74672109 story

Last week you had a chance to ask the head of development at Giant Spacekat Brianna Wu about Gamergate, starting a company, and women-in-tech issues. Below you'll find her answers to your questions

Penalties and Online Harrassment

by Anonymous Coward



I read all the time about the experiences of online harassment victims. As pointed out in your Patreon, most all of this is obviously criminal activity, and it takes lots of time to document it for police. Why have I virtually never read about someone getting arrested? I've even looked around. I was sure at the height of Gamergate, a flood of news about arrests was coming, and now it seems like that's never coming.



I can only think of two cases: One was in Canada, where a very mentally ill young man, no older than 20 I think, was arrested for SWATting people repeatedly, among other things. The other was in the UK where again a very young man was arrested for threatening a politician over twitter. Just googling "twitter arrest" brings up lots of cases where people who pulled various stunts had their anonymity removed and were arrested, but none of them for the kinds of harassment you've discussed reporting to the police. The first hit is several Huffington Post articles about it. Is it not reported in the media? Do the police just not care, or not know how to investigate it? Are the people doing the harassment just that crafty? Do you believe increased enforcement will reduce harassment online, and particularly if so, what needs to happen between then and now?



Brianna: So, starting this conversation - I should say that the FBI has asked me not to comment on the specifics of ongoing cases. But, I can talk about the situation in general terms.



Working with law enforcement has been one of the most exasperating experiences of my life. The amount of media attention to my case has been extreme. There was a Law and Order episode based on my experiences and those of other victims of harassment. I’ve been in most major media around the world. I’ve been on Nightline and John Oliver, and there still have not been any prosecutions in my case.



As bad as it’s been for me, the women I worry about are ones that don’t get media attention. The truth is, if you are a woman, and someone threatens to murder you online, it's overwhelmingly likely that no help is coming, and you're on your own.



I don’t think the people working on my case don’t care. I think most people go into law enforcement because they want to help people like me. It does seem like a question of training and resources, particularly with local police, that the need has far outpaced the tools.



It greatly troubled me when, after sending the FBI leads for months, they asked me to mail them a hard drive with my evidence. They said, because of their systems, they were unable to read email attachments or access shared Dropbox folders. It’s hard to imagine how any law enforcement agency can operate in 2015 with those constraints.



The FBI employs over 15,000 people. As best as I can tell, none of them are specifically tasked with prosecuting cases like mine. In June, Representative Katherine Clark submitted a proposal to congress that would allocate 10 operatives and an attorney to prosecute online threats. I hope we can make that happen.







Questions:

by juanfgs



I never heard much about game developers, but it seems like GamerGate has put many of them in the spotlight, specially women. Has the Gamergate movement somehow boosted your popularity and of other game developers and benefited you in any way? Do you regret that a big part your popularity didn't stem from the work you've made all these years in your professional life and rather from a political counter-movement?



Brianna: One of the biggest misconceptions about me is that, professionally, I was unknown before Gamergate. I had more conference invites than I could accept before Gamergate. I had a show on 5by5 before Gamergate, which was a very prestigious network. I had been speaking up on women in tech for years before Gamergate. In fact, the month before I was dragged into the mess, I had a two-hour talk with my team about their need for me to be in the office more. It's been a struggle for years, balancing my role as head of development with the responsibility of being an increasingly public figure for the company.



I do think it’s accurate that Gamergate has made me better known to the general public, rather than just industry insiders. It frustrates me to no end that the public doesn’t recognize my work as an entrepreneur, as a software engineer, or as a leader of an ambitious company - but rather as a feminist figure and a victim of Gamergate.



My career goal has never been to be a feminist media critic like Anita Sarkeesian. To be honest, the thought of my career still being about this five years from now is incredibly depressing.



I want to make games, and I want to provide jobs to the many talented women I know in the industry. I don’t want to be known as a victim. I want to be known as someone solving engineering problems about emotion the rest of the industry isn’t interested in.



One the key parts of my personality is I am extremely pragmatic. Maybe it’s the developer part of my brain - but I work with the system I have and not the system I want. And, if standing up to the horrific abuse of Gamergate has opened doors for me? Yeah, you'd better believe I’m going to walk through them.







Capital

by HellYeahAutomaton



How did you secure the capital to start Giant Spacekat? How did you do it in 3 months, and what obstacles did you face?



Brianna: So, I can’t talk specifically about all of our funding. But I can say how we started Giant Spacekat and made our "minimal viable product." I quit my job when I married my husband, and followed him to Boston. I was trying to figure out what to do with my life. I wasn’t sure if I wanted to pursue a graduate degree or start my own company.



A family relative offered us the chance to live in Frank’s grandmother’s house for free if we renovated it. That would free up capital for us, so I jumped at the chance. I spent half a year renovating the house. Then, we moved in - took our rent money, and used it to hire our first employee.



The part of this story that’s key is, I saw an opportunity - and I went all in. Renovating this house was disgusting and backbreaking. My husband and I spent hundreds of hours removing this horrible wallpaper from the 40s. I had to wear a hazmat suit and a respirator to encapsulate asbestos in the basement. We had to redo the entire electrical system of the house. But I sucked it up, got to work - and I launched my company.



As for obstacles faced, something that a lot of people don’t know about are the criminal efforts to harm our company financially. We’ve had multiple attempts to hack into our company’s dev account, to the point where we have had to work with Apple to put additional safeguards into place. We’ve also had to deal with repeated identity theft and credit card fraud.







egalitarian?

by johncandale



Why are you a feminist instead of a egalitarian?



Brianna: Egalitarianism is about equal rights for all people, but this is assuming that everyone starts in an equal situation, which is not the case.Feminism is advocating equal social, political, legal, and economic rights for women - and we are at a huge deficit with those rights.



I think this question is really telling about the incredible amount of unconscious privilege men have in technology. Anyone outside the industry can see it - this is a place built by men for men. It’s so built to serve them that women can’t even have a movement to address our systematic exclusion without some men insisting it should be about them too.



I am a feminist because my focus is, correctly, on making technology more equal for women.



The absence of privilege is not oppression. But, I think it often seems like that to some men. It distresses me greatly that when I talk about problems like exclusionary hiring practices - just how quickly men turn the conversation to what is fairest for them. You’re essentially asking for your privilege to be baked into the language of our fight for equality.







Game Design

by deltatype0



I am a "neutral" in the Gamergate debacle, preferring to observe more than directly interact, but in one case I watched the somewhat-infamous interview between Wu and Reddit KotakuInAction mod TheHat2. In it, they discussed the points of her iOS game "Revolution 60" and game design in general. One of the questions asked there was why she decided to work with iOS first versus the popular PC platform Steam. I don't remember the exact answer, but I think it revolved around developing for a platform that more women were likely to use, being the mobile market, and maybe some development-specific answers.



My question is this: Given what you've learned about programming in iOS, would you have developed for a PC platform like Steam first and ported to mobile later? Given female trends towards mobile platforms like the Nintendo DS/3DS, would it make more sense for your studio to explore developing games there? Or was your goal all along to produce a more 3D-visual action title for mobile phones?



For context, my wife is not as big of a gamer as myself, but I find she enjoys playing a lot of mobile puzzle games. I think the mobile market has a lot of potential for bigger things, and I think having the input of the majority player base on that platform makes sense, but I often don't understand why, as a mobile developer, you would be overly concerned with "the core gamer" demographic in the console platform. It seems to me that they aren't likely to crossover into the mobile market often, so there is little reason to "attack" that demographic as we've seen a few people, including Brianna, do through the last year.



Brianna: First of all, if you are “neutral” on the horrific abuse many women have suffered at the hands of Gamergate, you are a part of the problem. Being able to lean back in a chair and talk about Gamergate as if it’s a fun controversy isn’t a privilege I have, and it’s not a privilege women in the game industry have. This is about being able to continue working in the field I love.



Being neutral about threats to murder, rape and intimidate women with opinions is a character defect.



As far as your question - we’ve certainly thought about working with Nintendo. I have good connections with Nintendo of America - but Unreal is barely supported on Wii-U and 3DS. Often, these versions of Unreal are custom variants that are not supported by Epic. It’s a shame, because I think the touch interfaces would make us a natural fit for both - though the vert decimation it would take to get our skeletal meshes to work on 3DS makes me cringe to think about.



My proudest accomplishment with Revolution 60 is that anyone can pick it up and play it, regardless if they are a gamer or not. I don’t think that you should have to be a hardcore gamer to enjoy a story. That didn’t happen serendipitously, it happened through game design constraints and a lot of playtesting. I think that design philosophy is extremely compatible with Nintendo.







Are custom engines dead for 'normal' developers?

by MBCook



More and more developers seem to be using the existing engines (i know you used Unreal 3 for Rev 60, Unity, UbiArt, etc) which makes sense given the huge number of features they provide with little initial development cost and common tool sets/plugins used by other developers. Do you think there is much future in developers using custom engines for games (both indie and non-AAA) or do you think it will continue to become more uncommon for common genre games as you start at a larger and larger feature 'deficit' by having to redevelop the features on your custom engine, let alone porting issues, leaving only vert large/profitable houses (Naughty Dog, Insomniac, EA, etc) to be able to bear the time/$ costs?



Brianna: When you are an indie studio, you have to be absolutely ruthless about what you spend resources on. To me, getting into OpenGL and coding custom engines is a suicide mission for small teams. It’s worth noting that Apple’s 3D frameworks just don’t measure up to Unity or Unreal.



If someone has solved an engineering problem already, I see no point in reinventing the wheel.



I think indie teams get a little bit of a break - but you still have to do one or two things better than anyone else, including AAA. For us, we concentrated on characterization and animation. I would put the quality of Revolution 60s animation against anything on any platform. We wouldn’t have been able to do that if we’d wasted resources writing a custom engine.







"Developer" or "Journalist"?

by Rick in China



I'm interested in what development languages you excel in and how you mastered them - as head of development for a gaming company, I think that's my first question. Follow-up side-points would be when you transitioned from journalist to game developer, and why game development? Was it related to some of the 'sparks' and 'movements' by some other females 'in the gaming community' - and seen as an easy way to jump on a bandwagon that was clearly going to make waves? Journalist to developer just seems like a very strange transition to me, so I'm curious about the particulars. Do you have a github account where you publish some of your code?



Brianna: I’ve had many jobs over the course of my life. I’ve worked in politics and well as media. Both have been very helpful backgrounds for me in running a studio, which is a very political job. One of my greatest frustrations as a developer is that I don’t get to spend as much time doing gamedev as I used to. The truth is, I can hire another engineer - but I can’t hire someone to replace me.



I feel like my entire life has prepared me for this moment. There’s very little I would change about the choices that brought me to this point.



I can’t help but read your question and feel like you might not have the best of intentions. I read it as you are feel that I need to prove to you that I’m a legit developer. I think my record as someone whose first game won several game of the year awards speaks for itself. I think my two popular shows on Relay.FM where I am an industry analyst on technical issues speaks for itself.



I do have code up on Github, but like many women developers - it’s under a gender-neutral pseudonym, because I know it will be torn to pieces if it’s not. I once wrote a joke on Twitter with pseudocode, written to be readable for non-developers - and received a litany of sexist accusations and code critique.



There is an unconscious bias that men are assumed competent until proven otherwise, and women are assumed incompetent until proven otherwise. My track record of success speaks for itself.







Customization / Modification of Unreal Engine

by Anonymous Coward



Hi Brianna. No idea if this will bubble near enough to the surface for you to see it, but I'm curious how much, if any, work you and your team had to do in the "guts" of the Unreal Engine to get your game out the door, or if all of your work was done at the Unreal Script / editor level.



Brianna: One of the great things about Unreal is that there are certain game types that are coded into the engine already. If you want a top-down Diablo game, they’ve done that work already. If you want to make an FPS, they’ve done that work already. But it doesn't cover everything so we ended up having to do a lot more work than other game types.



It’s hard to stress just how much work we had to do to get Revolution 60 to run on older Apple devices. You start out with 512 megs of RAM, and a good chunk of that is taken up with Springboard. Then, iOS 7 came out midway through development and we found ourself suddenly with 134 megs less RAM to work with. We lost over four months solving that problem.



Revolution 60 got a lot of critique for our textures - which has always felt unfair to me. Low resolution textures were a deliberate tradeoff. Infinity Blade looks amazing, but they only have 2 characters on screen at a time. Cyrus has 22 mesh influencing bones, with a level 2 joint influence. Holiday has over 75 mesh influencing bones - requiring a second draw call with level 3 joint influence. We have up to five characters on screen at once, all with a 2k diffuse and a 2k normal. On top of that, there is a ton of custom animsets and sound that isn't hardware decoded. This is very ambitious to ask all of this to run on the iPhone 4S.



I would guess that about 1/4th of our development was spent working around these hardware limitations in Unreal. Holiday doesn’t run because we are loading and unloading every section you walk through from memory. I was handed sections to texture, and I had four 1k maps for many of them. Given those constraints, the game looks AMAZING. I could write a textbook on extremely efficient texture stacking.



A lot of people think beautiful textures are the test of a good materials artist, and it's true. But - I think working under memory constraints is an even greater challenge.



There are a lot of gamers out there that like to play armchair developer because they don’t understand these engineering tradeoffs. None of them could have made a game as ambitious as Revolution 60. I made the choice to emphasize characters over graphics, and I’d absolutely do it again.







Virtual Reality?

by Anonymous Coward



You hinted a bit in an episode of Rocket that you're playing with the idea of making a game for VR. Can you go into any detail on that, or talk about the future of VR gaming (if there is one)?



Brianna: As much as I would love to, I am unable to comment on that right now. I will say, if you thought I shook up the industry last year? Trust me, our best is yet to come.