Videogame development is usually seen as a male dominated field; even playing videogames is often wrongly viewed as a pastime for men only. But behind the curtain, women have always played myriad important roles in gaming. From programmers to artists, designers to producers, female videogame developers endure not only the pressures of their jobs but also epic levels of harassment and hostility. Jennifer Brandes Hepler’s Women in Game Breaking the Glass Level-Cap gives voice to talented and experienced female game developers from a variety of backgrounds, letting them share the passion that drives them to keep making games. Key Features
Disclosure: I have had the chance to collaborate with many of the women who contributed to this book. Either by writing for them, collaborating with them on projects, having them as a guest on my podcast, or paneling with them at conventions. Prior knowledge of their work has not influenced my opinion of the book. ~ TCD
This book is required reading, not just for young women who might be entertaining the idea of entering the games industry. So often the narrative of women in games is framed around the abuse and harassment they have received in the last couple of years from the public and the industry; but this book puts them back in the narrative.
We get to hear their stories direct from them, unfiltered to know how they came to be in games whether they are an industry veteran like Brenda Romero or a relative newcomer such as Karisma Williams. Stories we’d never get because of how the narrative around women in games has been spun for us.
This collection of personal essays is important not just for learning more about the women that have led the way, are still in the industry and have helped pave the way for younger developers, it shows that the industry is not a closed door if you don’t get in right after college, if you aren’t the right kind developer. The tales of entry into the industry are so varied that I dare say anyone who picks up Women in Game Development will find an essay that speaks to them, especially if they are still trying to get in the door.
I know that it cheered me to see someone who hadn’t considered an industry job until she was older than I am now, to remind me that entry isn’t barred because I’m over forty. Other stories of how the women in this book found their love, their passion and joy in gaming was a much needed reminder that what I enjoy, what I love is still worth it even after the year and some months of terrible things we’ve seen come to light.
As for the terrible things in gaming, as much as I’d like to utterly ignore them I cannot. Nor do many of the women’s essays ignore the terrible shit they have had to endure. I’m glad they don’t shy away from talking of hate groups, and their struggles. I’m glad their stories are not sanitized and clear of what they’ve endured. What makes me happy is that no one lets that overtake their piece in the book. There’s no one piece that is solely about the abuse and harassment, but about them and how that is a part of their history but not defining them or their work.
In addition to retaking their narrative with powerful essays, Women in Game Development is packed with good, practical advice for women seeking to get into the industry as well as for those already in and not going anywhere. Many of the women touch on tips for keeping yourself in the game that are helpful, not just oh here’s what I did and you must follow in my footsteps to succeed. Advice like that rarely works nor is practical. I’m glad that women who addressed that in their essays kept it real for readers
There are two more things about the book put it on my must read list. The first is something I don’t see in books outside of academic works usually. The additions of terms and definitions as side-bars to the relevant essay that used that term. Some folks picking this up may not know terms like micro-aggression, EA Spouse, or intersectionality. Having those terms explained as a reader comes upon them will go a long way towards comprehension and understanding instead of possibly leaving a reader confused.
The second is the interspersing of pieces about how women have been regarded in sectors of the industry, from narrative design, to artists. They were spaced in a way that they provided a neat break between essays with a bit of advice, or information that a reader may not have known before picking up this collection. One such piece dissects the silly idea that women just don’t like combat, which isn’t true. However, it’s not just oh that’s ridiculous and that’s that. The piece addresses how to tackle this when it comes up, how to look at it from a design perspective and additional ways to address it in a handy bullet point format.
Overall, Women in Game Development is a solid collection of essays that reminds us all that women have been there from the beginning of gaming, they aren’t going anywhere and they are not just needed but vital to the industry. It’s a celebration of those who contributed, inspiration to those looking to get in and educational for those who might not know all that women have done in gaming.
I highly recommend it for any history of games, game design, sociology, or STEM course curriculum. The stories of the women in this collection are important not just for gamers, or those in the industry but for anyone wishing to get a piece of industry history they may be missing.
Thank you Jennifer Brandes Hepler for editing this wonderful collection and to everyone who contributed their origin stories, advice and wisdom.
Women in Game Development – Breaking the Glass Level Cap is available from Amazon.com and other retailers.
I was completely surprised by this collection of personal essays from women working in the videogame industry. It was fantastic and inspiring! I've always thought that I wouldn't be able to work in games for various reasons but after reading this book I think that it could be a real career option. The women were candid about their passion for games and the obstacles they encountered in an industry that employs mostly men (especially when videogames were just beginning). I also enjoyed reading essays by two of my favorite game journalists who were very active on Twitter when I did my internship at Kill Screen.
After reading this book I have a better idea of the range of occupations within game development and also how varied women's careers can be. I also really liked hearing women reflect on their strengths and weaknesses in a context where they felt comfortable showing vulnerability.
This book is a collection of essays from women in the computer gaming industry. The introduction gives it a feminist focus as you'd expect. However, I often felt the essays didn't really put across the hardships or give firm advice. For example, in the first essay, she gets an interview at a company because a classmate's Dad owned a games company. From there she progressed her career, and at the end, she admits she was just in the right place at the right time. The second essay has a similar story. When they reach the top, working for Electronic Arts, they then reveal they were living as a male, and at that point transitioned to a woman. So what advice can women really take from that?
Often the hardships are just glossed over, so the bulk of the essay is chronicling their success, then they just add a throw-away comment about how someone was sexist; but it is often glossed-over.
There are essays that do work towards the objective and offer sound advice but there's plenty that don't and that is my criticism. Despite that, the stories of their careers are interesting, and would have been; regardless of their gender. You could easily have a book full of stories from either sex and a variety of roles.
The last few essays cover the infamous Gamer Gate which was a widespread attack on women in the industry. This content is definitely what I expected to see in here, and maybe it would have made sense to have it earlier in the book. However, that content is hardly inspiring, and more oppressive.
In this book, each chapter is written by different woman with a different background in the game industry.
It was a great way for me, someone new to the industry, to get a feel for things. It didn't try to sell the industry to women readers; plenty of chapters were upsetting reads and in some you could really feel the anger burning out. It didn't send me running either. It felt more like a call to arms.
"In the end, we will know games have reached their full potential when we retire the word “gamer” from our vocabulary. In a world where games exist for every type of player, the word “gamer” will have no more meaning than the word “movie-goer” or “TV-watcher,” because everyone will play games. And the only question left to ask will be, “Which one is your favorite?”
Why not five stars? I just didn't like some of the chapters and I thought there were a couple that were very bitter and I guess that's just not pleasant in book. You want success, you want dramatic failure, you want a considered reflection on the past. But I don't get anything from the bitter chapters. I suppose the authors of those chapter might get something from it, maybe other readers do, but I don't and this is my review.
A really strong book of personal essays by women who work in the video game industry. In addition to the essays themselves, there are also chapters explaining different aspects of game production (“What Does a Game Producer Do, Anyway?”) and sidebars that provide additional info on everything from maternity leave in the United States to microagressions. I have some quibbles about the fact checking and organization of the chapters, but I can imagine that this would be a very powerful and valuable book for a marginalized young person interested in a gaming career to find and read.
This book is full of personal stories of many women in game development. You will find many things in here: interesting stories, a history of the industry, new perspectives, dire warnings, and sage advice. Do you have to be a woman in game development to read it? No. It has lots of advice to help you be an ally, and there is quite a lot in it on what skills to develop, how to get your foot in the door, and everything else about working in games that will help you regardless of how you identify.
Full review to come, but reading this book over the past few months has been reassuring. As someone who is trying to get her own game/interactive media studio going, I am battling everything the contributors noted. It has been a lot to reflect on, but I wanted to get the star rating up now that I've finished it.
Helpful read for any woman working in the games industry who is feeling isolated by their efforts to just make good games and stuff. Useful read for any men who want to understand and help encourage diversity and equality.