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“Never stop learning new skills. Whether it’s choosing a new career because of a song, or leaving a career to reconnect with yourself, never lose the sound of your inner voice, and never lose curiosity,” Donna Bailey. –Gamer Girls
Gamer Girls: 25 Women Who Built the Video Game Industry
by Mary Kenney
12+
Score
5.8
160
Women have always made video games: from the 1960s, first-of-its-kind, projector-based Sumerian Game to the blockbuster Uncharted games that defined the early 2000s. Women have been behind the writing, design, scores, and engines that power one of the most influential industries out there. In Gamer Girls, you can explore the stories of 25 of those women. Bursting with bold artwork, easy-to-read profiles, and real-life stories of the women working on games like Centipede, Final Fantasy, Halo, and more, this dynamic illustrated book shows what a huge role women have played—and will continue to play—in the creation of video games.
With additional sidebars about other influential women in the videogame industry, as well as a glossary and additional resources page, Gamer Girls offers a look into the work and lives of influential pixel queens such as:
- Roberta Williams (one of the creators of the adventure genre)
- Mabel Addis Mergardt (the first person to write a video game)
- Muriel Tramis (the French “knight” of video games)
- Keiko Erikawa (creator of the otome genre)
- Yoko Shimomura (composer for Street Fighter, Final Fantasy, and Kingdom Hearts)
- Rebecca Heineman (first national video game tournament champion)
- Danielle Bunten Berry (creator of M.U.L.E. and early advocate for multiplayer games)
- And more!
Anyone who plays or wants to make video games should read Gamer Girls, which gives readers a peek inside the video game industry. Many of the women made an impact on the video game industry by using their unique perspectives. The gamers discuss how they overcame obstacles; this includes creating new technologies that were necessary to bring their video game ideas to life. In addition, each woman gives advice. For instance, Kazuko Shibuya, the video game artist behind the Final Fantasy Series, explains: “There’s no substitute for experiencing things with your own two eyes, taking the whole atmosphere and context directly. A designer must hone all five of her senses. . . They are all connected to creativity. The more experiences you have to draw from, the more depth you will be able to impart to your creations.”
Gamer Girls is broken into clear sections that are easy to follow. The first page introduces a new woman, features a full-page illustration of the woman, and lists her role in the video game industry. Each illustration is drawn using orange and purple, which give the pages a lively feel. Short sections titled “Side Quest” introduce other women who impacted the industry. And since some readers may not understand all of the technological terms, there is a glossary.
Even girls who don’t dream of creating video games can still learn important lessons from the women featured in Gamer Girls. Donna Bailey, writer of the first romance game, advises, “Never stop learning new skills. Whether it’s choosing a new career because of a song, or leaving a career to reconnect with yourself, never lose the sound of your inner voice, and never lose curiosity.” Readers of Gamer Girls will come away feeling inspired to make their dreams come true.
Sexual Content
- Game Developer Robin Hunicks spoke at a video game conference. “Robin quickly listed the types of game art displayed in hallways: ‘Sexy babes who can’t stop touching themselves. Coy babes who are kinda naked. Lesbian baaaaabes. Studded babes!. . . Latex babes.’ Hunicks went on to talk about how to reach women gamers.” After her rant, she “flipped the audience a set of double birds and walked off the stage.”
- A Japanese video game called Seduction of Condominium Wives was “a role-playing game in which a door-to-door salesman tries to sell condoms to women and fights Yakuza and ghosts.”
- Two video game designers became frustrated with people asking, “What’s the game mechanic for sex?” Later, they released “a game about sex that has nothing graphic in it. It’s a collection of flowers, shapes, colors, circles, and eyes.”
Violence
- None
Drugs and Alcohol
- None
Language
- One game developer’s advice is to “know your shit.”
Supernatural
- None
Spiritual Content
- None