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Women in Game Development -

Women in Game Development

Breaking the Glass Level-Cap

Jennifer Brandes Hepler (Herausgeber)

Buch | Softcover
224 Seiten
2016
CRC Press (Verlag)
978-1-138-94792-4 (ISBN)
CHF 68,90 inkl. MwSt
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 Development: 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





Experience the unique stories of nearly two dozen female game developers, from old-school veterans to rising stars.



Understand the role of women in videogames, from the earliest days of development to the present day.



Hear first-hand perspectives from working professionals in fields including coding, design, art, writing, community management, production and journalism.



Get tips for how to be a better ally and make your company and teams more inclusive.



Learn about the obstacles you face if you’re an aspiring female developer, and how to overcome them.



Meet the human face of some of the women who have endured the industry’s worst harassment… and kept on going.

Jennifer Brandes Hepler has been in the games industry for 18 years, starting as a writer for tabletop games before joining Bioware as a senior writer on the Dragon Age series and Star Wars: The Old Republic. After two years as the lead writer on Disruptor Beam’s Game of Thrones Ascent, Jennifer is now working on serious games for Kognito Interactive, using game dialogue to teach empathy and communication skills. Jennifer has spoken on gender and game writing at GDC, Games For Change, Geek Girl Con, and EA University.

Chapter 1 Introduction

Chapter 2 Brenda Romero

Chapter 3 Rebecca Ann Heineman

Chapter 4 From the Beginning

Chapter 5 Judy Tyrer

Chapter 6 Brianna Wu

Chapter 7 Karisma Williams

Chapter 8 It Starts in the Classroom: Women and Computer Science

Chapter 9 Jane Ng

Chapter 10 Kimberly Unger

Chapter 11 "You Must Be an Artist": Stereotypes and Realities about Female Game Artists

Chapter 12 Laralyn McWilliams

Chapter 13 Elizabeth LaPensée

Chapter 14 Elizabeth Sampat

Chapter 15 Erin Hoffman-John

Chapter 16 Don’t Girls Hate Combat?: Variety in Game Design

Chapter 17 Jennifer Brandes Hepler

Chapter 18 Sheri Graner Ray

Chapter 19 Write What You Know: How Female Writers Expand a Game’s Audience

Chapter 20 Megan Gaiser

Chapter 21 Kari Toyama

Chapter 22 Good, Fast, or Cheap: What Does a Game Producer Do, Anyway?

Chapter 23 Katie Postma

Chapter 24 Donna Prior

Chapter 25 "Just a CM…": Why Community Management Is Judged So Harshly

Chapter 26 Sheri Rubin

Chapter 27 The "Average Player": How Game Testing Departments Can Bias Their Results

Chapter 28 Leigh Alexander

Chapter 29 Mattie Brice

Chapter 30 Anita Sarkeesian and Laura Hudson

Chapter 31 Conclusion

Erscheinungsdatum
Zusatzinfo 37 Illustrations, black and white
Verlagsort London
Sprache englisch
Maße 152 x 229 mm
Gewicht 340 g
Themenwelt Informatik Grafik / Design Film- / Video-Bearbeitung
Informatik Software Entwicklung Spieleprogrammierung
Informatik Weitere Themen Computerspiele
Sozialwissenschaften Soziologie Gender Studies
ISBN-10 1-138-94792-X / 113894792X
ISBN-13 978-1-138-94792-4 / 9781138947924
Zustand Neuware
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