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Heather Kelley, Founder and Principal at design studio Perfect Plum talks to Game Careers

Heather Kelley, Founder and Principal of Perfect Plum talks to David Smith of Interactive Selection and Game Careers at GDC Europe in Cologne. Heather is a media artist, curator and experience designer. Named by Fast Company magazine as one of 2011′s thirty most influential women in technology, Heather heads her interaction design studio Perfect Plum. She is co-founder of the Kokoromi experimental game collective, with whom she produces and curates the annual Gamma game event promoting experimental games as creative expression in a social context. She is regular jury member for computer gaming festivals (such as Indiecade) and keynote speaker (at events like FMX Conference on Animation, Effects, Games and Interactive Media 2010 in Stuttgart). Her career in the games industry has included AAA console games, interactive smart toys, handheld games and online communities. In 2010 she published the OhMiBod iPhone application, which uses the iPhone touch screen to control a connected vibrator.

Heather Kelley was Creative Director on the UNFPA Electronic Game to End Gender Violence, at the Emergent Media Center at Champlain College. For seven years, Heather served as co-chair of the IGDA’s Women in Game Development Special Interest Group. Her advice to those thinking of joining the games industry: “A very strong portfolio, being able to go into the interview and talk about what you did in an enlightened, intelligent way. This applies whether you are a designer, programmer, artist. That’s really the benefit of the education system for the games industry. it gives you a change to get your hands dirty and make a load of stuff and have things walking in that you can show you’ve done, and not just say “Oh I think I’d be great at this”. It’s really great with the modding community and with so many different games tools out there. There is nothing stopping anyone from actually going and making things. In the end I would hope that if they made something and didn’t find it was a good fit for a big company that they would just go and publish it themselves.” See the full clip here:

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