哀悼与团结的曲线_团结与游戏中的女性

哀悼与团结的曲线

When Siobhan Reddy, studio head at Media Molecule, said that she demanded that one of the Tearaway characters be female, it raised a few eyebrows and made some headlines. She wanted to encourage women in games to speak up and everybody to consider diversity as an issue in game development. But is it really so important?

当Media Molecule的工作室负责人Siobhan Reddy说她要求Tearaway角色之一是女性时,它引起了一些注意,并成为了头条新闻 。 她想鼓励游戏中的女性大声疾呼,并鼓励所有人将多样性视为游戏开发中的一个问题。 但这真的很重要吗?

Well, yes. For example, 45% of women in the US play video games. However, the proportion of women in the industry is only somewhere between 6% and 11%, depending on who you ask. And that has an effect on the way we work. “The industry does not hate women. It’s just that gender is a barrier to identification, and male artists draw male characters by default,” says Siobhan Reddy.

嗯,是。 例如,美国有45%的女性玩电子游戏。 但是,取决于您询问的 ,该行业中女性的比例仅为6%至11%。 这会影响我们的工作方式。 “这个行业并不讨厌女性。 只是性别是身份识别的障碍,男性艺术家默认情况下会绘制男性角色,” Siobhan Reddy说。

But Unity grows with success of independent game developers and if one gender  is excluded by default, we’re all losing business. So I went to the European Women in Games Conference in London to find out why there is currently so little gender diversity in game development and more importantly, what can anybody do about it.

但是Unity会随着独立游戏开发人员的成功而成长,如果默认情况下不包括一种性别,那么我们都将失去业务。 因此,我参加了在伦敦举行欧洲妇女参与游戏大会 ,以了解为什么目前游戏开发中的性别差异如此之小,更重要的是,任何人都可以对此做些什么。

从孩子们开始 (Start with the kids)

It seems that the best time to act might be long before anybody actually enters the industry, because by the time graduates leave college, it is already too late to narrow the vast gender gap.

似乎最好的行动时间可能早于任何人真正进入这个行业,因为当毕业生离开大学时,缩小巨大的性别差距已经为时已晚。

According to Caroline Norbury, CEO of Creative England, 92% of A-levels (a secondary education exam) in Computer Science are awarded to male students in Britain. The proportion of Technology and Science degrees awarded to women has actually fallen since 1985.

根据Creative England首席执行官Caroline Norbury的说法,计算机科学的A级(中等教育考试)的92%授予了英国的男学生。 自1985年以来,授予妇女的科技学位的比例实际上有所下降

Lady Geek is a campaigning agency, which aims to make technology more appealing and accessible to women. It’s CEO, Belinda Parmar, says that the lack of diversity in the sector is not a woman’s issue, but a missed business opportunity for everybody. Besides the HER in Hero campaign, aimed to inspire girls in schools, her company consults corporations like Sony or Microsoft on how to transform the way tech and games companies speak to women, to gain more female talent and widen their consumer audiences.

Lady Geek女士是一家竞选机构,旨在使技术更具吸引力并为女性所用。 该公司首席执行官贝琳达·帕尔玛(Belinda Parmar)说,该行业缺乏多元化并不是女性的问题,而是每个人都错过的商机。 除了旨在激发学校女生的HER in Hero运动外,她的公司还向Sony或Microsoft等公司咨询如何改变科技和游戏公司与女性交谈的方式,以获取更多女性才华并扩大其消费者群体。

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Imre Jele is a co-founder of Bossa Studios, developers of the Unity Award runner-up Surgeon Simulator 2013. He is 100% sure that a better gender balance would be good for the team and for the bottom line. He thinks that people who are hostile towards women in this industry need to grow up: “Showing negativity towards diversity is just bad for business and it just tells me how inexperienced you are”.

Imre Jele是Bossa Studios的联合创始人, Bossa Studios是Unity奖亚军Surgeon Simulator 2013的开发人员。他100%确信,更好的性别平衡对团队和底线都有利。 他认为,在这个行业中对女性怀有敌意的人需要成长:“表现出对多样性的消极态度对企业不利,它只是告诉我你缺乏经验”。

如何找到工作 (How to get a job)

However, it is really hard for him to recruit women: “We certainly don’t discriminate, there are just no female candidates!”. And with deadlines for big commercial projects coming up, there’s no time to wait for some to show up. His advice for both women and men to get hired in the game industry is to build a strong portfolio of projects in your free time and find allies on the inside who can help you out and give you feedback.

但是,他招募女性真的很困难:“我们当然不歧视,没有女性候选人!” 随着大型商业项目的截止日期的到来,没有时间等待一些项目出现了。 他对男女从事游戏行业的建议是在您的业余时间建立大量项目组合,并在内部找到可以帮助您并提供反馈的盟友。

 Here’s where women who are already in the industry can and should help. Game Jams are a great way to meet new people and build a portfolio, but being the only female in the room full of people you don’t know can be pretty intimidating.

在这里,已经从事该行业的女性可以而且应该提供帮助。 Game Jams是结识新朋友并建立投资组合的好方法,但是当房间中只有一个您不认识的人时,唯一的女性可能会令人生畏。

Teresa Mardel was wondering why she felt much more comfortable during the all female  XX Game Jam: “I realized it was just so relaxing not to be the “elephant in the room”, the only girl.” Working with more experienced female designers, artists and coders helped her to get more confident about her own skills.

特蕾莎·玛德尔(Teresa Mardel)想知道为什么她在所有女性XX Game Jam期间感到更加舒适:“我意识到,不能成为“房间里的大象”,唯一的女孩真是太放松了。” 与经验丰富的女设计师,艺术家和编码员一起工作使她对自己的技能更加自信。

演示地址

“The standard was as high as any mixed game jam. The only difference was that we offered to provide help with accommodation, travel and childcare costs so that those were not a barrier for women attending,” says XX Game Jam organizer and Director of Operations at Auroch Digital, Debbie Rawlings. She’s trying to build the confidence of women, especially beginners, who see mixed game jams as too competitive.

“标准是任何混合游戏果酱的最高标准。 唯一的区别是,我们提供了住宿,旅行和育儿费用方面的帮助,以免对女性参加活动构成障碍。” XX Game Jam组织者和Auroch Digital运营总监Debbie Rawlings说。 她正在努力树立女性的信心,尤其是初学者,她们认为混战游戏过于激烈。

Game designer Whitney Hills wrote a brilliant blog post recently about her experience in the industry. She says that we all need to concentrate on open and honest communication and name what we’re actually feeling, not tiptoe around people’s sensibilities or hide our own frustrations.

游戏设计师惠特尼·希尔斯(Whitney Hills)最近写了一篇精彩的博客文章,介绍了她在游戏行业的经验。 她说,我们所有人都需要专注于开放和诚实的沟通,并说出我们实际的感受,而不是热衷于人们的敏感性或掩饰我们自己的挫败感。

作为女人出来 (Coming out as a woman)

It seems that active mentors role models like Debbie and Whitney are the single best tools we have at our disposal. Rhianna Pratchett is a scriptwriter and narrative designer who is best known for her work on Heavenly Sword, Mirror’s Edge, and more recently, Tomb Raider. In London, she was inducted into the European Women in Games Hall of Fame. In her acceptance speech, she said that she always thought that her gender was irrelevant to her work.

像Debbie和Whitney这样的积极导师榜样似乎是我们拥有的唯一最佳工具。 Rhianna Pratchett是一位编剧和叙事设计师,以在《天剑》,《镜之边缘》以及最近在《古墓丽影》上的作品而闻名。 在伦敦,她入选了游戏名人堂的欧洲女性。 她在接受感言中说,她一直认为自己的性别与她的工作无关。

“But after Tomb Raider came out and I was interviewed in the media, I started getting all these letters from young girls, asking how to get started in games. So I realized that even though my gender might be irrelevant to me, professionally, it’s important to other people to see somebody more like them in the industry.”

“但是在《古墓丽影》问世并接受媒体采访后,我开始收到年轻女孩的所有来信,询问如何开始游戏。 因此,我意识到,即使我的性别与我无关,但从职业上来说,对其他人来说,在行业中看到更像他们的人也很重要。”

After that, she decided to, in her own words, “come out as a woman” and talk more challenges as well as possibilities for women in the industry. She even started the  #1reasontobe hashtag on Twitter, which is all about celebrating the good things about the business.

之后,她决定用自己的话说“成为一个女人”,并为行业中的女人谈论更多的挑战和可能性。 她甚至在Twitter上启动了#1reasontobe主题标签,目的是庆祝公司的美好事物。

Robin Silcock and Jess Magnus are 3D artists studying at the Norwich University of the Arts. Their models were a part of the prestigious Student Showcase at the conference. Both definitely see a lot of reasons to be in the game industry and for now, are not really aware of any barriers. “We were four girls and two guys for the latest game jams we took part in. It was definitely nice to have a balance in the team, but we got along just as well with the guys as with the girls,” says Robin.

Robin Silcock和Jess Magnus是在诺威奇艺术大学学习的3D艺术家。 他们的模型是会议上享有声望的学生展示的一部分。 两者都肯定有很多进入游戏行业的原因,并且到目前为止,他们还没有真正意识到任何障碍。 “我们分别参加了最新的比赛,当时我们是四个女孩和两个男孩。在团队中保持平衡绝对是一件很棒的事,但我们与男孩和女孩相处得很好,” Robin说。

It actually turned out to be the shared toolset that brought the team together, not gender. “We saw the programmers working in Unity and I thought: I could do this too! With the other engines we tried, it was just impossible for me to follow what was going on. Unity is much easier for the artists to work with, we felt that we had a much better connected team” says Jess.

事实证明,这是使团队团结在一起的共享工具集,而不是性别。 “我们看到程序员在Unity中工作,我想:我也可以做到这一点! 使用我们尝试过的其他引擎,对我来说,根本不可能追随正在发生的事情。 团结对于艺术家来说要容易得多,我们觉得我们有一个更好的联系团队。”杰西说。

翻译自: https://blogs.unity3d.com/2013/10/31/unity-and-women-in-games/

哀悼与团结的曲线

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