitive to go from the game, to the Facebook Fanpage. Two clicks, that’s it. But when you’re working on an iPhone game, it’s crucial to promote the Community within the game itself, and preferably give incentives.

And play your own games! Play your own games, so you know what you’re talking about when you’re out there in the Community. Being a gamer will give you a big leg-up. You’ll be able to understand what you would want from a video game community, cause you’re a part of the larger gaming community. Regardless, you should be playing games. Just, play games.

Continue reading

Dames Who Make Games: Rayna A.

Dames Who Make Games

Welcome to Dames Who Make Games, Gamerwife’s bi-weekly interview series with the lovely ladies who make our video games. Whether you’re a QA tester or a company VP, we want to hear what you have to say. And remember to click “Continue reading” for the whole story.

This week I had the pleasure of sitting down with Rayna A., a game designer and new mom. We talked about work/life balance, iPhone games for toddlers and the good old days of pirating games with a dual-disk drive.

Dames Who Make Games

GW: How did you get into the industry?

RA: I moved from Winnipeg to Montreal about 8 years ago with an idea of getting into the industry. I ended up working doing something else first, but when I saw a job opening at [name of company redacted] I decided to grab it while I could. When the marketing and account management teams were disbanding, I asked the studio manager if there was anything else available. He talked to me about my interests, my background, my education, and he felt that game design would be a good fit so then I did the game design test and started on my first project as a junior designer.

GW: So I guess for you the industry wasn’t particularly hard to get into, it was just a matter of jumping on the opportunity when it presented itself?

RA: Yeah. I know that it’s a lot less like that now. You have to have more of an education in game development to get a job. Whereas I kinda got in on the tail end where there weren’t that many schools and you could just get a job by knowing somebody and moving into the position and working your way up through the ranks.

GW: What for you is the best thing about working in the industry?

RA: For my job specifically, I just like how it’s cyclical. I’m not doing the same thing for very long, but I can always come back to doing the same thing eventually. You start with the design phase where it’s all working on paper and coming up with ideas, then you go on to implementation where you’re more involved with finding realistic ways to turn ideas into reality, then you’re into the debugging phase where you’re going in and trying to problem solve and search out bugs. And then you start all over again with the next game. It’s like having a new job every couple of months, it’s hard to get bored.

GW: And what are the downsides for you, if there are any?

RA: Well, I mean, for anybody in this industry it’s the work/life issues. The amount of time that is expected of you, especially when you’re in crunch on a project. Sometimes the attitudes of guys that you have to work with.

GW: Have you had any issues with discrimination or harassment?

RA: Not so much discrimination towards me, but just the idea of the types of female characters we’re supposed to have in games. When I’m designing a game and I’m trying to design a certain type of female that I would like to play as a character myself and they’re like, “No, no, no, we can’t have that. Guys wouldn’t be interested in playing that kind of character. It’s not believable.” Continue reading

Dames Who Make Games: Meagan Q.

Dames Who Make Games

Welcome to Dames Who Make Games, Gamerwife’s bi-weekly interview series with the lovely ladies who make our video games. Whether you’re a QA tester or a company VP, we want to hear what you have to say. And remember to click “Continue reading” for the whole story.

This week in Dames Who Make Games we change gears a little and talk to industry newcomer Meagan Q. We covered everything from getting your foot in the door, to modding games, to why women of our generation didn’t grow up wanting to work in games.

GW: How do you find working in QA? Is it just a foot in the door?

MQ: Exactly! I like it. I hear a lot of people complain about it, but I like it fine. I feel really grateful to be there, every day. Even though it’s “just” QA, I don’t care. This is my foot in the door and it’s something related to gaming.

I just need to stay focused on getting into development. Even without having a lot of experience I feel like that’s where I should really be. I know I’ll get there!

GW: Since you’re pretty new to this, what are your goals in the industry?

MQ: I want to get into design. Level design, environment art, I think those are the things that appeal to me the most. I’ve been modding for years and I know bits and pieces of these things. But because I’ve learned them on my own, it’s all kind of piecemeal. So my goal right now is just to get together a better portfolio to present and convince someone out there to give me a chance.

I am working in QA right now and trying to make contacts. There are a lot of other people that are aspiring to the same thing, so it’s good talking to them. I think really it comes down to who you know.

GW: As far as making contacts, would you consider working at a startup or an independent game company?

MQ: Absolutely! I’m really into indie games. I’m actually hoping I’ll finish a mod with a friend of mine. [we both start laughing because she’s talking about my husband, Rick]. Because that would look really good on my portfolio… [more laughing].

I would really like to get in on an indie game. That would be amazing! I’d be happy to skip the whole “getting in with a big company” thing and just do indie stuff.

GW: I don’t know much about “modding,” do you share the stuff that you make?

MQ: I’ve only just started sharing, I’ve never shared before. I just kinda kept it to myself. I thought “oh, I should be sharing this,” then I didn’t because I had moved on to something else.

When I discovered I could mod games, that was huge. I couldn’t sleep. It was with Baldur’s Gate II, that I realized I could control the game and add things to it and then everything branched out from there. Before I was just playing games, I accepted things as they were. So When I discovered that I could take control of the game mechanics and change things how I liked, it was a huge thing for me.

Over the years I started doing more and more. Especially with Neverwinter Nights. I think that’s probably where I learned the most. And then in Morrowind I started doing scripting as well and that was pretty empowering.

It’s a weirdly satisfying feeling. I’d try to play the game as it was designed as much as I could, and then I would start modding more than I would play the game! Simply getting a mod to work is so satisfying. I would think to myself, “I got it to work, awesome! Now what else can I do?”

But I’d definitely love to complete something now that I know more people who are into game creation. That’s the other thing. When I was learning all this and doing all this modding, I was in a complete bubble. I lived out in the country, most of that time. There were communities online, but I’m shy, I am reluctant to talk to people I don’t know. Also, none of my friends were into it, and I couldn’t seem to get anyone interested.

I actually only had one friend who was into gaming, and he wasn’t interested in modding. I found this baffling! Anyway, so I had no one to work stuff out with. To get inspired by and encouraged by. But really that was my own fault. Like I said, there are plenty of online modding communities. Continue reading

Dames Who Make Games: Erika B.

Dames Who Make Games
Welcome to Dames Who Make Games, Gamerwife’s new interview series with the lovely ladies who make our video games. Whether you’re a QA tester or a company VP, we want to hear your story. This post is a bit longer than the typical Gamerwife fare, but please click on the “more” tab to continue reading because I think we hit on some really great stuff…

For this inaugural edition of Dames Who Make Makes, I had the chance to sit down with the lovely and opinionated Erika B., a talented 3D artist currently between gigs, so if you’re looking for an artist for your project, send me an email and I’ll put you in touch.

We discuss all sorts of topics, from getting started in the industry, to what to do when a project lead uses your chest as a gauge for character breast size…

Erika Dames Who Make Games

Gamerwife: How did you get into the video game industry?

Erika B.: I studied in movies and I’m self-taught in 3D, because that’s really what I wanted to do. But, when I was looking for a job I just realized that I was not going to get a job in movies just because of the location where I was looking. I was in Paris at the time and there are three really, really good schools and so people tend to hire from those schools mainly, so if the name of [one of those] schools isn’t on your CV it’ll end up at the bottom of the pile. After searching for two years I had to face the fact that it wasn’t going to work out so I just started looking in anything that involved 3D and my best friend sent me the link for [name of company redacted]. They were looking for 3D artists, so I applied to that and got my first job in the games industry. It was really cool and I realized that I am a “game industry” person.

GW: What was that like?

EB: I was the only girl on the floor except the receptionist. The only girl. I walked in the first day wearing the clothes I usually wear, got whistled at twice before I reached my desk and decided that from then on if I wanted to have any sort of credibility I was doing jeans and t-shirts.

I’m not saying it’s because I’m a girl that I didn’t get a permanent position, but everybody else got a permanent position two weeks in. I was promised one, and after 6 months I was told that either I would move to Montreal where they needed 3D artists, or I would be out of a job.

I wanted to work in what I studied so at that point I decided, I’m gonna go to Montreal, get two years experience, come back and take it from there. So I did another two and a half years… before I left [that company] and another two years at another company before I was layed off.

GW: Did you find the industry hard to get into? Was it just a matter of refocusing from film to something else?

EB: Yes and no. It is in the sense that when you’re fresh out of school and you don’t have experience, I think it’s the same for guys and for girls, everybody is super nice to you, as long as you’re not looking for a job. So you tend to look at the people with the badges at the conference with big starry eyes.

But at the same time I find it much easier to get into the industry here in Montreal than in Paris, that’s for sure. In Paris it was really hard and it took over six months between when I got contacted for the position to my actual hire date. Because they had me do tests. Even though there’s only one test. They had me do several. And that is because I’m a girl, because they were doing something sci-fi and they’d be like “okay, your stuff is cute, but we’re doing sci-fi,” and so I’d be like “okay, what do you want me to make for you?”

So it would go back and forth and I think I got [the company’s attention] through pure perseverance, because I’d write them, every week. Once a week. For six months. I never got an answer, and then six months later they were finally like “okay, you know, we’re gonna move forward with this…”

But in Montreal, maybe it’s because there’s a lot of companies, I find that it’s easy to get into because you can start as a tester and you can kinda get your foot in the door and then once you get to know a couple of people you can go through contacts. So once you get to know a couple of people you can get ahead easier than if you were just applying on the internet, hoping. Continue reading