Wireframe_-_Issue_23_2019

(Tuis.) #1
Early Access

Attract Mode


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 The game’s pixel art evokes
the Edo period from which it
takes inspiration.

REPRESENT
“I think it’s getting better,
certainly, but we’re still
a long way off [from] the
representation of women
being where it needs to be,”
Webb tells us when asked
about the visibility of women
in game dev. “You only have
to look on Twitter or other
social media platforms to see
how women are perceived
and treated in the games
industry, especially in the
dev space. I moved from the
tech industry and have only
been working in games for
just over a year now, and
one thing that has given me
hope and continued to inspire
me is the other women I
have met, and who have
mentored, supported, and
taught me so far. Not least
having the privilege to work
with Abby and Ashley on this
project! The games industry
is full of strong, talented,
compassionate, and creative
women, and non-binary folks
as well, and with them all
working together I have no
doubt we will continue to
improve as an industry.”

who’s willing to answer questions and help you if
you’re struggling.”
And, of course, there’s the experience factor



  • not just for the individuals working on Yokai
    Moon, but through the simple fact Moonlight
    Fortress acted as a smaller-scale test run
    for the new game. “The greatest lessons we
    learned by sharing Moonlight Fortress online is
    to never, ever assume anything will be obvious
    to players and that frequent user-testing is
    vital to crafting an enjoyable and intuitive game
    experience,” Rezvani says. “For example, even
    though Abby was certain she had left enough
    clues, a considerable number of players did
    not understand how to complete the final task
    in Moonlight Fortress.
    As we’ve worked on Yokai
    Moon, we’ve made sure
    to conduct user-testing
    as much as possible
    with testers from all
    backgrounds, and share our work as widely
    and freely as we can to avoid this scenario
    happening again.”
    It feels a bit cynical to hoist it up the flagpole
    as a defining Tuality of the game, but this is still
    an industry dominated – in the mainstream and
    elsewhere – by a narrow ‘type’ of developer, and
    an equally narrow type of game coming from it.
    As such, Yokai Moon coming from a small-but-
    diverse team of women is worthy of note, even
    celebration, and it’s something those working on
    the game have appreciated, too: “Personally, I


have enjoyed working with two other intelligent,
driven, and talented women and I believe
we’ve cultivated a safe, heartening work culture
between the three of us,” Rezvani says.
“I think that we have all been gracious and
calm about accepting criticisms of each other,
and we are respectful of each other and don’t
interrupt each other. I think the most amazing
thing has been the fact that we all recognise
each other’s strengths and happily let the
person with the most expertise take the lead
when it would make most sense, without having
to defend our own authority. This has made the
development process enormously refreshing,
and I genuinely believe that it has improved our
game by leagues.”
Asking Flores her
hopes for Yokai Moon
leads to an answer
beyond the usual ȆI hope
it doesn’t fail’ you get for
questions of this type, again with things coming
back to the make-up of the team behind it:
“The three of us want to serve as an example
that anyone, regardless of their background or
experiences, can make games,” she explains.
“We hope to inspire others to get into game
development, cultivate our own little Yokai
Moon community, and add a bit of happiness to
the world.ȋ And who can argue with that?

Early Access

Attract Mode


“Never, ever assume
anything will be obvious
to players”

 Action is of the turn-
based variety.

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