This article is part of our Get into Games special, offering students insight on life in the games industry and advice on how to get into the business
Diversity and representation has greatly improved in games over the past decade, but there is still much to be done for underrepresented groups working in the games industry.
Following the first UK Games Industry Census published in 2022, completed by over 3,200 workers, the UK industry is still predominantly young, white and male. That said, 24% of the workforce are LGBTQ+ while 23% are neurodiverse, higher than the national average.
The pathways of getting into the industry can vary greatly, as illustrated by the members of a GamesIndustry.biz Academy panel at EGX 2023 who come from different underrepresented backgrounds. It's not always straightforward, as one individual's background may be unique to them from someone else, while someone else may have privileges in some areas (for example, being cis white male) but barriers that are less visible (such as being neurodiverse, disabled, or from a working class background).
There is nonetheless some commonality between different lived experiences that companies should consider if they want to not just create a more diverse, inclusive and accessible workforce but ensure it stays that way.
You can watch the full talk below, or continue reading to find the best advice from the panel.
Some barriers that underrepresented groups face are so ingrained and internalised, such as coming from a working class background where aspirations seem non-existent, or an immigrant family where there is pressure to succeed and games are perceived as not a stable and serious career.
While employers should ensure they are taking care to build and retain a genuinely diverse and inclusive workforce, some barriers come down to individuals overcoming themselves.
Our panellists offered some concrete advice.
Jay Shin, director at Arrogant Pixel, advised that people looking to get a job in games should get
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