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500 Queens / Game Design School

Game Design School

Build a game-design learning studio where women create the worlds, rules and business decisions.

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The need worth working on.

People who love games may struggle to see a route from playing to making, particularly when their life does not fit a full-time course or metropolitan studio. A useful school concept should offer a finished creative experience and a realistic account of the work behind it.

What the enterprise could offer.

Develop a small project-based game-design programme with accessible tools and experienced mentors. Begin with a playable short game, shared role rotation and explicit credit. Include writing, sound, accessibility, production and testing alongside programming so leadership is not restricted to one skill.

People to build with

  • Adult beginners and career changers
  • Regional creators wanting a collaborative project
  • Women seeking a portfolio piece and a supportive production experience

Finish one small playable game

01

Choose a scope that a small group can complete with available tools.

02

Agree roles, creative rights and access needs before production.

03

Build a simple playable loop and test it with people outside the team.

04

Let participants experience more than one production responsibility.

05

Publish or privately demonstrate the finished game with accurate credits and a short project reflection.

The first result

A playable prototype, contributor credits and a clear account of what each participant learned.

What needs to be demonstrated.

Practical pilot

The starting evidence

A limited game-making workshop can be delivered with existing tools. It does not establish an accredited school or employment guarantee.

The open question

No teaching team, course, venue, qualification or industry placement is confirmed.

The next measurement

Check whether participants finish the agreed project and can explain their own contribution and next learning step.

Build the means to deliver.

Useful capabilities and resources

  • A game designer, developer and production mentor
  • Accessible computers or a low-resource alternative
  • A test audience and clear rights agreement

A possible business model

Paid workshops, organisation-sponsored cohorts or commissioned learning projects, with affordable places included in the model.

A leadership decision to practise

Make workload, credit and ownership visible. Choose tools people can continue using after the workshop ends.

People, consequences and decisions.

  • Overambitious scope can leave learners with unfinished work.
  • Unclear ownership can sour collaboration.
  • A glamorous industry story can conceal production pressure and uncertain work.

If equality were being designed now...

  • Can someone with care commitments complete the programme at a different pace?
  • Do women of different backgrounds get technical and leadership roles, not only supporting tasks?

Begin with women's own experiences across bodies, ages, cultures and places. Invite disagreement and choose a practical change together.

Create a women-led design brief →

Build your learning council.

Fictional AI Queen character: Spark Queen
Civilisation PillarSpark Queen

Filipina-Australian

Give the idea a first, testable form.

Fictional AI Queen character: Dream Queen
Civilisation PillarDream Queen

Chinese-Samoan

Help people imagine a future they can take part in.

Fictional AI Queen character: Forge Queen
Civilisation PillarForge Queen

Maltese-Australian

Build it. Measure it. Improve it.

Build alongside these ideas.

Follow existing public concept work.

From the original suggestion to a working brief.

Developed from original enterprise 97 in the 500 Queens VC NEW Long presentation (slide 18) and the planning document (page 8). This expanded brief is a proposed development path, not evidence of an operating venture or a confirmed partner.

Original title: Game Design School. The pilot, business model and learning connections on this page are proposed developments of that original idea.

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