Mattie Brice is an independent video game designer, critic, educator, and industry activist. Her games and writing focus on diversity initiatives in the games industry, discussing the perspective of marginalized minority voices to publications like Paste, Kotaku, and The Border House. Her games are freeware and do not require programming to create.

Mattie Brice
OccupationVideo game critic and director
LanguageEnglish
NationalityAmerican
Alma materFlorida Atlantic University,
New York University
Notable worksMainichi (2012)
Notable awardsWriters Guild of America Video Game Writing Award nomination Official Selection Award for Mainichi in 2013

Career

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She graduated from Florida Atlantic University, with a Bachelor of Arts in English Literature, Creative Writing, Gender and Sexuality Studies and from New York University with a Masters of Arts. Her background is in media, teaching, and social justice advocacy.

Her game, Mainichi, role plays the day-to-day life of a transgender person.[1][2][3] It was exhibited at XYZ: Alternative Voices in Game Design in Museum of Design Atlanta, the first-ever exhibition that highlights the work of women as game designers and artists.[4] It was also exhibited at Indiecade 2013.[5] Her game helps create a notable presence for LGBT+ individuals in video games.[6] Mattie also consults and speaks at gaming-related conferences like the Game Developers Conference, IndieCade, and the Queerness and Games Conference at the Berkeley Center for New Media. She was a consultant for Spirit AI software.[7]

In 2013, she was on a panel about diversity in games at IGDA Summit[8] and GDC.[9] In 2014, she was appointed as one of a hundred judges at the Independent Games Festival.[10] In 2017, she was associate director of IndieCade.[11]

She has taught gaming-related courses at different universities such as New York University[12] and the School of Visual Arts in New York City.[13] Brice is currently a principal faculty member at the University of California, Santa Cruz school of Art & Design: Games and Playable Media.[14]

Works

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Games
Title Year released
Mainichi 2012
DESTROY ALL MEN 2013
Blink 2013
EAT 2013
Mission 2013
empathy machine 2016

Publications and Contributions

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She is the author of the chapter "Play and Be Real About It: What Games Could Learn From Kink" in the book Queer Game Studies.[15]

She was an interviewee for the chapter "Radical Play Through Vulnerability" in the book Queer Games Avant-Garde,[16] and she was an interviewee for a chapter in Queer and Trans Artists of Color: Volume Two.[17]

Further reading

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  • Anthropy, Anna (2012). Rise of the Videogame Zinesters: How Freaks, Normals, Amateurs, Artists, Dreamers, Drop-outs, Queers, Housewives, and People Like You Are Taking Back an Art. New York, NY: Seven Stories Press. p. 208. ISBN 978-1609803728.
  • Brandes Hepler, Jennifer (2017). Women in Game Development - Breaking the Glass Level -Cap. Boca Raton, FL: CRC Press Taylor & Francis Group. p. 223. ISBN 978-1138947924.
  • Ruberg, Bonnie, and Adrienne Shaw (2017). Queer Game Studies. Minneapolis, MN: University of Minnesota Press. p. 330. ISBN 978-1517900373.

References

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  1. ^ Rusch, D.C. (2017). Making Deep Games: Designing Games with Meaning and Purpose. CRC Press. p. 120. ISBN 978-1-317-60771-7. Retrieved 2017-12-14.
  2. ^ Paul, C. (2016). A Companion to Digital Art. Blackwell Companions to Art History. Wiley. p. 450. ISBN 978-1-118-47518-8. Retrieved 2017-12-14.
  3. ^ "Videojuegos 'queer': expresiones videolúdicas del colectivo LGTB+". www.elsaltodiario.com. Retrieved 2017-12-14.
  4. ^ "XYZ: Alternative Voices in Game Design". Museum of Design Atlanta. Archived from the original on 2014-03-03. Retrieved 2014-03-30.
  5. ^ "IndieCade 2013 Festival Games Digital Selects". IndieCade. Retrieved 2014-03-30.
  6. ^ Ruberg, Bonnie (2019-05-29). "The Precarious Labor of Queer Indie Game-making: Who Benefits from Making Video Games "Better"?". Television & New Media. 20 (8): 778–788. doi:10.1177/1527476419851090. S2CID 189966110.
  7. ^ "This Robot Prevents Mean Gamers From Bullying Each Other". Vocativ. 2017-05-18. Retrieved 2017-12-14.
  8. ^ Lien, Tracey (2013-08-02). "Why racial diversity and authenticity in games benefit players". Polygon. Retrieved 2017-12-14.
  9. ^ "Women bring down the house at GDC | GamesBeat". venturebeat.com. 28 March 2013. Retrieved 2017-12-14.
  10. ^ Marcotte, Amanda (2014-11-10). "Has Gamergate Finally Burned Itself Out?". Slate. ISSN 1091-2339. Retrieved 2017-12-14.
  11. ^ Ohanesian, Liz (2017-10-02). "Young Creatives Are Using Games to Take on Issues Like Racism and the Refugee Crisis". L.A. Weekly. Retrieved 2017-12-14.
  12. ^ "Mattie Brice". NYU | Game Center. Retrieved 2020-12-17.
  13. ^ "Mattie Brice – DSI / Social Design". dsi.sva.edu. Retrieved 2020-12-17.
  14. ^ "mattie brice". Art & Design: Games and Playable Media. Retrieved 2024-06-02.
  15. ^ Queer Game Studies. Ruberg, Bonnie, 1985-, Shaw, Adrienne, 1983-. Minneapolis. ISBN 978-1-4529-5462-2. OCLC 962025869.{{cite book}}: CS1 maint: others (link)
  16. ^ Ruberg, Bonnie, 1985- (20 March 2020). The Queer Games Avant-Garde : How LGBTQ Game Makers are Reimagining the Medium of Video Games. Durham. ISBN 978-1-4780-0730-2. OCLC 1128886988.{{cite book}}: CS1 maint: location missing publisher (link) CS1 maint: multiple names: authors list (link) CS1 maint: numeric names: authors list (link)
  17. ^ King, Nia; Rose, Elena (2016). Queer and Trans Artists of Color: Volume Two. Biyuti Publishing. ISBN 978-1-988139-00-5. OCLC 965830537.
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