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Inclusivity

Creating a place people want to be

DEI has become a negative buzz word in recent months and years, but inclusivity benefits everyone 

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According to CPI 

More diverse companies are 70% more likely to capture new markets, generate nearly double the revenue derived from new products and services, and have more than double the cash flow per employee over a three-year period. 

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If your target audience isn't represented by the employees making the product how can you expect to understand, attract and captivate your audience?

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If you aren't representing a wide range of people in your games, whose revenue are you losing out on?

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With talent attraction and retention who are you putting off from applying? Who is leaving too soon? 'Diversity' sometimes invokes of a series of tickboxes of stereotypes or caricatures but inclusive practices benefit everyone:

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  • Working parents

  • People from different economic backgrounds

  • People with autism, ADHD or other neurodiversities

  • Health difficulties both physical and mental, including anxiety

  • People raised in a variety of countries, cultures and religions

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I have a proven track record in fostering inclusive studios and building diverse teams

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Netspeak Games

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  • 50/50 gender split in the SLT (both from recruitment and promotions,)

  • Average 50/50 gender split across the company

  • 0% mean gender pay gap

  • 44% of all staff either a person of colour, mixed race or have citizenship of a country outside of the UK

  • 26% of staff openly identified as LGBTQIA+

  • Significant number of staff was open about being autistic, having ADHD or having dyslexia

  • Significant number of staff were open about suffering from GAD or depression

  • Finalists for the diversity award at the Gamesindustry.biz UK Best Places to Work Awards 2023

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Fusebox Games

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  • SLT was 43% female, 29% People of Colour, 43% LGBTQIA+

  • Overall 50% gender split

  • 25% employees were People of Colour 

  • 30% employees openly identified as LGBTQIA+ 

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Failbetter Games

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  • 35% employees were female

  • 17% employees openly identified as LGBTQIA+

  • Won the 2017 Gamesindustry.biz Best Place to Work (Small Studio) award

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Services

  • Reviewing external and internal communications and documentation

  • Writing and reviewing policies

    • Bullying in the workplace​

    • Social media policies

    • Studio response to attacks from community or media (for example over game content, or a trans member of staff)

  • Inclusive hiring review and guidance including JDs, Linkedin reach outs, interview language and practice and studio comms that have had proven results

  • Review of progression and management structures

  • Review of working hours, location and practices from an inclusive lens

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