“Ripple Effect” at GDC 2016

I’m very proud to say that I’ll be speaking at next year’s Game Developer’s Conference (GDC) in San Francisco, at a session entitled “Ripple Effect: How Women-in-Games Initiatives Make a Difference“.

I’ll be joining Stephanie Fisher, Sagan Yee , Rebecca Cohen-Palacios and Zoe Quinn to discuss my path from an all-female game jam initiative to my career and the works I do today: including encouraging girls and women to create games at TjejHack and providing safe social spaces for gamers at LadyCADE. Naturally, I also look forward to exploring the conference and exposition itself – swapping game development ideas and providing insight to Sweden’s diversity efforts for those who are interested.

TjejHack Pyjama Jam - an all-girl game creation event held at Stockholm's Royal Technical College in 2015.

TjejHack Pyjama Jam – an all-girl game creation event held at Stockholm’s Royal Technical College in 2015.

Read More »“Ripple Effect” at GDC 2016

LadyCADE & “Mimic” at GameCity 9

Modus OperandiNottingham’s GameCity is a singularly special event in my annual games culture calendar. This year, as the festival also announced its new and permanent home in the city, I threw myself into co-hosting two events for LadyCADE’s first anniversary, as well as helping to show Mimic and experiencing a little of the festival myself.

I was also interviewed for The Guardian on the Monday, and spoke about what I was up to there:

As the rest of my GameCity experience covered show much ground, I’ve opted to return to a photoblog format for this recap. More past the cut!

Read More »LadyCADE & “Mimic” at GameCity 9

Stockholm Syndrome

As my refurbished website now boldly proclaims, I have left Britain’s shores for colder pastures in Stockholm. My partner and I became expatriates at the very end of November, meaning that with a gap around Christmas, I’ve been abroad for a month.

That month has afforded me many opportunities, from the mundane (tidy up my hard drive) to the ambitious (work out where my career can take me – literally). Ultimately my objective has been to take a 3-month sabbatical, helping us both to engage with a foreign culture and helping me to work out what the games scene is like in Stockholm – and where my career should go from here.

Suffice it to say, it’s all a world apart from the daily rhythm of commuting into London, to design games just outside the Silicon Roundabout.

CY Reid (above right) demonstrating 'Hug Marine' at London Indies

Read More »Stockholm Syndrome