Posts by Maggie DeCapua
Mental Health in Games: An Early Career Primer

Guest blog by Eve Crevoshay! In 2019, Take This released a white paper on the state of mental health among people who make games. Since the release of the paper, Take This has worked with leaders and other organizations across the industry to identify practical solutions to these challenges — and we’ve learned a great deal by working with studios of all sizes, and people in a variety of roles across the industry. This article outlines what we’ve learned, where we are, and how to identify a positive workplace culture.

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Oppression, Privilege, and Allyship

This blog post is based on a workshop that was presented early in the summer to define terms like “oppression,” “privilege,” and “allyship” that would form the basis of many other workshops to follow.

The discussion centered on game development spaces specifically, but we spent some time defining universal terms and talking about privilege on a holistic level.

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Marketing for Game Devs

We created this workshop to give our cohort a basic understanding of marketing for game devs, share some tools and resources for creating effective video game marketing, and discuss our requirements for Rad Studio projects. We cover foundational marketing concepts non-marketers should know, how to determine goals, and how to make plans with strategies and tactics to reach those goals.

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Rad Studio Orientation

Along with the course content that we covered in Rad Studio Online, we would like to share the 2021 Orientation in order to provide some context. Rad Studio 2021 was a fully online summer program, and the information below was shared with the cohort of emerging game developers during their very first meeting. When creating this orientation, our goal was to capture the heart and soul of the program to get all the students on the same page.

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Rad Studio 2021 Projects

Rad Studio is our summer incubator program for game development students. This year, nearly 30 budding game developers representing 10 colleges and universities joined us for an 11-week, all-online program. Our phenomenal cohort formed three teams and brought the following prototypes to life.

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Games, Rad StudioMaggie DeCapua