Positive female roles in the video game industry

Some Nobody

Junior Member
Where's my girl Jade Raymond.... She liked a tweet of mine the other day and my pants got tight!!!

*sighs* The fact that Jade's head over one of the biggest franchises in gaming's cool, and Jade is very pretty, but...dude. No. You can do better than this. Please. :(

I'm not sure I'd include Jade Raymond in that list. Looking at her past work it looks like all she's really done is Producer/Executive Producer for a fair number of projects. A few programming creds here and there (jeopardy, trivial pursuit), but that's about it.

We need women in the industry at all levels, though.
 

li bur

Member
Man I love amy hennig. The sole reason being she developed soul reaver. I like uncharted, but nowhere near as exciting as soul reaver to me.

Can't wait to see what she'd cook up with star wars IP.
 

Slowdive

Banned
Merle is also an accomplished stage actor, to the point that the Naughty Dog guys went so far as to make a parody version of the game's ending with both her and Troy Baker doing a musical together.

https://www.youtube.com/watch?v=z8XN7eoZr0Y (Warning:Ending Spoiler)

I know about this, saw it on the One Night Live performance. I was just surprised to only just find out she played Marlene seeing as though HL2 and TLOU are two of my favorite games.
 

Chuck

Still without luck
Great list, thanks for posting! I'd add Anita Sarkeesian, creator of the Tropes vs Women in Gaming video series, as someone who had a strong influence on developers and brought them to think about their games in a different way.

Neil Druckmann cited her as "highly influential" in the writing of GOAT game The Last Of Us, and many other developers have also had positive things to say about her.

I think the list should just be for actual game developers, not critics, even as influential as they might be.

Awesome name, but still pales compared to MOON BLOODGOOD

I still really like Geometry Wars creator Stephen Cakebread.
 

darthbob

Member
We need women in the industry at all levels, though.

Yes, that's true.

I wish she would go back to getting into the nitty-gritty of building a game though.

I think the thing is that since most of us don't work on games at a major company -- and seemingly a lot of game companies structure their hierarchy really differently anyway -- we don't really have any idea. It just seems like people constantly assume Raymond does nothing of value, even though we don't really know what being a producer at Ubisoft entails.

In film a "producer" does not necessarily contribute a great deal (though again, this varies), but the producer in many television shows is much closer to what many people think of as the "director." At Ubisoft? I really have no idea. I've often wondered.

For sure. I highly doubt all she does is put money into a project and call it a day. Some creative oversight is likely a huge part of her role, I'm sure.
 

stupei

Member
Out of curiosity, what does she actually do?

'Producer' is not very descriptive.

I think the thing is that since most of us don't work on games at a major company -- and seemingly a lot of game companies structure their hierarchy really differently anyway -- we don't really have any idea. It just seems like people constantly assume Raymond does nothing of value, even though we don't really know what being a producer at Ubisoft entails.

In film a "producer" does not necessarily contribute a great deal (though again, this varies), but the producer in many television shows is much closer to what many people think of as the "director." At Ubisoft? I really have no idea. I've often wondered.
 

Ninjimbo

Member
1. 3DS was saved way before Animal Crossing, but I know that's not the point. :p
2. Was it script as in code scripting or dialog/plot scripting?
1. Animal Crossing started the revival. Check the data.
2. She worked on the story with someone else. She talks a bit about it in the Twilight Princess Iwata Asks.
 

ArtHands

Thinks buying more servers can fix a bad patch
You can probably double that list if you look into Nintendo development teams
 

t26

Member
What about some of the female Xseed staff who helped with localization and programming for PC ports?
 

Mario

Sidhe / PikPok
In our studio we have females working in all sorts of roles including producer/product manager, art, concept art, graphic design, UI design, programmer, tools programmer, usability tester, office manager, marketing manager, community management, and customer relations.

Having a female on the team is certainly not a novelty, though we still skew about 75% male for our 80 or so employees.

Slightly out of date photo. We've hired a few more females since it was taken.
PikPok-Company-Photo.jpg
 
Great list, thanks for posting! I'd add Anita Sarkeesian, creator of the Tropes vs Women in Gaming video series, as someone who had a strong influence on developers and brought them to think about their games in a different way.

Neil Druckmann cited her as "highly influential" in the writing of GOAT game The Last Of Us, and many other developers have also had positive things to say about her.

Wait I thought Anita became known well after The Last of Us was revealed? So how would she have highly influenced development?
 

Laughing Banana

Weeping Pickle
I'm not sure I'd include Jade Raymond in that list. Looking at her past work it looks like all she's really done is Producer/Executive Producer for a fair number of projects. A few programming creds here and there (jeopardy, trivial pursuit), but that's about it.

Dunno about you, but a label like "Producer" or "Executive Producer" is not a label everyone in a project throws nilly willy. Whatever her roles was, she must be someone significant in Ubisoft to be able to get that title, moreso for a now-juggernaut franchise such as Assassin Creed.
 
1. Animal Crossing started the revival. Check the data.
2. She worked on the story with someone else. She talks a bit about it in the Twilight Princess Iwata Asks.

1. I thought Super Mario 3D Land and Mario Kart 7 did.
2. So design, development, story and director roles can all be done by the same person (on different projects, of course)? Interesting, as I thought it was very hard to move up the latter in NCL.

EDIT: Looking at this, I still don't see it.
 

Corpekata

Banned
Why would anyone take issue with a producer being on there? Like a fifth of the list are musicians and artists who aren't exactly programming up a storm either, and some with very short resumes like the animator from Skullgirls.
 

Mario

Sidhe / PikPok
Dunno about you, but a label like "Producer" or "Executive Producer" is not a label everyone in a project throws nilly willy. Whatever her roles was, she must be someone significant in Ubisoft to be able to get that title, moreso for a now-juggernaut franchise such as Assassin Creed.

Jade was one of the key people that helped build and grow the Ubisoft studio in Toronto, so she is definitely very senior and well respected in the organisation.
 
For any of you people in the know about modern interactive fiction (sort of an umbrella term that encompasses both text adventures and text-only artful experiences like Aisle) the one name that shines brighter than the rest is Emily Short.

She's written and collaborated on more than 30 pieces of interactive fiction since 2000.

Check it out.
 

Ninjimbo

Member
1. I thought Super Mario 3D Land and Mario Kart 7 did.
2. So design, development, story and director roles can all be done by the same person (on different projects, of course)? Interesting, as I thought it was very hard to move up the latter in NCL.

EDIT: Looking at this, I still don't see it.
I thought MK7 came out after New Leaf. Oh well, then I'm wrong. I just remember New Leaf dominating everything when it came out.
 

Toa TAK

Banned
I'm not sure I'd include Jade Raymond in that list. Looking at her past work it looks like all she's really done is Producer/Executive Producer for a fair number of projects. A few programming creds here and there (jeopardy, trivial pursuit), but that's about it.

I'd still count her in, at the very least she pushed out Assassin's Creed 1 being the game's producer.

Plus I love AC1.
 

JMargaris

Banned
The Fullbright Company, creators of Gone Home, include Karla Zimonja (one of its founders) and Kate Craig, who did a lot of work on the environments.

Which, you know. Is kind of a huge part of the game.

Of course the vast majority of people can name Steve Gaynor and then probably Chris Remo.

There are literally thousands of talented female developers. Unfortunately being considered notable typically requires a lot of self-promotion and a certain type of self-aggrandizing personality that women are less likely to have.

Sadly these days if a female developer does want to become notable the easiest way is to become a twitter warrior / activist and move the focus away from the professional work. I know of a female dev recently who was frustrated that she wasn't getting any press coverage for her games, then she started being active on Twitter and writing blogs/editorials about sexism and now I see her name fairly regularly - but it's never mentioned for the quality of her work and her games are only mentioned in passing.

Did she get what she wanted? I'm not sure.
 

JDSN

Banned
-Zoe Quinn, creator of the very cool Depression quest.
- Ayami " G.O.A.T" Kojima:


I think the list should just be for actual game developers, not critics, even as influential as they might be.

Influence is influence and if her writing is contributing for improving games like Last of US of making developers second guess their writing then she is important. That goes for producers and executives like Jade Raymond.
 

Blizzard

Banned
How about Michiko Naruke, AKA Wild Arms' series composer?

20100626054249!Michiko_Naruke.jpg


Her work is on a whole other level, helluva musician, deserves to be more well known.

To name something outside of Wild Arms, which speaks by itself, it takes true genius to take a classic David Wise track, reinvent it entirely, AND end up with a new kind of awesome that's just as good.
This is awesome -- I had heard a Wild Arms song or two that I liked, but I didn't know she was the one who arranged Bramble Blast in Brawl.
 

Dugna

Member
This image has been floating around 4chan for a while. I think it initially started during the Anita kickstarter first started appearing.

Yes the picture relates to that stuff since it's 4chan and yes I've been against Zoe Quinn for reasons. But I'm trying to step back cool down and find something happy to think about and I thought this would be a good topic since everything has been negative for women lately in this industry.
 
Who was the female developer in the Iwata Asks for Skyward Sword? I recall Iwata mentioning that with more female developers, they were creating new ideas or something.
 

Laughing Banana

Weeping Pickle
Jade was one of the key people that helped build and grow the Ubisoft studio in Toronto, so she is definitely very senior and well respected in the organisation.

Yup, so it's weird that there are some that would exclude her just because she's more behind the scene stuff.

Anyways, as many has noted, Yoko Shimamura. A goddess of fantastic music and OSTs.
 

Sai-kun

Banned
The few women I've met at 343i (Kiki, Bonnie, Jessica) have all been incredibly friendly and awesome in the short amount of time I got to talk and hang out with them. Seriously, seriously cool women in very high positions of power!

Hooray for cool people.
 

stupei

Member
I enjoy some of Christine Love's work on visual novels. She can be really hit or miss, but Digital: A Love Story is fantastic.

Wait I thought Anita became known well after The Last of Us was revealed? So how would she have highly influenced development?

Druckmann presented an award to her at GDC this year and said that she influenced his writing in the game TLOU. Based on some of the things he has said about the original arc for Tess, I'm very glad she did.
 

Keikaku

Member
Yes, that's true.

I wish she would go back to getting into the nitty-gritty of building a game though.



For sure. I highly doubt all she does is put money into a project and call it a day. Some creative oversight is likely a huge part of her role, I'm sure.

I think the thing is that since most of us don't work on games at a major company -- and seemingly a lot of game companies structure their hierarchy really differently anyway -- we don't really have any idea. It just seems like people constantly assume Raymond does nothing of value, even though we don't really know what being a producer at Ubisoft entails.

In film a "producer" does not necessarily contribute a great deal (though again, this varies), but the producer in many television shows is much closer to what many people think of as the "director." At Ubisoft? I really have no idea. I've often wondered.
Producers manage the timetables of the entire production staff to make sure that the game actually gets made and made on or as close to budget as possible. Without a good producer or set of producers you usually have no product or an underwhelming one.

I highlighted the whole nitty-gritty phrase in darthbob's post because a good producer is just as vital to the completion of a game project as any artist, programmer or designer and maybe more so. Literally every aspect of the games development falls under the purview of a producer-from qa testing to localization to budgeting to milestones, etc., etc. I have left 2 jobs due to the producer chronically misallocating resources and costing the company hundreds of thousands of dollars and wasting dev/artist time in the process.

It is not a "fluff" or non "gritty" position at all.
 
I'm not sure I'd include Jade Raymond in that list. Looking at her past work it looks like all she's really done is Producer/Executive Producer for a fair number of projects. A few programming creds here and there (jeopardy, trivial pursuit), but that's about it.

Don't know about design ability but her heading the creation and cultivation of an entire new studio in Ubisoft Toronto who's first game ended up as good as Splinter Cell Blacklist is a damn good job.
 

Nome

Member
I think the thing is that since most of us don't work on games at a major company -- and seemingly a lot of game companies structure their hierarchy really differently anyway -- we don't really have any idea. It just seems like people constantly assume Raymond does nothing of value, even though we don't really know what being a producer at Ubisoft entails.

In film a "producer" does not necessarily contribute a great deal (though again, this varies), but the producer in many television shows is much closer to what many people think of as the "director." At Ubisoft? I really have no idea. I've often wondered.
Out of curiosity, what does she actually do?

'Producer' is not very descriptive.
Producers in game development are responsible for the overall vision of the game. "But isn't that the lead game designer's job?" No, it's not--or at least, with a lot of rockstar personalities, lead designer and executive producer roles go hand-in-hand. Depending on whether there's a production/development management split, they may also be responsible for team health as well. Producers are the yes or the no, the gatekeepers of development. They are the ones who end up saying "no, we can't afford female player models in ACU given our budget", but they're also the ones who say "give me a small team and I'll deliver multiplayer in ME3." They're one of the most important leadership roles in development.
 
Xkx3uNc.jpg


Kotori Yoshimura

Formerly Katsunori Yoshimura prior to a sex change in the mid-oughties. Kotori's in a homosexual relationship with another female programmer. She's currently doing a wide range of programming work for PC and mobile. But her legacy is prodigious and commendable:

•Largely led Tecno Soft when it was still referred to as the Sasebo Microcomputing Center, hammering out multiple small games for Japanese computers back when the market was emerging
•Programmed and designed the original Thunder Force, as well as early space games like Star Fleet and Plazma Line; she even did unlicensed 2001: A Space Odyssey games!
•Formed Arsys Software with several co-workers, leaving Tecno Soft to push the limits of Japanese PC gaming—everyone should witness Star Cruiser (big gif), which, alone in Japan, achieved flat-shaded polygonal environments at a decent framerate with FPS combat and classic dungeon-crawling; other games like WiBARM, Reviver, and Knight Arms shared that high standard of quality
•Helped port Prince of Persia and Spindizzy Worlds to J-PCs, setting a high standard for future ports of the games
•Co-designed Omega Boost at Polyphony Digital

After operating Arsys' successor firm Cyberhead, hoping to finish Galactic Knights, Kotori started freelancing and soon became one of the few transgendered professionals in her industry.
 

JMargaris

Banned
I notice Zoe Quinn isn't on that list. Is there any particular reason, or am I missing something?

My understanding of this topic and the intent of the original image is to celebrate women for their high-quality work rather than for advocacy or controversy.

It's not hard for women in the video game industry to be recognized for fighting sexism, for Twitter wars, for blog posts, for organizing things like #1reasonwhy or speaking in the GDC Advocacy track. What is hard is for women to be recognized for their craft when they simply excel at their craft and aren't mixed up in that stuff.

That's not a value judgement on that "stuff." It's just to say let's demonstrate that high quality work is by itself enough to be recognized, just as it is for men.

Edit: To clarify, I'm not opposed to Zoe Quinn or Anita Sarkeesian as individuals. But they are already recognized for their work, and for reasons largely not related to making video games. (Anita doesn't make video games at all)

There are women out there who feel like they do great work but because they aren't a man or an activist they don't get recognition.
 
Totally, KQ6 is my jam. Ahead of it's time, in my opinion.

Fantastic game, KQ6. And yet, I don't think it was ahead of its time. It was right about where it should have been. Had it been released a few years later, it might have been lost in the shuffle with the more cartoony sprite adventures and - God help us - FMV and early 3D. Still, I'd argue it was one of the best adventure games of all time.
 
Top Bottom