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Q.


WHAT INDUSTRY INITIATIVES OR PROGRAMMES PUT IN PLACE RECENTLY HAVE INSPIRED OR IMPRESSED YOU?


Alan Dixon, Amiqus: When it comes to supporting women in games, we have seen some great initiatives from individual studios covering menopause support, paid maternity leave, shared maternity leave, returnship programmes and more. If we are going to encourage women to join – and remain in – the games industry, we need to see more of this.


Colin Macdonald, Games Jobs Live: Although it was a government initiative rather than an industry one, the Kickstart scheme that ran over much of Covid was a fantastic opportunity for studios and individuals alike. It gave hundreds of young folk that elusive first bit of experience on their CV that’s so sought after, whilst encouraging studios to take a chance on people they might not otherwise have.


Emma Smith, Creative Assembly: I’m always inspired by BAFTA Young Game Designer. The standard of the games made by these young, bright people continues to excite me. The base level of knowledge and skill we see in the children who participate are leagues ahead of where we were ten years ago, and I cannot wait to see where these brilliant young game developers take their passion in the future.


Eduardo Goncalves, Keywords Studios: Women in Games, the global activists for women in games and esports have recently published ‘Building A Fair Playing Field’ as a guide for video games, esports, and connected industries of all scales and sizes who are interested in engaging with, and advancing, gender equality and wider diversity and inclusion, along with policy units and international trade associations. While the Guide is specifically focused on gender, it encompasses wider intersectional issues of inclusivity and diversity, and can be used to address them at every level.


Silja Bernecker, InnoGames: Forgive me for tooting our own horn, but from a talent acquisition perspective, the publication of our salary bands was the most inspiring initiative


I have seen since summer. At the time of publication, we had 19 vacancies, among them roles that took us up to 15 months to fill in previous years. Within 2 months, we were able to fill them all. That’s incredible. Female candidates say they appreciate it that they no longer have to fear pay gaps. Candidates from outside the industry tell us they didn’t expect to make good money in games. Others say they feel relieved that they no longer have to worry about selling themselves short in salary negotiations. As a result, the dynamics of the recruitment process have changed for the better and recruiting has become more enjoyable.


Keira McGarvey, FuturLab: Into Games have launched a programme which aims to support young people that would like a career in the games industry, by making it more accessible through training, mentoring and access to tech, regardless of their background. This is a fantastic incentive, unfortunately many young people do not have access to the technology needed and by providing access to this it gives them the opportunity to learn and build their skills to allow them to pursue a career in this industry.


Ben Harrison, Sharkmob: The Game Assembly (TGA) introducing a Game Programmer Level 7 course in the UK after a hugely successful course in Sweden has created a great pathway into the games industry for juniors. Sharkmob’s Malmö Studio in Sweden has taken in dozens of interns from TGA since its founding in 2017, of which, over 95% have joined as full time juniors following the internship program. Concept 101, a networking event for concept artists - both professionals and students - was a massive success in London this September in its debut year. Sumo’s Diversity Internship Training Programme also caught the eye as a means to give people from under-represented groups the opportunities to receive training and mentoring in games programming through their Sumo Digital Academy.


“I’m always inspired by BAFTA Young Game Designer. The base level of knowledge and skill we see in the children who participate are leagues ahead of where we were ten years ago”


Emma Smith, director of talent and social impact at Creative Assembly


December2022 MCV/DEVELOP | 41


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