Showing posts with label motherhood. Show all posts
Showing posts with label motherhood. Show all posts

Monday, 27 July 2015


Develop Conference 2015 - Being a Mother != the End of Making Games





What is Develop Conference? 

If you’ve not been before, Develop Conference in Brighton is probably the biggest UK developer event.  Amazing talks, free expo and of course fantastic networking opportunities (read parties).  This year marks my fourth conference, and this years felt very different as it is the first where I’ve taken on more of an active role.  Don’t get me wrong, attending the talks can be incredibly insightful and inspiring (check out Rami’s keynote for example).  Even if you just rock up to the bar and chat the day away with fellow developers you can absolutely get a lot out of the three days that is Develop Conference. It’s just this time I decided to sign up for the game jam and put myself forward as a speaker.  


Taking Part

Way back in the year the call for speakers happened and so I threw my name in the hat.  Alex and I put forward a talk on how not to indie, Des put me in for a panel on how being an indie is not easy and I nominated myself as a noob speaker.  Well after the first two talks got rejected, third time was indeed the charm (pro tip here, if you really want to take part put yourself forward as much as possible!).


Closer to the day the announcement for places in the game jam surfaced and as it’s been such a long time since I last jammed (and I already had a babysitter for the week - thanks again Aunty Vicky) I booked places (Alex needed more convincing, but I booked him in anyway).


The Game Jam


So 16 hours is a super short amount of time to make a game, but this is a jam and we’re all about the challenge!  Oli teamed up with us once more and we felt good about having a bit of fun with a silly little game.  So the theme was announced as ‘Pebbles’ and we were off.


Alex was all about using the pebbles as counters and to maybe revive ‘Trowerstone’* but this seemed really dull for me, and as the artist it wouldn’t leave me much to do apart from making the best goddamn pebbles 16 hours can buy… So I put forward the idea of using the pebbles to make tiny golems and BOOM!  Tiny Golem was born.  The POA we settled on was that we would have a box of procedurally generated pebbles with different statistics attached to them - big pebbles were slow with lots of health, small shiny pebbles were fast and flat pebbles were stable - the player would then pick 6 (head, body arms and legs) to create their golem who would then be unleashed on a sand castle.  The golem would attack the castle whilst the castle defended itself with cannons, the aim to destroy as much as possible before the tide came in.  The player would have indirect control over the golem, choosing to be defensive (and slower), normal or charging (fast but vulnerable).


We began.  Oli created the pebbles using shader magic and Alex wrote the animation (all in code, none of these fancy Unity animation tools) and I got onto some UI and sand castle production.  There was pizza and drinks provided (thanks Square Collective for sponsoring!) and by midnight on the first day we were quietly confident that we would get what we set out to do done.  If you’ve not game jammed before, this line of thinking is basically what gets you in trouble.


Next day and the final 8 hours and we had lots of lovely visitors and could see we were going to have to drop some stuff.  So Ken (Wong) was kinda right, he said we would get 45% done, I reckon we managed about 60%.  We also had a fab visit from Luca (Redwood) who gave us loads of coffee (if you want to make friends at a game jam - bring coffee).  So the tide was dropped (because don’t do water in a game jam) it became golem vs. castle and the indirect control was dropped so you really had to choose your pebbles wisely!  But we finished (right on the nose) and have a very playable game!


A very playable game that only went a won!  I knew there would be judging and a prize, but I didn’t realise the trophy would be so nice!  Now we can get the asymmetric multiplayer in where one player builds the castle and another the golem, and more defences, leaderboards and sharing to social media.  If anyone would like to fund the mobile release we also have plans for golem resurrection, gatcha special pebbles and for monetization ;)  


Micro Talk

The jam was a nice distraction from the bubbling fear that was starting to surface as the talk drew nearer.  I maybe didn’t really think this through. I’m not very good at public speaking, I absolutely want to be a positive influence in the games industry and particularly for women and parents, but that means I have to put myself out there, so here I am bidding for a full talk slot at next years conference.


The format for the talk was, a group of new budding speakers had 3 minutes each to talk on one of a collection of topics and then be rated by the audience.  I chose ‘What I Learned by Accident’, which basically gave me license to talk about anything in my indie career as it all began ‘by accident’.  I almost didn’t talk about being a parent and an indie developer, but after a confidence boosting chat with another female game lady dev and on reading an article about ‘mother shaming’ in the workplace (it’s not just games that struggle) I decided to run with it.  


There is a drop in the number of women in the industry in their mid 30s, and we think it is because they are having children and not coming back to the games industry.  The point of my 3 minute rant was we should hire more parents. Why?  Because if you want team members who are not just committed to making good games but also committed to your business succeeding then hire people who have responsibilities outside their work that mean they really, really need to hold down a job!  Obviously we’re not going to want to work overtime, or crunch (because no one does), but to make sure we can leave the office on time we will work harder and smarter in the time we have.  No one multitasks like a parent.  For example, whilst waiting to give the talk, I was texting my sister instructions on how to prepare dinner for Willow.      


Well the talk seemed to resonate with the audience, after all the talks were given and the cheer-ometer had whooped it’s last whoop, I was declared the winner!


So What Next?

Now I have 12 months to prepare to do it all again, but this time maybe stress less about my talk!  So back to work it is, and hopefully some more talk opportunities along the way!  

*A game for another post methinks.

Monday, 20 April 2015

Tiny Red Riding Hood Dev Diary 02 : Best Laid Plans

O' mice an' men oft go astray.


Well, last time I had hoped to get a lot done before showing my progress off at the next Brighton Indies.  Suffice to say I didn't quite get there.

It's not all my fault or all doom and gloom for that matter.  Interrupting my progress was the very awesome Space Krieg Jam that we hosted, Alex has taken up gainful employment which has had a massive effect on the work/life balance and Willow has been a bit poorly and needed lots of cuddles and attention.

Also some things happened which have maybe slightly altered my perspective on the game.  Mostly the release of A Day In The Woods, which I think just looks a lot better than where I seem to be heading and has made me question everything (OK not really, just how it looks).

So time to turn it off and on again.

Not a false start.


That is to say everything up to this point hasn't been a complete waste of time.  As I said before this is a learning process and part of that means throwing stuff away and starting over with all the juicy new knowledge and skills you now have!

So what's happening?

It's OK just not right.
Red and Trees re-do.  There's more to this than me getting my knickers in a twist over a better looking game.  Red is kind of broken.  She hasn't skinned well and has lots of one sided polys which don't play well in Unity.  I want to retain her look, I just need to make her better, and probably man up and face UV unwrapping her (*shudder*).  The trees on the other hand are just not English forest enough for me and far too simple.  They did the job of introducing me to low poly modeling and will do fine as place holder trees, but they just don't look right.  I need to make low poly trees that resemble oak and fir trees.

NavMesh, State machine and Lists.  So here's a whole bunch of things that are new to me!  At the last Unity and Cake meet up I went to these things cropped up.  Using a NavMesh to help Red navigate the woods in a less linear manner, an introduction to state machines and how characters animations interact, and finally using lists, which I'm sure I do know but then I really don't!  Basically if I want the apples to appear in different locations on the tree, it has been advised that the best way to do this is to have a list of possible locations on the tree which do or do not get populated with an apple.

POA


Tomorrow is the final Unity and Cake meet up.  After that Kerry will be busy nailing the public version and then the show hits the road as the newly branded Make, Play, Code.  And I really want to have a working prototype ready!  So, in the spirit of keeping it small and iterating on what I've done the aim for tomorrow evening is:


  • Have a basic UI in place
  • Have the apples appear on the tree
  • Have the player count (tap) the apples


I'll still be using the assets I have for now, once I get this much working we'll look at making it all look less generic and just nicer!

I wish I could Blender better...

Monday, 23 March 2015

Tiny Red Riding Hood: Dev Diary 01.

So here we go, a dev diary!  I'm going to try and document my first bash at creating a game myself.  Obviously I will have help along the way, I've already had help up to this point, but for the most part I will be flying solo on this.  So episode one of the dev diary - what I intend to do.

Aims


The major force driving this project is that I make something Willow enjoys interacting with, and can learn from.  Also I want to try and make an interactive book app that improves on what's already available.  What this app won't do is replace parent and child time.  There will be no narration, mommy or daddy will still have to read along with Willow and give praise when she gets interactions correct.

Things that I will be keeping in mind throughout the project:

  • Short and simple
    • As my first run at this, it needs to be short enough and simple enough for me to finish it before getting distracted or disheartened! 
  • Fun for Willow!
    • This is important as what I think might be fun is probably not entirely in line with what is actually fun for a toddler!
  • That it's a learning project
    • As much as I would love for this to be my first solo released game, this is my first go!  This is for me to learn and to try and make something fun for Willow, if ultimately I need to throw this one in the trash and start over, that's what I'll do. 


Vertical Slice


Looking forest-y! 
Normally I don't like this approach but there's a couple of reasons why I'm going this route:
  • Show and tell.  Brighton Indies meet up is in a week and a bit, I want something to show off!  It's really important to get a broader opinion on what I'm making and I know there are a few parents who attend so hopefully they might have some insight, or if their wee ones are of the right age they might help with some user testing!
  • Proof of concept.  Mostly to myself over anyone else, show that I can do this.
  • Test the waters with Willow.  I don't think there's such a thing as too young to try and teach Willow, but there may well be too young to get any meaningful feedback!  Will she engage with it?  Will it seem like she likes it?
The section of the game I will be making is what I'm dubbing a 'forest section'.  Story wise Little Red is pretty simple.  Mom sends you off to Grans, you meet the woodcutter or wolf (depending on the version) along the way, you get to Grandma's and the wolf has taken her place, you stop the wolf.  That's it.  Just the 4 beats.  As with the other Little Red Story apps I've played the meat of the 'game play' is in the walk from Little Red's to Grandma's house, or the 'forest sections', and there can be as many of these as I like.

For this vertical slice I will be making a game where you need to collect apples.

Where I am so far  


So far I've started on making the art assets having decided to go for the low poly look.  This means getting back into 3D, and how I wish I was using Maya!  Now Blender is pretty good, and considering it's free, it's actually very comprehensive.  I just wish it was more intuitive!  It took me such a long time to make a simple tree, but once I got my head around Blenders many hotkeys the following tree took a mere hour and a rock no time at all!



Perhaps foolishly this has encouraged me to attempt a 3D character for the game.  Now I know it's going to take me some time to make, rig and animate, but I've gotten much faster with Blender after only a couple of days so I hope that in a weeks time I can have a rudimentary character up and skipping.  As I've said before, this is a learning curve, I'll probably re-do all of the art as I get better.

By this time next week

  • A skipping Tiny Red Character
  • Forest section, apple tree and apples modeled
  • Sample level of picking either red or green apples
  • Some basic UI in place    

Wish me luck!



  





Sunday, 24 August 2014

The Life/Work (im)Balance

In the past couple of weeks I've read a couple of very interesting articles which have got me thinking a lot about how we work and the future.

Becoming Super Mom


First up I read this article from the Selfish Mom blogzine.  Having it all, living the dream, being a super mom.

Now most days I don't have the energy to get dressed in the morning let alone spend all day playing, feeding, looking after Willow, feeding Alex and myself, general chores AND all evening working on Super GQ, but it looks like the trick to having it all is working your butt off.  It makes sense really.  And it's not about the short term, this is all about paying it forward because in the short term you're going to be tired, irritable and to busy to notice that it will all be worth it.

Of course things will get easier as she gets less dependent on us, and it's really in my best interests to make sure I've 'feathered by nest with more than just fluffy chicks'.  I'm already dreading the moment we have to send her to a nursery and then school, and before we know it she'll be off and carving her own path...  OK the last two are a long way off, but there is the prospect of day care.  One of the awesome things about the both of us working from home is all the time we spend with her, it's also the single reason why it's taken us so long to get to this point with Super GQ.

me, not working...

If Alex and I can keep making games, I'm sure the 'empty nest' feeling will be less of a blow, as I'll have my other 'babies' in development. I think that's one of the best things about being in a creative industry and getting to make things you love.  And I don't think I need to worry so much about 'having it all', I'll be happy enough keeping what I have.  I could just use a few more hours in the day...

We are not alone.


And then I read the second article that got me thinking a lot.

It was doing the rounds on my facebook so I had a read and saw a very familiar story.

Another couple choosing to take the plunge and go indie, working from home and balancing bringing up their daughters and working on  a new game.  It's slightly different in that their kids are significantly older than Willow is now, raising different issues to what we have on a day to day basis, but the thing I was really interested in was how they planned to make the work/home life happen.

In the article the couple talk about how they wanted to keep work and home life separate, even though their stations where now in the kitchen.  Working their normal work hours and not spending all their work time talking about family and all their family time talking shop.  This failed spectacularly though as life gets in the way, not to mention that their girls are into gaming and so are naturally curious and wanted to be involved.

Alex and I didn't plan.  Sometimes I think we really should have planned what we were going to do, but you know what?  I'm glad we didn't.  At the time we just rolled with the punches.  I couldn't get a job so we started a little side project then Alex got fired so we up-scaled the side project.  If we had sat down and made a 'sensible' plan where we get 'proper' jobs to give us some security* for our soon to be family, we wouldn't have gone indie and released Glyph Quest.

In the end they include their second daughter in the development of their upcoming game Ninja Pizza Girl, a game about much more than delivering pizza! I think it's awesome that they are working with her to make this game.  It seems they were fighting to keep the two worlds apart and really it was better to let them combine.  In the future I hope that we will get to include Willow in game making (if of course she wants to be involved in making games).

Now this is Agile development!


the living room walls are covered.


We've never tried to separate work and family.  In reality it would be almost impossible.  Instead we work around Willow.  When she sleeps we work, when she's with me Alex works, when she's with Alex I work.  We have lists of all the things that need doing on post-it notes, spread sheets, and note pads.  It has taken over our living room.  It means some days more gets done than others and some days one of our lists won't get ticked off at all.  But when you're working all day everyday it's OK to sacrifice an hour to play practicing sitting up or experimenting with eating pear, or having a really long nap.

We've set ourselves a mid September deadline, so now more than ever we need to be on top of this family/work balance.  Despite not having a 'plan' or really much of a balance I don't think we're doing half bad.  I guess we'll just have to see if we make this deadline or not.    


*Not that there's ever much security in the games industry, small companies live and die by their games, medium companies close all the time and even the industry giants cull staff when they need to cut costs.

Monday, 4 August 2014

Game dev, Mommy guilt and not blogging.

So, I haven't done this in a while...

Actually I've written a bunch of posts between the last one and now, just never actually published any of them!  The main reason being because on rereading them, they were all quite negative, ok some of them were very negative.  I don't know why.  Possibly I needed to vent a little, possibly the fact that it was taking me three days just to get one post finished, possibly because my hormones/emotions/energy levels are all over the place most of the time.  Could be any reason really.  But here we are, and I've promised myself I'm going to publish this post.

Two devs and a baby


The bunny's for scale, not eating.


Here's a thing we didn't consider; game development with a baby will be harder than game development when 6,7,8 months pregnant.  And by harder I mean almost impossible.  I mean we knew we would have less time, Willow needs us for absolutely everything (even getting to sleep) but how little time we had was something we just hadn't seen coming.  It's a steep learning curve this parenting lark.

The first few months Willow was very needy (and as I write that line the guilt creeps in, but more on that to follow), she wouldn't be put down, for the first month not even to sleep.  Sleeping involved taking it in turns to have baby sleeping on our chests, soon after she would sleep on the bed with us (she had to lie on her side tho), and this resulted in me not really sleeping and doing the night time feeds.  Once we figured out that she needed to sleep on her front things got much easier, but we wouldn't have let her before she got to the stage where she could lift and turn her head, thankfully she's always been really strong at holding her head.  In this time I did zero game development and Alex did very little.

Once Willow started sleeping through the night (8pm to about 6am) I was able to start getting some work done.  By this point I was of course well behind Alex.  It's a good job we decided to go with Super Glyph Quest as Alex is able to use all of the old art as place holder!  Of course this meant working on assets for Super whilst she was sleeping, going to bed around 2am, waking up at 6am, and then 8 or 9am when Willow will proudly announce that she is awake and therefore so must we be.  Naps when she sleeps are essential.  
Now at six months old, Willow is far happier to entertain herself for chunks of the day.  Her travel cot is a makeshift playpen (we've a proper one to come) to contain her as she rolls and shuffles around, and she will feed herself a bottle freeing up my time a little more.  At this stage we are able to go (almost) full crunch.  She still demands some of our attention, especially with her first teeth coming!

Mommy Guilt


See where I write 'demands' and 'needy'?  I feel just terrible about this.

Becoming a mother has certainly made me a much soppier person.  I well up without any warning, am incredibly sensitive about almost everything (don't get me started on my figure) and I feel guilty anytime I put my own needs before Willow's.


Right now she is feeding herself a bottle of formula.  Until very recently she was exclusively breastfed, but now we are entering the weaning stage I need her to stop associating me as the source of the food.  As my mother puts it 'she looks at you like you are food'.  Now she is happy enough with it (she wolfs it down!) and formula is developed so babies who cannot be breastfed grow up just as strong and healthy, and to be fair she has two tiny teeth (sharp as razors) so it's a dice with death every feed, but still, I feel I'm letting her down because I use this time to do something other than look after her.

Even when we put her on the play mat, she is happily gurgling away, chatting to Camelopard and Zeblim (yes we have named her toys for her) and having a roll around, but I feel bad, like I'm ignoring her.  Or even worse, when we leave her with a family member for a few hours an evening (and she will be sleeping almost the entire time) so Alex and I can have a night off, man that racks my heart strings.  And it's all because up to now I have been playing with her, helping her roll and crawl, feeding her all of the time!

So I feel guilty, when really I should be feeling proud of her!  She's growing up so fast and learning so much, including how to not be so attached.  Something I need to learn.

Super Glyph Quest


New logo, new motto

When I'm not feeling like a terrible mother for letting my baby grow and develop, I am trying to get as much work on Super done as I can.  Because there's a lot that needs doing!

Super is an opportunity for us to add lots of things that we didn't have the time to add to Glyph Quest, like a proper narrative.  Adding actual quest lines and story arcs is something I feel we were desperately missing (thankfully peeps were happy enough to go around slaying monsters), and I'm really happy with what we've come up with but it does mean more characters to draw.

Then there's avatar customization.  I would have loved to have added this to Glyph Quest but we just didn't have the time, as it turns out it requires a hell of a lot of work.  But it's worth it!  Also coming to Super is more gear (not just two robes upgrades), which players will craft from monster parts and have the ability to mix and match (possible set bonuses if I can convince Alex it's a good thing).  

And there's the new monsters.  Alex didn't want me adding some of the more obscure beasts from the depths of mythology in the previous game, but this time he's letting me go nuts.  Partly I feel this is due to our new found love of Pointless, where the obscure answers win, but mostly I think he's fed up of monsters that are part this thing and part that thing - with wings.

The town of Helmstone for Super Glyph Quests' map

The bit that I'm dreading however is the UI art.  I am not very good at it.  It's taken me about a week just to draw the new map (it's a lot bigger than the old one) and that's before I get into buttons, pop ups, text boxes and health bars.  I can draw a new beast in a couple of hours, it takes me the same amount of time to do a button.  Maybe I over think it?  I mean, it's just a button right?

Well there we go.  Man has it been a busy and rewarding few months!  But there is plenty to get on with, so I'll leave this post here and try to update again sooner.  Much sooner.

  

Thursday, 6 March 2014

The Biggest Challenge and the Greatest Reward

A Long Break


It's been over a month since my last blog update and that's all down to my newest favorite person in the world, my beautiful daughter; Willow Victoria Trowers.

So, I knew that as soon as she was born I would have to take a break from game development, what I didn't know (or maybe chose to ignore) was that I would be taking a break from almost everything that isn't either holding, feeding or just staring at her.  I know I'm bias, but she is just the most beautiful thing I've ever known, and as much as I know I need to put her down when she sleeps so that I can get on with things (even if that's to get some sleep myself!) I just don't want to.  I'm told this never gets old, and I'm OK with this.

Willow Arrives


Before her arrival, I knew that giving birth was going to be difficult/challenging/painful, the subject was talked over at length throughout our ante-natal classes.  Of course, taking about and planning for the birth and experiencing actually giving birth are worlds apart!   

There was also little point in 'planing' our birth experience.  The hospital we should have gone to was full, sending us 15 miles through rush hour traffic at 7am to the next hospital over.  Now I was having contractions every 3 or so minuets at this point so the actual journey to the hospital is a bit of a blur to me, but as I remember it Alex was totally cool, composed and supportive as he drove us to the hospital - not panic'd and worried about having to deliver the baby himself as we were stuck in stand still traffic at all, but like I say, it's all a bit of a blur now.  What I can tell you is; contractions hurt.  A lot.  

As soon as we reached the hospital we were sent straight to a delivery room, and one with a pool.  During the pregnancy I wasn't interested in having a pool birth, I thought it just wasn't for me, but by the time we got to the hospital I was in so much pain that anything which could help relieve that was welcome so the midwives started filling it up.  Having now had a pool birth I can't recommend it enough.  I was 8 hours into labor by the time I got into the pool and the heat and the weight lift were a massive relief.  Having not slept before the contractions started, I was exhausted.  Everything ached and my limbs were starting to give up on me, even with the support of the water.  I started to feel like I couldn't do this without more help - some more effective pain relief or intervention.  The contractions had slowed down and the midwives were talking about getting me out of the pool and seeing what needed to be done to get the baby born, it seems that threatening to take me out of the pool was all we needed to move things along.

After 10 hours of labor and with the help of some gas and air, a pool and Alex continually assuring me that; yes I could and indeed was doing great, Willow was born.  

her first sleep, really I should have slept at this point too...

The first I realized that it was all over was the midwife telling me to pick her up!  I looked down and floating just below me was this perfect tiny baby, I pulled her up to the surface, keeping her body in the warmth of the water and she opened her eyes and just stared at Alex and me.  It took a few moments of taking it all in before I remembered to check to see if we had a little boy or a girl, because at that point I didn't care, all that mattered was that she is perfect.  

The one thing that we had talked about and wanted for the baby was to leave the placenta attached until it had stopped giving baby the last wave of blood and nutrients from me, and we couldn't do that.  No one had mentioned that to test baby's blood to see if I needed the final anti-D injection, a sample was taken from the umbilical cord so the midwives needed to clamp it before it stopped pulsing.  So much for planning.  After this Alex did get to cut the cord (which is not nearly as easy as you think), Willow was weighed at 7lb 7oz and after Alex changed his very first nappy she was handed to me for some skin to skin and her first feed.          
It's maybe cliche to say that it's overwhelming, life changing or the greatest thing I've ever achieved, but it is all of these things and more.  It was hard work and I have never been prouder of myself.  I didn't think I would be able to do this without all of the pain medication and possibly intervention but I did!

Feed, Wind, Change, Sleep.  Repeat.


Everyday is different with her.  She's learning everything so quickly and so are we!  There is a basic formula that needs to be followed and so long as she is fed, winded, changed and gets to sleep she is by all accounts a happy baby.

multitasking like a boss


This cycle is however my entire life right now.  OK, that's a bit of an over exaggeration, we do get to go out as she is really well behaved (as in she mostly sleeps in her buggy) and Alex and I tag team for the most part (but feeding is mostly on me, literally) but getting anything else done is difficult. For example; it's taken me 3 days to write this blog post, never before have I wanted extra arms more than I do now.

So game development is firmly on the back burner for now.  Which is frustrating in that I have things I want/need to do, but the time I am spending with Willow is priceless.  We will never get this time back and I'm so glad that Alex gets to enjoy it too.  

We have been amazingly lucky with the reception of Glyph Quest.  Our first foray into indie development has been more of a success than we hoped it would be and this has given us the opportunity to enjoy the first moments with our daughter, but we will have to get back to work soon.  The great thing that going indie has given us is that Alex hasn't had to return to work after 2 weeks paternity leave, but the reverse side of that coin is if we're not making games, we're not making money.

So, time to start looking at a Glyph Quest sequel...       


Thursday, 23 January 2014

Maternity Game Jam

Glyph Quest is out!  Beating Sproglet to be first out (39 weeks, come on Sproglet!) Glyph Quest is now available for iOS (coming soon to Android).



What an intense few months it has been.  Making this game in such a short amount of time was however necessary, I'm at the point where sitting at a computer is not at all comfortable and Sproglet is not a fan of having the laptop on the bump.  Which means of course that I have no hope of taking part in the Global Game Jam this weekend or the Candy Jam that's happening now (but hopefully I'll have a baby to distract me soon - fingers crossed).

But it got me thinking, I'm not the only game developer in the world to get pregnant, I wonder how many other mums make games during their maternity?  Like a Maternity Game Jam.

Mums making games.


Leigh Alexander has written an amazing article about mums in the industry.  My pregnancy left me unable to find a new job; and yes for those you asking employers cannot discriminate against pregnant ladies, but unless they outright say the reason you're not being hired is because you are pregnant, there is no way to enforce this - and no one is going to do that - but my unemployment gave me the opportunity to make a game that I am truly proud of.  All of my time these last few months has been taken up with working on Glyph Quest and now that it's finished*  I feel a bit lost!

My take away from this article is that although having a baby is gong to make life hectic for a while, but eventually it'll bring a new structure to my days and in this I can continue developing games.  If the experience of these other mums is anything to go by, having children should make me more focused and driven than I was before, and that is only a good thing!

I was never planning to stop making games, but I know I will need to take a break.  It's just very reassuring to see other inspiring women taking on motherhood and games development and succeeding at both.      

*Well we have an update and a bug patch on the way but that's all in Alex's corner not mine!