Wendy Despain 2010 Board Statement

Contact Wendy

Candidate Position Statement:

Recently, the IGDA has been going through a period of change and growth. The road has had some rough patches, but the organization’s potential for good is so great I have confidence we’ll come out of this stronger. I believe videogame developers around the world need a substantial association that can advocate for them in the face of obstacles to professional opportunity, excellence and the joy inherent in the process of making games. The IGDA should be that organization. It has a history and foundation we can build a bright future on.

I’m firmly focused on that future. I want to facilitate cooperation across all parts of the IGDA and investigate ways to uncover and use the high caliber talent I know our volunteers are trying to bring to bear on the problems they face in game development.

I want to listen to – and problem-solve with – both our critics and our advocates. I want to encourage participation and ideas from both game development veterans and new blood. Our organization is diverse and creative. If we work together we can overcome the obstacles we’re facing.

I helped build the IGDA Writing SIG into a thriving community of game developers and writers focused on improving the quality of story and writing in games and game journalism. I’d like to bring the success of that special interest group to chapters, committees and other SIGs across the whole IGDA organization as a part of the IGDA Board of Directors.

Candidate Bio:

Wendy Despain, of International Hobo, has wide experience in games and viral media/marketing. Her credits include writer and/or designer on "Bratz: Forever Diamondz", "Jakers! The Adventures of Piggley Winks", and other titles. She consulted on the design of Cartoon Network's MMO "Fusion Fall" and she was also the lead designer and writer for Alternative Reality Games (ARG's) for Gene Roddenbery's Andromeda, Earth Final Conflict and Mutant X.

Board Interview Q and A:

 

1. What do you see as the biggest challenge facing game developers today?  What should the IGDA's role be in addressing that challenge?

Honestly, I think one of the biggest challenges facing game developers today is the prioritizing of challenges. It's so easy to feel overwhelmed by all the problems in the industry - from business models to quality of life to diversity... the list goes on. Prioritizing is one of those things the IGDA should be helping with. An organization like ours should be able to survey the industry and focus attention on the most important challenges.

The IGDA should also be brainstorming new solutions, researching efficacy of existing solutions and incubating functional experiments - then publicizing the results.

But I don't want to dodge the first question. One of the concrete problems I think is huge - and hugely unrecognized in some circles - is that of the impact of international public policy on games. That's why I volunteer for a thinktank on the topic (the Virtual Policy Network [http://www.virtualpolicy.net/]) and write articles about it (Legislating the Virtual World [ http://www.escapistmagazine.com/articles/view/issues/issue_170/5334-Legislating-The-Virtual-World ]).

In a nutshell, a lot of aspects of games cross real-world borders - multiplayer games, content in internationally-distributed single-player games, hardware, the list goes on. Laws in all these countries have real impact on the games industry, but they vary widely and sometimes outright contradict each other. It's a challenge I think will impact the games industry more and more in the future. Laws change over time and can be interpreted differently by different law makers. It's a moving target, and as interactive entertainment gets taken more and more seriously, more eyes will be focused on the industry. It looks like a minefield to me, and one we're not even sure how to map, let alone cross successfully.

Big problems like these are rarely solved by a single genius mind - it often requires concerted, coordinated effort by groups. And I believe the -International- Game Developer's Association can be a part of making that happen.

 
2.  How do you expect to contribute to the IGDA Board?  What qualifications or skills do you possess that will enhance your contributions?

I know a little about a lot of things, but my expertise is communications. Sadly, this is one of the areas where the IGDA has a lot of room for improvement. I've personally seen some great things happen in the IGDA, but we just haven't done a good job of telling the world about it. I can help change that.

My university degree is in Magazine Journalism and I've been working in the game industry as a game writer and designer for years, so I know what I'm talking about and how to get the word out. Smile I hope to contribute my communications experience to the IGDA Board.

 
3. How much time do you expect to volunteer to the IGDA?  How will you manage this commitment?

I've been a very active volunteer in the IGDA since 2003, so I'm accustomed to finding time in my schedule for working on IGDA projects, and in some ways I see serving on the Board of Directors as one more IGDA project (which will undoubtedly be composed of additional related projects). If I'm elected to the IGDA Board of Directors, I'll make sure those responsibilities float to the top of the priorities pile.

I estimate 3-4 hours each week (spread out over the days depending on need) will be spent on IGDA Board volunteer work (including reading and responding to Board-related email).

4. As an IGDA board member, you're often asked to get things done on a short timeframe and tight budget.  What do you think a reasonable expectation of a board member's contribution is?  How will you accomplish your goals as a board member?


I think a responsive, nimble Board of Directors is very important, and I'll do my part in that effort. When it comes to what I think other people should do... well, at a minimum, I believe Directors should be attending most Board meetings and responding to all votes-by-email.

I also believe short deadlines and tight budgets are opportunities for innovation - an inherently risk-friendly environment. I'd rather have something put together with duct tape and hope - that does its job and arrives on time - than wait six months to try to build the perfect marble masterpiece. I love a good masterpiece, but most things the IGDA does can be refined over time if we don't get it right at first. If we operate that way, we'll end up with a lot of pretty great stuff and a few masterpieces, rather than just a few masterpieces.