Page header "program 2026", showing participants at a panel on stage

Take a look at the fantastic program we had this year!

Welcome to the session archive of Womenize! 2026, which took place on June 3, 2026, at Institut Français Berlin.

Here, you can explore all sessions from the event, including detailed descriptions, speakers, and topics.

Promo picture for the welcome note
Welcome Note

TIME: 10:00 AM – 10:15 AM

To kick off the day, our Co-Founder Ruth Lemmen and our Head of Womenize!, Madeleine Egger, Joscha Neumann (Medienboard) and Lissandra Haulica (Ambassade de France en Allemagne) will hold a short welcome note.

Speaker picture of Kelly Vero, Technical Founder of NAK3D
TALK: You Are Not Your Job Title: The Transferable Power of Game Makers

TIME: 10:15 AM – 10:45 AM

The games industry is shifting fast, but your value was never your job title. It’s your ability to design systems, understand behaviour, and create experiences people actually engage with. Kelly Vero will reframe those skills beyond the studio—interactively, of course—showing why they matter now more than ever and where they translate across industries.

Kelly Vero (she/her) has been crafting a career in game development and tech for 30 years, she has worked on some of the world’s most famous franchises.

Working at the top flight of video games has presented an increasing demand for understanding the gamification of concepts in other verticals from fashion to entertainment.  She loves pushing technology to its emergent edge through education, sustainability, and imagination. Kelly works around these verticals to educate, produce and develop the growth of new technologies in a changing world from the metaverse and NFT to AI, hardware and trust. Kelly has worked on a wide range of games: including the Tomb Raider series, Transformers and Candy Crush; she has worked with Adidas, Fila, Puma and on various LVMH projects for gamified products and services and more recently was the technical co-founder of the world’s first metaverse for children: Aequaland.

In October 2021 Kelly produced the first standard for NFTs in luxury and art and is the founder and CTO of direct-to-avatar digital assets startup NAK3D working with luxury brands, games and metaverses across g-commerce and technology. Kelly has written three books revolving around technology published by Bloomsbury and Routledge: Breaking Through Bytes focuses on women in technology, How Video Games Made the Metaverse is about using game technology to make lasting experiences and Myth Made Machines follows the cultural journey of AI in films, tv, music and games.

Speaker picture of Candela Ayala Vizán, Partner and Influencer Manager at Gameforge
TALK: Behind the Hype: What it Really Means to Manage Communities

TIME: 11:00 AM – 11:45 AM

Candela will share her experience of the full journey, from the myth of “building communities” to what it really takes to start from nothing, including the invisible work no one talks about and the gap between expectations and reality. She’ll explore what happens when creators enter the picture as partners rather than just numbers and why finding the right fit matters more than reach. Finally, She’ll talk about the part we rarely address: what happens when everything ends, when communities shrink and the real human impact remains. Behind every community, there are people, stories, and connections that go far beyond the hype.

Candela Vizán (she/her) is part of the Partner & Influencer Marketing squad, where she crafts campaigns that hit different. Her mission: make sure creators have an awesome time streaming and building content around Gameforge titles, while keeping the community vibes strong and alive.

She first joined Gameforge back in April 2011 as part of the Community Management crew, diving deep into player support and becoming a familiar presence for communities across “Ikariam”, “OGame”, “Metin 2”, and more.

In 2022, she leveled up into the Partner & Influencer team, where she now helps creators thrive, builds cool collabs, and opens up new opportunities for anyone passionate about Gameforge games. Think of her as a bridge between the games and the people who bring them to life.

Speaker picture of Isabella Spitznagel, Casilda de Zulueta & Leonie Wolf
WORKSHOP: Not a Syndrome, a System: Who Benefits from When You Feel Like an Imposter?

TIME: 11:00 AM – 12:00 PM

Feeling inadequate? Have you ever been told not to feel inadequate? Has any of that kind of advice ever helped? Do you wonder why your discomfort is labeled as a syndrome? And why if it’s so common, it’s often only tackled on an individual level? In this two-part talk and workshop, we will contextualize the so-called “imposter syndrome”, demystify its occurrence, and fight its hold onto all of us, together.

Isabella Spitznagel (they/them) is a concept artist and illustrator specialising in character and costume design and co-founder of Achtung Autobahn, a Berlin-based indie studio. After working as a copywriter in marketing, they pivoted to a career in the games industry, mainly working with indie studios as a freelancer. They became a member of the FemDevsMeetup organizational team in 2024 to help with meetups in Berlin.

Leonie Wolf (she/her) is a Berlin-based project and event manager for Indie Arena Booth at Super Crowd. She has extensive experience in the games industry, working as a Technical Animator and Associate Art Director in game development for many years. Beyond her artistic work, she regularly hosts major events in the games scene and is deeply committed to advocacy. She supports marginalized groups as a mentor, speaker, and organizer. Since 2019 she’s been with FemDevsMeetup and co-founded GAME:IN in 2022 to promote inclusion and diversity.

Casilda de Zulueta (she/her) is a technical artist, animator and indie developer, co-founder of Achtung Autobahn (for which she leads the development of its current project) and an avid horror-games enjoyer. She takes pride in making game assets run smoothly without sacrificing visual quality, and will animate whatever may fall into her hands. Besides her more than a decade in the field, Casilda has focused her efforts on advocating for a fair and healthier industry as a co-organizer of the FemDevsMeetup.

Speaker picture of Ann Sauer, Game Design & Project Management at Playing History
MASTERCLASS: Create, Play, Iterate: Let’s Make a Game in 90 Minutes

TIME: 11:00 AM – 12:30 PM

Dive into the world of game design in this hands-on masterclass. No prior experience required! In small teams, you’ll develop a game idea from scratch to a playable prototype in just 90 minutes. Using analog materials and creative constraints, we’ll explore brainstorming, iteration, and playtesting in a dynamic, collaborative process.

Why join?

  • Collaborative & beginner-friendly: Ideal for newcomers and experienced players alike.
  • Analog & hands-on: Focus on mechanics, rules, and the joy of creation.
  • Networking with a playful twist: Get to know each other through creative collaboration!

Anne Sauer (she/her) is a game designer and project manager with a background in media education at Playing History, an independent game studio based in Berlin. Since 2009, she has been developing games primarily for museums and educational institutions. These include the Grimme Online Award-winning game “Herbst ’89” about the Peaceful Revolution in Leipzig, “Spuren auf Papier” about the killing of the sick during the Nazi era, and “Tribunal 45” about the Nuremberg Trials of major war criminals. She is currently working on “SPUUUK”, a strategic single-player card game in which players build a deck of ghosts based on real historical figures and tactically use their stories in a race to summon spirits.

Image of Designer Lavendel Kranz
TALK: Tools for Effective Change: Lessons from 2 Decades in the Machine

TIME: 12:00 PM – 12:30 PM

Over the past decade we saw nearly every game company embrace DEI programs, Girls STEM initiatives, and codes of conduct to try and address the well known systemic abuse, wage gaps, and harassment rampant in the games industry. Now we see many of those programs fading away. In that time what has changed? What lessons were learned? Was any of it sincere or all just a publicity stunt?

Lavendel Kranz walks through the many failed attempts to fix these broken systems she has been witness to. What worked, what didn’t and what she would do differently if she were starting over today. This is a heavy topic but a hopeful one about building solidarity, sharing our struggles, and how to make sure your energy is directed at real change.

Lavendel Kranz (she/her) is a designer with over 20 years in the games industry. A pioneer of algorithmic game balancing and economy design she has worked on over 80 titles including “FarmVille”, “CityVille”, and “Candy Crush Saga”.

Given her status as an uncompromising autistic disabled trans woman and the current state of the games industry, she now runs a small synthesizer company in Berlin called Schreibmaschine Modular.

Lunch Break

TIME: 12:30 PM – 1:30 PM

Take a well-deserved break to refuel and recharge. Enjoy a delicious lunch, connect with fellow attendees, and take the time to exchange ideas and experiences in a relaxed atmosphere. Whether you’re networking or simply unwinding, this is your moment to pause and power up for the rest of the day!

Picture of Mafalda Duarte and Ruth Lemmen
FIRESIDE CHAT: In Between Chapters: Reinventing Yourself When the Path isn’t Clear

TIME: 1:30 PM – 2:00 PM

In times of industry layoffs and uncertainty, many professionals are forced to rethink their careers. But reinvention rarely looks like a clean success story. It can involve doubt, identity shifts, and moments of not knowing where to go next. This fireside chat brings together personal perspectives on navigating layoffs, career pivots, and the emotional realities behind them. Through an honest and vulnerable conversation, Mafalda and Ruth explore how to cope with uncertainty, protect mental health, and find empowerment in the process of redefining oneself.

Mafalda Duarte (she/her) is a Studio Director, Producer, and international community leader with a background in game development, transmedia storytelling, and studio leadership. Formerly Studio Director at Telescope Game Studios in Potsdam, she worked on multiple projects for the “Whale Singer” story universe and an award-winning demo for the new IP “Summer Camp”.

She is the current Chair of IGDA Berlin and a Board Member of IGDA HQ, where she supports global community initiatives and inclusive industry practices. A Women in Games Ambassador since 2020, she has also served as the program’s Coordinator since 2021, ensuring every ambassador is supported with the tools and materials needed to make an impact.

Ruth Lemmen (she/her) is Co-founder and Ambassador of Womenize!, and has spent years building bridges between indie studios, institutions, funding bodies, and talent. From shaping international programs and juries to supporting small teams through complex decisions, she brings clarity where things often feel overwhelming. She works as a systemic coach, mediator and consultant for teams, companies and individuals and as a project and program manager, the later mostly with the indie game development scene.
Since its start in 2022, Ruth is involved in the strategic development and programing of the Indie Games Residency THE RABBIT. She also works as an expert for the European Commission for various European funding programs (Horizon 2020, Creative Europe). From 2006-2013, Ruth worked for the Bundesverband Interaktive Unterhaltungssoftware e. V. (BIU), the German Games Industry Association now called game. There she was responsible for the project management division and, among other things, for the strategic development of gamescom, the world’s largest trade fair show for interactive entertainment.

Speaker picture of Ivonne Vaziri-Elahi
WORKSHOP: Conscious Design: Translating Personal Values into Content

TIME: 1:45 PM – 2:45 PM

By now, many of us have understood that games can be more than just entertainment and that they always convey messages – consciously or unconsciously. If you have ever felt the need to make the world a little bit better, you might have considered doing so through developing games with that in mind. But how exactly could you use your personal values when you are not exactly working on one of those „serious games?“ Or maybe you wonder how to have an impact if you are not a writer?

Together we will develop, share and reflect concrete ideas on how everybody on the team can use their values to influence content. All professions are welcome in this workshop – your unique viewpoint is always a plus!

Ivonne Vaziri-Elahi (she/her) has given soul to games through shaping their storyworlds since 2008. Some of her projects have been honored with multiple awards. As a writer and narrative designer she cares deeply about player immersion and cohesive worldbuilding through active team collaboration. Apart from her freelance work, her mission as a speaker and consultant is to unlock the untapped potential of game narratives through spreading awareness of their often overlooked influence.

Picture of Olivia Trigg-Simpson and Valeria Spirande
TALK: Leading LiveOps: Product, Production, and the Reality of Running a Live Game

TIME: 2:15 PM – 3:00 PM

Running a live game is messy, fast-moving, and never really “done.” In this talk, Valeria and Olivia will pull back the curtain on the real day-to-day of LiveOps, from tough prioritization calls and production challenges to the constant balancing act between player happiness, business impact, and team wellbeing. Using lessons from Idle Miner Tycoon, we’ll explore how product and production truly work together to keep a game evolving for years, what breaks (and what scales), and the leadership lessons that come with it. Expect practical insights on decision-making, feedback, and how to build teams that can thrive in the long run and not just survive the next update.

Olivia Trigg-Simpson (she/her) is a Senior Product Manager at Kolibri Games. Spearheading LiveOps for Idle Miner Tycoon, she specializes in the delicate art of maintaining a “forever game”, with expertise in designing engaging events, optimizing LiveOps schedules, and building impactful monetization.

Valeria Spirande (she/her) is a Producer at Kolibri Games. Working on the flagship game “Idle Miner Tycoon”, she is responsible for shaping development workflows, building elaborate LiveOps pipelines, and successfully aligning diverse departments with differing goals and processes.

Picture of Shelley Graf, Matthias Riemensperger, Kenneth (Rico) Norwood and Beck Niederländer
PANEL: Be Queer, Make Games – Queer Perspectives on Making Games

TIME: 3:00 PM – 3:45 PM

Developing video games is no easy task, and balancing marketability, changing social and political climates, and your own morals and opinions can be difficult. This panel invites four creatives with varied experience levels to share insights into their journey and what they learned along the way. Successes, failures, lessons learned – we want to have an honest and open conversation about (current) challenges being queer in the games industry and how a queer perspective might change or influence the creative process.

This session is curated by Malina Riedl and Beck Niederländer, who is also hosting the panel, from the Foundation for Digital Games Culture.

Shelley Graf (she/they) is a creative tech wild card that’s been played in pretty much every industry that art or development has touched, plus a few others on top. She’s a generalist to a T and has helped develop tools for your favourite Movie’s VFX, created little web games for car companies and led teams bringing big cinematic XR experiences to life. Recently, she has embarked on yet another journey, founding the multimedia studio Witchmade together with two of her friends as part of the “Press Start” program, where she is currently working on a pet for your apple watch!

Matthias Riemensperger (he/him) is the co-founder and co-CEO of 4bpm, an Indie game studio that received the German federal “Press Start” founding grant. He works as a Technical Animator and Writer and helps shape the project’s creative vision and worldbuilding. Right now, he is developing “Portal to the Cosmobeat”, a narrative-rhythm hybrid. Along with his team, Matthias is dedicated to making games that showcase how the diverse perspectives of their queer and neurodivergent studio influence the stories they tell.

Dr. Kenneth (Rico) Norwood (they/them) is an American video game researcher, content producer, and part-time lecturer at Tales and the University of Europe for Applied Sciences. They currently reside between Berlin and London. Originally from Houston, Texas, they earned their undergraduate degree in Mass Communications from Xavier University of Louisiana in 2013. That same year, after receiving their B.A., they relocated to Brooklyn, New York, to pursue an M.A. in Media Studies at Long Island University’s Brooklyn Campus, which they completed in 2017. Their primary academic focus is the role of Black Queer Art and its disruption of historical narratives through film and video games. They have written extensively on Black video game and film studies as well as Quare theory, with their work featured in publications such as TechRadar, Wired Magazine, The Metro, PinkNews, and other outlets.

Picture of Faith Carriere and Raphael Stange (Nitrado)
WORKSHOP: Allies in Action: Building a Safer Gaming Industry Together

TIME: 3:00 PM – 4:00 PM

Creating a safer and more inclusive games industry is a shared responsibility. In this workshop, Faith Carriere (Manager of Developer Relations) and Raphael Stange (CEO) from Nitrado will discuss what meaningful male allyship looks like in practice and share ideas to create safer, more inclusive spaces in the gaming industry.

Open to all genders, this workshop invites attendees to share experiences, discuss challenges, and explore actionable ways to support positive change together.

Faith Carriere (she/her) is the Manager of Developer Relations at Nitrado, bringing over six years of experience in the games industry. Originally from Canada and now based in Berlin, Faith is passionate about solving problems, connecting people with the right solutions, and helping create a more inclusive games industry for all genders and minorities. She enjoys asking tough questions, highlighting issues of equality within the gaming industry, and encouraging everyone to take part in the conversation.

Raphael Stange (he / him), CEO of the Nitrado group since 2023, leads Nitrado, Apex Hosting, and Multicraft. The group is the global market leader in private game server rentals, with 6 million registered users and 350,000 peak concurrent game servers. It also operates GameFabric, its B2B arm providing studios with orchestrated hybrid hosting across bare-metal and cloud, with SteelShield anti-DDoS protection. GameFabric’s studio partners include Bohemia Interactive (“DayZ”), Studio Wildcard (“ARK”), CCP (aka Fenris Creations, “EVE Online”), and Eleventh Hour Games (“Last Epoch”). Stange’s background spans two decades scaling rental and subscription businesses, including executive roles at Share Now and Sixt. Earlier in his career, he was COO of Remote Control Productions (“Angry Birds Epic”).

Speaker picture of Anna Gruzina, Product Manager at Innogames
TALK: Lost in Translation: What Marketing and Product Get Wrong About Each Other

TIME: 4:00 PM – 4:45 PM

Marketing lives in last week’s numbers. Product lives in the next quarter’s vision. When these two time orientations share a studio without a translator, alignment becomes a negotiation between two separate realities, and not a conversation about one game. This talk unpacks why Marketing and Product teams conflict, not because of personality or politics, but because of a structural mismatch in how each function relates to time. Drawing on a real cross-over journey from 17 years in marketing to product, this session introduces fundamental issues between teams and how to bridge these gaps.

Anna Gruzina (she/her) is Product Manager at InnoGames, working on “Heroes of History”, a strategy RPG in mobile gaming. With 17 years of marketing experience across gaming, entertainment, and publishing, she made a deliberate move into product leadership and now works at the place where user acquisition and product thinking meet. She unpacks what changes, and what surprisingly doesn’t, when you cross that line.

Speaker picture of Theresa Schlag, Art Director
MASTERCLASS: Game-Ready Art – Making It Work In-Engine

TIME: 4:00 PM – 5:30 PM

This masterclass explores how 3D assets become truly game-ready inside Unity — beyond modeling and texturing alone. Using real production examples, Theresa shares practical workflows for shaders, materials, optimisation, and engine integration, while also discussing common mistakes that can break visual consistency or slow down production and or performance.

The session offers insights into art direction, pipeline thinking, and decision-making in professional game development, showing how visuals are shaped not only by assets themselves, but by the systems connecting them. Participants will gain practical production knowledge, workflow strategies, and a clearer understanding of how to bring artistic intent successfully into a real-time game environment.

A laptop with 3D software of your choice (Blender, Maya, Max) and a version of Unity 6 is recommended to participate in this workshop

Theresa Schlag (she/her) is a Berlin-based Art Director and Stylised 3D Artist specialising in visual development, handpainted workflows, and real-time production pipelines for games. With over 14 years of experience across game development, interactive media, and education, she combines artistic vision with technical execution to create distinctive stylised worlds in Unity.

Her work focuses on art direction, shader-driven stylisation, and scalable asset workflows that bridge concept, production, and in-engine final look. Alongside freelance work for game studios and interactive projects, she lectures on 3D art, UI/UX, and game production pipelines in Germany.

Speaker picture of Jaqueline Martin, Founder and Creative Director at Gentleland
WORKSHOP: Ready to Launch? The Ultimate Launch Checklist!

TIME: 4:30 PM – 5:30 PM

Launching a game is more than just hitting the release button. When you are preparing for a Kickstarter campaign, Early Access launch, Steam release, or publisher pitch, success often depends on the work that happens long before launch day.

In this workshop, Jacky Martin breaks down the essential systems, strategies, and warning signs every indie developer should know before going live. From audience validation and positioning to production readiness, marketing preparation, and funding strategy, attendees will learn what actually makes a game launch-ready in today’s competitive market.

The session includes a practical launch readiness framework and a complete checklist developers can immediately apply to their own projects to identify weaknesses, avoid common launch mistakes, and improve their chances of building momentum from day one. Perfect for indie developers, small studios, and first-time founders preparing for Kickstarter, Early Access, or commercial release.

Jaqueline Martin (she/her) is the founder of Gentleland and co-founder of Tinker eG, with a background that bridges technology, business, and game development. With a degree in Computer Science and a thesis focused on the SUP-INF algorithm for Presburger Arithmetic, she began her game industry career as a Unity Store publisher before expanding into publishing, marketing, and product strategy.

Jaqueline has created pitches for real estate agencies, publishers, grants, and startups, consulted Switzerland’s largest music festival on a gamified online platform, and has been credited on 20+ games for art creation and marketing efforts. Jaqueline also served as former CMO for Sacred: Last Pixel of Ancaria, former Art Lead in a mid-sized production of 40+ people, and is currently a lecturer for UI/UX at the German Designschool for Games & Graphics. As a mentor, she has supported developers through IGDX, Stiftung Digitale Spielekultur, and COCONAT.

Picture of Lynne Glaner, Filip Cholewczynski and Robyn Pacetti
PANEL: The Art of Voice in Games: Exploring Performance, Localization & Interactive Storytelling in Game Development

TIME: 5:00 PM – 5:45 PM

Voice is a core part of how games tell stories, shape characters, and create emotional connection — yet it is often treated as separate from the game development process.

This panel brings together perspectives from voice performance, production, and localization to explore how voice acting is created and integrated into games.We’ll discuss how game voice work differs from film dubbing, when it should be considered in production, and how collaboration between actors and developers works in practice. We’ll also touch on the impact of AI-generated voices and what it means for the future of human performance in games.

Lynne Glaner (she/her) is a voice actress, media producer, and former games journalist working at the intersection of performance, localization, and interactive storytelling. Professionally trained as an actress and shaped by years in games media—including GIGA and GIGA GAMES—she brings a rare perspective to every project: as a performer, producer, and passionate gamer in one.

Voice credits include AAA titles like “Forza Horizon 6”, “Starfield”, “Marathon”, and “Call of Duty”, as well as German indie gems like “Vampire Therapist“ and “Mother Machine“. On screen, she has lent her voice to numerous productions including “Shadow and Bone”, “Halo”, and “Borderlands”. She co-hosts the Deutscher Entwicklerpreis with Daniel Budiman and has served on the jury of the Deutschen Computerspielpreis in 2025 and 2026—bridging the worlds of artistry and industry, one character at a time.

Filip Cholewczynski (he/him) is a Senior Game Producer with over 15 years of experience in the games industry, having worked at CD Projekt RED, Ubisoft Berlin, Yager, Wooga and 11 bit studios. His credits include “GWENT: The Witcher Card Game”, “The Cycle: Frontier”, “Frostpunk, “Skull & Bones” and “June’s Journey”, among others.
He brings a practical producer’s perspective on how creative disciplines such as voice acting, audio and narrative fit into game development and what can be lost when they are considered too late.

His current focus is production leadership, team transitions and helping teams build trust in moments of change.

Robyn Pacetti (she/her) is the Founder & CEO of Protagonists!, where she is building a new form of native entertainment and platform — a return to the oldest way humans have ever told stories: by voice, with the listener imagining the world into being. ScreenFree, with no graphics, her worlds are made entirely of voices that spark the imagination and draw you into deep immersion. Equally important, she wants to give everyone the opportunity to share their own stories through voice. After 25 years in the games industry (Amazon, Ubisoft, Wooga), She works at the frontier of Voice First Storytelling, where voice generative AI makes this creative access possible.

Networking Session

TIME: 6:00 PM – 8:00 PM

We’ll end the conference day with a casual networking session designed to foster meaningful connections and spark future collaborations. This closing gathering offers all attendees and speakers the opportunity to reflect on key insights from the conference, exchange ideas, and expand their professional networks in an informal and engaging setting.