Guest blog by Eve Crevoshay! In 2019, Take This released a white paper on the state of mental health among people who make games. Since the release of the paper, Take This has worked with leaders and other organizations across the industry to identify practical solutions to these challenges — and we’ve learned a great deal by working with studios of all sizes, and people in a variety of roles across the industry. This article outlines what we’ve learned, where we are, and how to identify a positive workplace culture.
Read MoreAn update on all things Rad Magpie from our Executive Director, Dana Steinhoff.
Read MoreThis blog post is based on a workshop that was presented early in the summer to define terms like “oppression,” “privilege,” and “allyship” that would form the basis of many other workshops to follow.
The discussion centered on game development spaces specifically, but we spent some time defining universal terms and talking about privilege on a holistic level.
Read MoreRad Magpie invited Shannon Mitchell, COO at Gametheory to discuss Project Management and Scope with our 2020 and 2021 cohorts. This blog makes the lessons learned in those visits available to all who wish to read (or watch) them.
Read MoreIn this Rad Studio workshop, we explored the importance of brainstorming. Brainstorming — a focused group discussion or activity intended to collaboratively generate ideas — is a great way to get creativity flowing and help you and your team begin the ideation phase.
Read MoreRad Magpie is the story of an organization that began with a big question and an explosion of energy, then iterated and evolved every year until it became something that is perhaps now unrecognizable. It is about following a thread to places unknown. It is about excitement, heartbreak, grief, hard decisions, and easy ones. It is about money. Flexible schedules and sleepless nights. Impact in the right and wrong places. It is about failure, success, and reinvention. This is its story.
Read MoreWe created this workshop to give our cohort a basic understanding of marketing for game devs, share some tools and resources for creating effective video game marketing, and discuss our requirements for Rad Studio projects. We cover foundational marketing concepts non-marketers should know, how to determine goals, and how to make plans with strategies and tactics to reach those goals.
Read MoreHave you ever found yourself pissed off after receiving an “urgent” email from a coworker on the weekend? You don’t want to work on the weekend, but you find yourself stuck uncomfortably in between three less-than-great options: do the work and add a little bit to that “resentment bank;” ignore the message, but feel unsure about your choice, and maybe experience preoccupying feelings of guilt, or negotiate a potentially tough conversation about your boundaries on the fly and field your coworker’s reaction. Of course, there are strategies for asserting boundaries even when they have not been stated ahead of time. But when it is done ahead of time, it is SO. MUCH. EASIER.
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