It’s possible that you’re looking for motivation right now. It’s possible that you came here to feel more powerful. You could be here for…something else. In any event, we’re cranking up the pressure on some of the best games and applications out there.
In addition to their outstanding qualities, they have another quality in common: they were created by female designers.
What makes it so amazing?
The following was found in the Diversity Report produced by the International Game Developers Association for the 2014/2015 academic year:
- Males made up 75% of those who responded to the survey.
- There were 22 percent of female responses in total.
- Transgender individuals made up 1.5 percent of the total responses.
- Other responses made up one percent of the total.
- 6 percent of the people who responded chose not to answer the question.
- Women make up a smaller percentage than one quarter of those employed in the video game business. A little over half a century ago… there was just one woman developing games.
It’s incredible to believe that there was once a period when there was only one woman working in the business; nevertheless, it’s equally incredible to imagine that after half a century, fewer than 25 percent of the workforce in the sector is comprised of female employees.
In the industry of app development, the gap is much more pronounced. There are barely 6% of female app developers working in the world today. 11 percent is the percentage in North America. (In order to view this study on the State of App Developers, you may be required to give an email address.)
It is important to take a look at some of the fantastic games and apps that have been released over the years, particularly games and apps that were designed by women as we continue to fight the good fight for equality, liberty, and the ability to experience happiness as a result of playing video games for everyone.
This is a history lesson, an education session, a celebration of accomplishment (despite additional adversity), and an empowering of all people to speak up for what is right and to pursue their ambitions, regardless of the barriers that may be in their way.
We would want to make this very clear:
They are not ideal for use in the creation of games and applications by women. Simply said, these video games and mobile applications are excellent, and women are the minds behind their creation.
Now is the time to educate yourself on the fundamentals of game creation!
That’s correct, the first “best” game is really an offer that gives you two games for the price of one.
It is a two-for-one deal since Speedway did not fill up all of the available space on the cartridge, and Tag did not need its own separate cartridge.
A two-for-one deal has been established. Synergy.
This game combination has received distinction due to the fact that its inventor was a true pioneer, both for women and for the industry.
In the late 1960s, Joyce Weisbecker was the brains behind the creation of these games (1967 to be exact).
At the time, Joyce’s father had a position at RCA. At a period when computers might cost anywhere from $6,000 to $25,000, Joyce’s father was able to construct his very own computer in the basement of their home and named it FRED.
To cut a long tale short, RCA departed from the architecture of the FRED computer and constructed their own version of a home computer, for which they wanted to have some games.
Step forth, Joyce.
Since she was a young child, her father pushed her to try her hand at computer programming on the household computer. He approached her about developing a game for RCA when she was at home enjoying a vacation from her studies at the university.
Joyce was able to bring these two games together since one thing led to another. However, she was not working for RCA as an employee; rather, she was under a contract to do these duties.
Because of this, she was the first woman to design games and the first female independent game developer (the credit for the first female video game designer is widely but incorrectly attributed to Carol Shaw for her 3D Tic-Tac-Toe release for the Atari 2600, which is also impressive but inaccurate because that came after Speedway—Tag).
In the racing game Speedway, player one is responsible for controlling a white rectangle, and player two is responsible for controlling a white rectangle with a black dot in the centre of it. You competed against one another while going around a straightforward track. The development of graphics has gone a very long way.
Simply put, the Tag consisted of two dots. Whoever was “it” faced the challenge of getting their square dot to contact the square dot of the other player. There was a value of 10 points assigned to each tag.
When it was first released in 1980, the arcade game Centipede was an instant success.
If you haven’t tried it yet, the objective is to avoid and kill various insects (gamers are spoiled these days).
But it’s true. The game’s namesake centipede will make its way down from the top of the screen, and it will be up to you to eliminate all of its body parts by firing at them. You have to avoid spiders, scorpions, and a variety of other insects the entire time.
Your character, who is now at the bottom of the screen, cannot go any higher. The fact that Centipede “was one of the most financially successful games from the video arcade’s golden period” may not seem like much today, but it was a huge deal back then.
“It was the pressure and criticism from her male competitors which pushed her out of the company,” Dona Bailey said of her decision to leave the profession after co-creating this award-winning game with Ed Logg, but she did not return for another 26 years. But not before she could make her mark by serving as a source of creativity for years to come in the gaming industry.
Shadow of Gravity
The objective of the video game Gravity Ghost is to “travel a broken galaxy and rescue its survivors, equipped with power-ups and enigmatic terraforming skills.” Other game features include the ability to “Run, leap, and fly among worlds, harnessing gravity to glide through the air.”
On Steam, you can get it for a price of $14.99. (where it has received very positive reviews).
It is a game that does not feature the normal obstacles of dealing death to others while attempting to prevent your own demise; instead, it is “simply hours of blissing out to buttery-smooth gravity sweetness.” Which seems like a refreshing change of pace from the chaotic world we live in.
Gravity Ghost was developed and published by Ivy Games, an independent gaming studio. And the independent video game developer behind Ivy Games is none other than Erin Robinson.
Since 2005, she has been working on the creation of video games, and she also teaches and does public presentations. Her games have the potential to be thought-provoking, inventive, and impactful.
The focus of this list is mostly on gaming, but we couldn’t leave out this app.
A half million people’s access to mental health care has been revolutionised as a result of Talkspace. “With Talkspace online therapy, anybody can obtain counselling without visiting to an office – and for substantially less money than conventional therapy,” the company explains.
The software was conceptualised and developed by Roni Frank, along with the assistance of her husband, Oren. You begin by having a conversation with a “matching therapist to determine your requirements for treatment.” Talkspace’s plans start as little as $32 a week, and once you choose a plan, the platform will pair you with the therapist who is the best fit for your requirements.
The app promises that you will get between one and two answers from your therapist on a daily basis (and you are free to contact them at any time). Additionally, you have the option to arrange a video call for more in-depth discussions.
Having around-the-clock access to qualified assistance that is free of criticism and judgement may be a game-changer in this chaotic world, where it’s easy to give up hope or even simply feel overwhelmed.
Portal is a highly enjoyable puzzle game from Valve…
However, the concept for Portal was originally conceived as a distinct game called Narbacular Drop.
Kim Swift and a few of her fellow DigiPen grads collaborated on the design of Narbacular Drop. Portals serve as the foundation for the gaming elements in Narbacular Drop. And, if you observe the gameplay of Narbacular Drop, the parallels between that game and Portal will become extremely clear to you (even the portal colours are similar).
As soon as Valve heard about Narbacular Drop, they engaged Swift and company to bring Portal to life. Needless to say, they were quite successful in this endeavour.
Even if you have never played Portal, you can probably figure out what the game’s distinguishing feature is just by looking at it…
The video game Portal requires players to solve a variety of problems by…you guessed it…using portals. Your character is equipped with a portal rifle that gives them the ability to generate and maintain two gateways at the same time. You just point your aim at a stable surface and fire. This results in some strange puzzles that require a variety of strategies, such as using gravity to one’s advantage and relying on buddy cubes.
Swift is the talk of the business right now, and Forbes just named her one of the top 30 under 30 in the video game and app industries.
That’s correct, Loopin’ Louie will serve as your free bonus round.
You’ll notice that this is a board game.
There is a crazed individual who goes around in circles in his aeroplane. His name is Louie, and he flies his aircraft by attaching it to an arm that is hooked to a motorised base.
The issue is that your chicken farm is situated smack dab in the middle of Louie’s flying route!
You and three other players are going to use their paddles to try to knock Louie and his jet over your chickens so that you can go back to your chickens. You will be considered to have lost the bet if he kills three of your chicks.
This whole scheme was devised by Carol Wiseley all by herself. My youth, the people I became acquainted with, and even my ability to paddle an aircraft would have been quite different if she hadn’t been in it.