Archive for the ‘Talks and Workshops’ Category


This is the link to my AMA (Ask Me Anything) at Esports Vodafone. They intervewed me with many surprises, like a question from the creator of Wonder Boy, one of the games that inspired me to become a Game Designer!

(Video in Spanish)


I was invited by Gisela Vaquero to be part of the second Women in Games event held in Madrid at the Google Campus.

I spoke about the challenges that Game Designers face in VR Game Design.

It was a pleasure to share the stage with those amazing ladies of the gaming industry!




“Detrás del Juego” is a documentary that wanted to expose the actual situation of the videogame industry in Spain. Several professionals of different companies and fields of expertise were invited to express their own point of view. I was invited to be part of it by their creators, Marina Amores and Xabier Pou.

(No english subtiltes, sorry!)

Last may I was invited by U-tad to give a Master Class in Level Design for students of the Interactive Design degree and Game Design Master. Since I didn’t want to make a too theorical class, I chose to speak about my experiences in Level Design in some of the companies I’ve worked in.

I’ve been lucky to work in a broad field of genres and game editors, so I was able to cover very different areas of the field.

The students were a really nice audience and I hope to come back someday!


Last July I had the chance of talking about my experiences in the game industry in a series of conferences given by IPECC, Electronic Arts and Universidad de Alcalá (UAH).

I was lucky to share the moment with important professionals like Michael Sanctorum (Mercury Steam and Tequila Works), Josep B. Martínez (Gameloft), Fernando Conde (FX Interactive) and Juan Pablo Ordóñez.

It was part of the presentation of a new Master in Videogames Production at IPECC, in which I’m currently a Game Design professor.


Last april I was given the chance to speak at the “Women and Videogames” Conference at Madrid.

As a Game Designer, my first idea was to talk a bit about what does “Design Games” mean. Most of the people I know, even my parents, have no clue about what  I make my living of. When I tell them that I design videogames almost everyone thinks that I’m the one making nice drawings… I was told too that most of the audience would be students that are interested in breaking into the industry. So, the first part was mainly a description of the different tasks a Game designer does, and the different kinds of Designers you can find in the industry. I recalled that  in a Game Design workshop with Alfredo González-Barros we  depicted those roles in a plain and common language, so I decided to use it in my talk.

Then I talked about the “dark side” of being a game designer in the Spanish industry… it has usually a low salary, companies may close, you will have projects cancelled after tons of work is done, you will have to consider working in a foreign country if you want to progress… so I thought that many people would wonder… why do you still work in this?

The answer is simple… because I work in what I really enjoy. Because when it’s monday, I like to go to work. And also because you feel really good when you see something you have done in a retail store, and people having fun with it.

And at this point I also wanted to relate my talk to the topic of the Congress: Women and Videogames. That is why I thought to tell a bit about my own story as a woman working in the industry, and giving my insights about what challenges I had to face when I started in the industry.

I was lucky to have a gamer dad. And I’m taling about the 70s. They bought an Overkal and since then, almost every gaming system. Thanks to that, gaming was something natural, fun and a family activity. Since then I started thinking about my own games, and learning BASIC to program my first prototypes in Spectrum. But I had too many things to create and I was really slow… so I started creating those games with pen and paper. Since then I knew what I wanted to do in my life. I wanted to make games.


Anyway, I will have the chance to talk more about how I started in the industry in future posts, and I will also publish some of my early designs.

One of the main challenges I faced in the industry as a woman were the prejudices. When people knew me in the first place, they couldn’t imagine that I was a gamer or even a profesional of the industry. The first impression was that I lacked the knowledge. But when people get to know me, and I prove that I’m a good co-worker, that I know what I’m doing, that I keep calm at crunch time, that I talk about games as any other… I no longer had problems for being a woman. I have to add, of course, that prejudices are not exclusive of any gender, race or nationality. So If I ever had a problem with someone, he or she already had it with most of the team.

Tatiana Delgado

And finally I talked about how games are evolving to a more universal target. And I’m not talking about facebook games for women. I’m talking about AAA games that have been designed to appeal both genders, like Assasin’s Creed, Mass Effect, Uncharted and so on. The best example we can find nowadays is the redesign that Lara Croft has been into. From a sex-symbol with unreal proportions, and marketed as a object of desire, to a more realistic strong woman, that can appeal to women too.

I also pointed out as a conclussion, that we as women gamers should focus ourselves in being that, gamers… and not using us as sexual objects, as you can see in many pictures on the internet with naked girls covered by game consoles, proclaiming they are gamers. That only contributes to continue the stereotype that the only role a woman can have in videogames is as a sexual object and eye candy.

Well, so I hope you enjoy the talk!


Last december I was given the chance to participate in a Game Design workshop organized by Eduardo Millán from Gamevelop. It took place in the Madrid on Rails center, one of the places that La Catedral de la Innovación has in Madrid to promote the Innovation, and the R&D.


During the whole day, and the assistants had to design a game on paper with several restrictions: setting, game mechaninc and an additional requirement. All of them were selected randomly by numbers picked by the assistants. There were several results and they had to pick one of each category. That ended in weird and funny restrictions:

  • Setting: The past, business or horror
  • Game Mechanics that had to do with: music, darkness or shooting.

We divided the assistants into 4 groups, and they had to write a high level design document and explain it to the rest of the groups. The projects ended up being very interesting and we encouraged the assistants to keep working on them and keep learning about this amazing world that is the Game Desing.

It was truly a fun and rewarding experience.