![]() ![]() "At the end of working at Krome, I decided I could probably have the most impact in a business role, but with a focus on the creators and creative being strongly realized." "There were so many talented people there, the projects had such tight timeframes and budgets though, that often the creative aspirations had to take a back seat, and it was very draining," she said. It's so important."Īt Krome, Reeves navigated a bustling 400-person studio, where she got a peek behind the curtain at the business of games, and how the relationship between the creative and financial aspects of a project isn't always smooth sailing. "I try to do the same mentoring for other people now, where I see opportunities to do so. "Even though I didn't realize that's what they were doing at the time, was what formed my career in producing and product leadership," Reeves said. The managers at Atari challenged and shepherded the ambitious Reeves. "I was Harry Potter at Hogwarts, learning how to cast magic spells."īefore coming aboard Hipster Whale, named for a funny napkin drawing that snowballed, Reeves held positions at Atari and Krome Studios, which both served as a launchpad for her career. She was undaunted by the steep learning curve and the lack of other women in her course. Reeves enrolled into a postgraduate program in computer science. Maybe I could make these things.'" Reeves said.Īfter Reeves learned to code, she decided to explore gaming. ![]() "I was always mesmerized by games, but it took me a long time to say 'Hey, someone makes these things. Reeves, who would go on to oversee Hipster Whale's popular game Crossy Road in its move to Apple's mobile gaming subscription service, Apple Arcade, never grew out of her childhood passion of building structures out of Legos and pursued a degree in fine arts. Clara Reeves, CEO of Melbourne-based video game studio Hipster Whale, fell in love with programming when she realized it could be an art form.
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