The co-founder of Tenebra Studios, Konstantina Bethani (K.B.) and her team members Irene Theochari (I.Th.), Anna Maria Linkof (AM. L.) and Katerina Tsoukala (K.Ts.) talked to Greek Women in STEM. Read bellow about their career in the gaming industry as well as their dreams and expectations in this exciting technological field.
To K.B.:
How did you come up with the idea of Tenebra Studios?

In 2006 when the company was founded, the game development in Greece did not even exist as an idea. As a student and speaking 6 foreign languages, I started working at Games Localization for companies abroad. Through this activity I met my partner, Thanassis Georgoulis, also a student at the time, who shared my love for video games, programming and technology. Through discussions, the idea for the creation of our company in the field of video games and digital interactive software took shape. Due to our young age we were extremely fearless and ambitious, but we really felt the potential of this new field and that maybe we could explore it and be successful there. Besides, since video games are a digital product, they are aimed at a global audience, therefore in a larger market and do not require storage or similar charges, we thought it was worth a try. For a long time, I pursued a career in Political Intelligence alongside Tenebra Studios, in order to reinvest in the company, but as the latter expanded, it required exclusivity.
The path from idea to implementation, in addition to a lot of work, contains many challenges. What were the most difficult ones?
No one can be prepared in advance for the difficulties that the business process entails. People see success in numbers or media coverage, but no one knows the endless nights of insomnia and anxiety attacks we all have to deal with. There is no success without endless, painful failures. Finding the right business opportunity or developing a creative idea is certainly not an easy task. Especially in the field of technology, one has to keep up with industrial changes and trends, while facing unforeseen business challenges and costs. The biggest issue of course is capital. From the outset, we preferred the self-sustaining growth model, in which one essentially finances the same business endeavors. Proper budgeting and planning are vital to maintaining cash flow, but even that does not always save you the hassle of fixed and unexpected expenses. The technological sector is changing day by day, so we must be constantly on the alert and at the top of our field. Finally, I cannot stress once again how crucial it is to select the right partners which, of course, takes place over time.
As a mentor (at the Department of Computer Science – University of Ioannina) what do you think is a major concern for the younger generations in the industry?
The biggest issue right now for all the students in these colleges is hands on experience. At the same time, there is infinite information and they are lost in, in their attempt to find answers, and we as mentors offer immediate access to the solution of the problem.
The gaming industry is targeted to a global audience. However, was it affected by COVID-19?
Unlike many other economic sectors that were severely affected by the pandemic, the video game industry was much more resilient. Most developers and publishing industries have been able to keep up with employees working from home to continue developing games and digital releases, although some productivity issues have arisen. In addition, due to home constraints during the pandemic, the number of online and offline gaming players has increased significantly, leading to increased revenue for many companies. There have, of course, been negative effects on the industry, especially with major trade fairs such as E3 2020 being canceled or postponed. This has particularly affected the independently developed companies that typically use these events for face-to-face meetings with potential partners or funders and has led to delays or cancellations. In addition, many e-sport leagues had to change their game plans, moving from live events to online events or cancellations. Parts of the industry that relied on natural products, such as retail stores and regional manufacturers, as well as those that depend on personal activities, such as quality assurance through game testing, scoring, and marketing, had to deal with availability and global order distribution.
To all:
Please describe your experience working in the field of game technology;
AM.L. In my personal opinion, working in the field of game technology is quite a fun but very creative experience, as you see some colorless and simple lines of code taking shape in something full of life, color and movement. Something that awaits you to explore it, tame it and give it your own perspective and point of view. At the same time, I would say, it is very demanding, as you are called upon to solve complex problems and to constantly face challenges for the development of the best and most efficient code.
I.Th. As the leader of the 3D modelers group, concept artists, etc., I am the link between idea and action. I transform the creative director’s vision into clear guidelines for the rest of the team, always taking into account the respective technological and non-technological constraints.
K.Ts. In Tenebra I started doing an internship for my school, as a Junior Programmer. First, I worked on the Plakentia Duchess, gaining the necessary experience in video game programming with the help of Vassilis Bafkas and Thanasis Georgoulis. Now I also work on the company’s website, focused on maintenance and content renewal. The nature of the company allows flexibility in the roles that one can take on depending on the field and has helped me develop various skills.

What is the most important thing you have learned from this job?
AM.L. One of the most important things I have learned from this job is to not give up, no matter how many obstacles I face along the way. I have learned to chase my dreams and, in the end, to be proven right. It has also taught me to be on constant alert, always prepared for the unexpected, without being afraid to take risks. Apart from all the above, I have understood that the daily enrichment of your knowledge is the key to overcoming any problems.
What are the skills that a woman who would like to be involved in the gaming industry should have or build?
K.Ts. The most important thing to get into the gaming industry is to enjoy playing video games. It’s the first thing that helps you get an idea of what a game should be like. Knowing what entertains you helps you develop ideas that will appeal to the audience you are targeting. Beyond that, especially in the field of programming, I can say that knowledge can be acquired only with the will to engage. Searching online helps a lot, even if you do not have the right background and want to get started now. So, the most important thing is the will and enthusiasm for the job!
K.B. I would give the same advice to anyone thinking of a career in my field. Women do not need to be treated differently; they just want to be treated equally. With the same opportunities, women are just as good, this is what counts at the end of the day. I would say aim high but start low and cognitive. Follow the news, try to innovate as much as possible and play your own games extensively. The games that one makes must be loved first and foremost. I cannot stress enough the importance of work ethic, targeted marketing and the selection of competent partners. And never stop learning.

What is the most creative part of your job?
I.Th. My role is essentially to take the original vision, the intangible soul of say project and design the visible body that the team will create and host that soul. This means that I determine the style, style and other aspects of the final product through my work. The challenge of such a thing requires flexibility, adaptability, but above all creativity.
How did you decide to pursue a career in technology and gaming?
AM.L. Ever since I can remember, I have always been fascinated by Video Games, not only as a hobby and a way of having fun, but also as a creative process through such an interesting technology. I always liked to watch rather than play and think about the technology behind it all and kept wondering how it was possible to create this whole world. So while I did not decide from the beginning to follow this direction in my life, after a few years I realized how important it is for me and I followed my dream. I want to emphasize that I have not regretted this decision, and I enjoy every minute of engagement and creation.
I.Th. Like most people working in the gaming industry I grew up playing video games. I have studied costume design and fashion design because I like to design but it did not suit me as a career, a few years later I discovered through my collaboration with Tenebra Studios that I can combine what I love to get a new career.

K.Ts. I think that for any gamer to deal with gaming is the ideal field of work. But that was not something I had in mind until I got involved with Tenebra Studios. In general, it is not a sector that has developed particularly in Greece and this resulted in it being nothing more than a simple thought, which I thought would never become a reality. After all, it is not something so unreal!
Do you think that there is gender bias in the technology sector in general?
AM.L. Unfortunately, yes! I have experienced the very existence of gender bias in the industry of technology. But I see it slowly improving, with slow and steady steps of course but I hope it will be completely eliminated in the coming years.
I.Th. I have not felt anything like that with the people I have worked with. However, I believe that there is bias in the technology sector not only in Greece but also worldwide.
What changes would you like (or expect) to see in the coming years in the gaming industry?
AM.L. The changes that I would like to make in the gaming industry in the coming years are to continue its rapid development, to focus more on creation and refinement and proper marketing to make them better known and even more accessible to the general public.
I.Th. The video game industry is growing at a crazy pace. New ideas evolve the industry every day as people need to “escape”. Everyone in the field is waiting to see growth in virtual reality. The change I want to make is in the perception that people have of video games, not to see them as something that just fills their time but an entertainment that teaches you and cultivates skills while sharing an artistic vision.
K.B. Women are just as valuable and capable as anyone else. We are witnessing a trend where more and more women are pursuing a degree in technology and then a career in the field, a fact which is proven by both my students and my colleagues. The lack of women in new technologies is a thing of the past and especially in the last 5 years things have changed for the better. Today, most technological companies employ women in positions of power. The case that immediately comes to mind is AMD which is currently at the forefront of technology and innovation with Dr. Lisa Su as CEO. Women are just as likely to be interested in promotions, growth and leadership opportunities as their male counterparts.
However, there are still cases where women are unsure of their qualifications, unsure whether they will receive the support they need or that they will fail. Therefore, the most important thing that organizations can do to attract and retain talented women is to curb sexism and promote gender equality in pay, experiences and opportunities for success.

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