We are very pleased to present our 2017 IGDA Foundation Women in Games Ambassadors.
Inge Berman is a game artist based in Sydney Australia with a background in fine arts and game design. Inge is currently working on the virtual reality title ‘Kept’ with the creative technology company S1T2. The history and philosophy of video games have always inspired Inge and she looks at the medium as a unique and exciting form of artistic expression.
Sam Bond is a medical illustrator and game developer based in Chicago, Illinois. She graduated in May 2016 with a Masters in Biomedical Visualization from the University of Illinois at Chicago (UIC), where her research focused on developing interactive tools and mini-games for multi-language patient education. She currently holds joint Assistant Clinical Professorships in the Department of Biomedical and Health Information Sciences and the Department of Physical Therapy. Through her research and biomedical interactivity development courses, Sam strives to teach and build games that excite, educate, and encourage all audiences to embrace public health and wellness.
Mona Bozdog is a Romanian second-year doctoral student and theatre maker based in Scotland at Abertay University.
Her PhD project which investigates the potential of interdisciplinary study in the fields of performance and video games, is a partnership between Abertay University, The Royal Conservatoire of Scotland, The National Theatre of Scotland and The Scottish Graduate School for Arts and Humanities. The project draws on both performance and game design methods to develop hybrid forms of storytelling that blend the unique abilities of virtual and physical environments, bodies, and experiences. Her latest project, a site-specific, game-like performance (or performance-like game), was a live modding/translation/appropriation of Dear Esther (The Chinese Room, 2012) staged on Inchcolm Island.
Hannah Bragelman is a junior at the University of Wisconsin-Stout pursuing a Bachelors of Science in Game Design and Development, as well as minors in Mathematics and Psychology. She found an early love for Computer Science when she learned how to create Lua addons for World of Warcraft. Hannah teaches Java programming and game design at iD Tech Camps, tutors math at the Boys and Girls Clubs, and judged “Game On!” events at the National Science Olympiad. She is also the Senator of the College of STEMM on her university’s student senate, and is the President of a Pastafarian club.
Alice Casey helped to found the London branch of Code Liberation in 2016. She is currently studying Games Programming at Goldsmiths College, and is always looking for new programming challenges. She has been embracing games since she could pick up a controller, and continues to collect and play retro titles to this day. Alice wishes to help make the world of games a more inclusive space for LGBT people, and in turn use it to cast light on issues faced in the community through interactive experiences and storytelling. Alice enjoys public speaking, as well as helping others to realise their potential through co-operation. She spends her spare time building computers and catching up on the latest cartoons.
Alicia Contestabile is a game designer and writer from Toronto. She is a student at the University of Toronto, studying cinema, new media, and computer science. She works with the Hand Eye Society, a videogame arts organization, as Artist Liaison, and curator for events like The Hand Eye Society Ball: A Fancy Videogame Party, and Comics X Games, part of Toronto Comic Arts Festival. She has given talks and taught Twine workshops locally in Toronto and internationally at festivals. She once taught an impromptu Twine workshop in the lounge of the Downtown SF “Indie Hostel” to a random traveller. Her most recent game project created with Mahou Shoujammers was Punk Prism Power, a Magical Girl multiplayer party game with custom peripherals, kick ass moves, and blinky lights. When she’s not making games or teaching others that they too can be a game designer, she spends an extraordinary amount of time playing JRPGs, especially Final Fantasy.
Yiwen Dai is a second year MFA candidate of Interactive Media and Game Division under School of Cinematic Arts. Yiwen has always been interested in the potential of the combination of art and technology, where she views as the playground for creating amazing experiences. Yiwen has been actively experimenting with the affordance of various digital media technologies in delivering immersive experiences. She finds it important to make her own contribution to the diversity of values that video games should reflect as well as making games a more inclusive and accessible medium to a wider audience.
Poppy de Raad is a final year student at Media Design School currently completing her Bachelor of Creative Technologies. She likes to dabble in walks of art, ranging from traditional, 2d digital art, 3d modelling, design, and UI/UX. Her first big success was with Robin, a serious game dealing with the topic of Chronic Fatigue, which won a place in the finalist section of the Serious Games Showcase and Challenge Australasia, and has an impressive 25,000 downloads online. Inspired by the positive reaction to Robin, Poppy aims to create more games that explore topics that aren’t discussed often. Her favourite types of games are one that tell stories and explore character relationships with strong stylistic art.
Rhianna Guptill is in her final year at Bradley University, studying Interactive Media, with a concentration in game design. She has a passion for all things game art, and hopes to one day land a job as a character concept artist. For the last three and a half years, she has worked with many incredible teams of people to develop a vast variety of games, anywhere from museum installations to games for health awareness. When not making or playing games however, she enjoys exploring new kinds of art, astronomy, doing puzzles, and caring for her many, many plants.
Amanda Hamrick is a project manager and freelance artist. Along with a minor in Business Management, she is finishing her bachelors in Game Art in 2017 at Columbia College Chicago. Her goals are to become a producer or project manager and influence the future of video games. She hopes to help shape a more positive perspective of the video game industry and provide more opportunities in the field for others.
Rachel Hwang is an engineer, artist, writer, teacher and player of games interested in all problems at the intersection of the technical and the creative. She’s currently teaching a class on procedural graphics (creative coding) techniques at the University of Pennsylvania and also working as a 3D graphics engineer. Work aside, Rachel can most often be found daydreaming about game design, shouting about algorithms or folding origami obsessively.
Carolyn Jong is a graduate student in the interdisciplinary Humanities PhD program at Concordia University, where she studies videogame modding, labour conditions in the game industry, and anti-oppressive organizing. As a member of the Technoculture, Art, and Games Research Centre, she’s been involved in projects exploring learning and gestural games, moral decision-making in digital role-playing games, and games curation. She has also worked on several small, independent games. As an activist and volunteer for the Mount Royal Game Society she is committed to creating more inclusive, feminist spaces that welcome a diversity of voices, and to the cultivation of critical thought and collective action.
Kirsty Keatch is a musician, sound designer, creative programmer and digital curator who once wrote, performed and produced an album with Ibiza chill out legend, Jose Padilla and Warner Spain.
Her recent Edinburgh University MSc research project, focussed on the design and implementation of dynamic audio for game driven experiences, mediated by the familiarity and ubiquity of smartphones.
From programming procedural audio for her mobile game, Hedra, to blurring boundaries between artist, player and performer through her kinetic sound sculpture, Katakata, Kirsty hopes to continue widening people’s access to playful interactions with sound and musical expression.
Jocelyn Kim is a Korean-American artist, game maker, and dog lover based in Los Angeles, California. She spends most of her time drawing, coding, and thinking of new designs for personal game projects. Jocelyn’s first loves include Kirby’s Dream Land 3, Diablo II, and Team Fortress 2. She hopes to bridge the rift between art, design, and engineering while advocating for supportive, diverse community spaces within games. She is currently in her third year of studying Interactive Media & Games (a.k.a. videogames) at the USC School of Cinematic Arts, and is helping to make awesome art for the 8-bit retro game, Shovel Knight.
Lou Kramer is a Games Engineer student at the Technical University of Munich and is currently in her last year of pursuing her master’s degree. Her focus is computer graphics and hardware-aware programming, but throughout her studies she worked also in various other fields concerning game development such as game design and narrative design. She loves learning new things and challenging her own boundaries; as opportunity to gain further knowledge about her specialization field she worked as a student research assistant at the computer graphics chair and also went abroad for studying to South Korea.
Atley Loughridge is an Interactive Media & Game Design MFA student at the University of Southern California where she studies design and computer science. She strives to create feel-good gameplay at the core of stories about transformation. While a student, she started Code Camp, a group dedicated to teaching programming and math in tactile and exploratory ways at nearby high schools.
Johanna Pirker is currently finishing her dissertation in computer science at Graz University of Technology where she specialized in games and environments that engage users to learn, train, and work together through motivating tasks. Johanna is game developer, researcher, and educator, and an active and strong voice of the local indie developer community. She has long-lasting experience in evaluating, designing, and developing games and virtual realities and believes in them as tools to support learning, collaboration, and to solve real problems. Johanna has started in the game industry in EA’s QA department and still consults studios in the field of games user research. At the moment she teaches game development at Graz University of Technology and researches games with a focus on AI, VR technologies, and data analysis.
Camille Ramseur is a first year Master’s student at Carnegie Mellon University studying Entertainment Technology. She received her Bachelor of Science in Computer Science and minor in Human Factors from the Florida Institute of technology. Her studies have empowered her to consider both the technical and the design aspect of a given medium while keeping the user in mind. She likes creating tools that will help both artists and engineers, and hopes to one day take her background of programming and combine it with art to become a technical artist. She has contributed to the Virtual Reality community through both creating content and through her VR research at Harris Corporation and now at Carnegie Mellon’s Entertainment Technology Center, where she is creating games and different interactive experiences.
Kathleen Riley is a second-year law student at UNC School of Law pursuing a career in intellectual property and video game law. As part of the NC Journal of Law & Technology, she has written on the intersection of video games and the law, with a particular focus on virtual and augmented reality. She will also be interning with the premier entertainment, trademark, and video game law firm, Morrison / Lee this summer. As a lifelong video game enthusiast, a future attorney, and a twitch streamer, Kathleen is excited to represent women in the gaming industry!
Grace M. Rodríguez is currently in her senior year at the University of Puerto Rico – Rio Piedras Campus majoring in Computer Science. Last year, as part of her internship, she did research in making a simulation to visualize the post-seizure phase with VR technology. After that, she got very interested in game development, specifically in VR, and exploring how it can be used for medical and educational purposes. She has also taken part in the nonprofit organization efforts, #include<girls>, efforts to motivate more minorities to participate and get interested in computing, including organizing game development workshops.