In March, Kotaku reported on a female game developer who had made her first game on the PC.
She said that she had made a game in just under three months, and it was a success.
She had done it in just one month.
The game had just been released, and her boss had said she was one of the most talented women in the industry, and she was a star.
Kotaku later reported that her game was a virtual reality game called Hyperreal, which had won the “Game of the Year” award at this year’s Game Developers Conference.
This woman was a celebrity in the game industry, even if she didn’t get to play the game itself.
Kotak reported that she also made a series of other games.
In January, she created a game called The Black Widow, which was a “rogue” shooter, where you shoot enemies and you collect loot.
It had been developed by a female studio.
In April, she launched another game called Black Widow 2, which she called a “new take on the classic” shooter.
The first game was for PC, but it was released for iOS in June.
The other games were for consoles.
All of them were “hardcore” shooters, with an emphasis on stealth and cover-based gameplay.
It was a huge success.
In the same month, another woman, Anita Sarkeesian, launched a video game series called Feminist Frequency, which is a feminist, non-profit, video game site.
Sarkeesians games are aimed at young women who are struggling to get into games and to explore and engage with them.
The series has had a meteoric rise, and now, in September, it is having a lot of success.
Her videos have attracted over 10 million viewers.
Her first series, Tropes vs. Women in Video Games, was released in 2015, and has been viewed over a billion times.
Sarvesian has also had a lot more success.
Feminist Frequency has over 8,000 subscribers on YouTube, and the videos are watched more than a billion time per month.
Sarveys popularity is a huge testament to the power of women in video games, and Sarkeesia’s videos have inspired the growth of women’s game development in the video game industry.
There is still a lot to do, however.
There are a lot fewer women than there were five years ago, but women still make up more than half of the video games industry, according to data from game analytics company SuperData.
This data shows that while the number of women working in the gaming industry is growing, they are not as strong as they once were.
Sarkeesian has been criticized for her video series, and people have called her a feminist.
In response, she wrote a response on her website in March, where she wrote that she “never expected to get the kind of attention and critical acclaim that I have received” because she made videos about sexism in the games industry.
Sarzys Feminist Frequency videos have garnered over 10,000,000 views and more than 20 million views on YouTube.
Feminist Games is a video series that highlights a diverse range of game developers, including women and non-binary people.
In 2017, it reached 10 million views.
Feminist Gamers was the second highest-trafficked video series on YouTube in 2017, after Feminist Frequency.
This shows that a wide range of developers are making games and giving the gaming community a chance to explore different perspectives.
But, there is still work to be done.
“There are many ways to reach out to the video-game community,” said Lauren Jaffe, the CEO of Feminist Games.
“It is critical to reach people with a variety of views, and to have diversity in our audiences.”
The number of games available in the market has also been increasing, and there are more and more games being developed, said Jaffe.
“I think the reason we’re seeing more and bigger numbers of women and people of color and women in games is that women are being asked to create content that’s different and not being asked for the same type of content,” said Jaff.
“That’s what we’re hoping to change.”