The 22% Project is a series of talks, seminars, workshops, and networking events designed to break down the barriers and biases found in the gaming industry for women. The idea was born from IGDA’s annual Developer Satisfaction Survey (2016), which found that despite nearly half of gamers being women (48%), less than one quarter (22%) are gaming professionals.
In May 2017, we acted as speakers and moderators at Gram's 'Women in Gaming' panel at their London HQ. Fellow speakers included the amazing Dr Jo Twist OBE (Ukie), Erin O'Brien (Gram Games), Catherine Wooley (The Chinese Room), and Liz Mercuri (Unity).
In their words
"The goal of the project is primarily to provide women of all ages - young women, women who want to break into the industry - with the resources, insight, visibility and the network necessary to make a way into the industry”
Erin O'Brien (Culture Developer, Gram Games)