DMG is a not-for-profit videogame arts organization that creates space for marginalized creators to make, play and critique videogames within a cultural context.
We teach computing skills for artistic expression, offer production and exhibition facilities, and provide community support for the creation of new artworks.
Our space and community is a platform and playground for artists working in games, engaging the public with the expressive potential of this medium.
Izzie is a software and electronic artist. She’s been exhibiting her work since 2008, including as part of a Making Patterns at Eyebeam in New York. Izzie currently works as programmer and creative technologist, specializing in experimental wearables, product design and responsible tech communities. Izzie represents DMG on the Toronto Media Arts Centre board of directors.
Soha is a writer and experimental game designer, currently working on diversity and inclusion programs at Riot Games in LA.
Meagan is a Métis (Swampy Cree/Newfoundlander) game designer. She is a member of Indigenous Routes, a nonprofit providing new media training for Indigenous youth, a founder of Achimostawinan Games, and Digital + Interactive Coordinator at imagineNATIVE Film + Media Arts Festival.
Resource Development Director
Jayd is a multidisciplinary game designer and storyteller with a background in industrial design and wearable tech. She is currently working on designing games for AI research at DeepMind in London, England.
Rose is an artist, storyteller, and game designer from Alberta. Her personal work focuses on identities, gender, connection, fantasy, and nostalgia. She currently works with Planned Parenthood Toronto opening up conversations around masculine identities with the Youth Masculinity Peer Project. This works focuses on helping foster discussion of how rigid gender identities can intersect with mental, sexual, and physical health.
Kaitlin is a writer and a narrative designer at Ubisoft Toronto. Her independent game work has focused on creating space for positive and productive conversations around mental health, difficult emotions, and healing in video games. She was the lead writer on the death positive video game A Mortician’s Tale (Laundry Bear Games 2017).
Natalie cultivates fandoms, builds new communities, develops character voices, leads interactive fiction workshops, designs alternate reality games, constructs branching narratives, and most mornings open Tumblr before she opens her eyes. Her digital strategies have twice won Canadian Screen Awards for sci-fi television show Wynonna Earp, and she's currently the community manager at Stitch Media, where she also gets to do everything from narrative design to ordering four-foot cloroplast cut-outs of angry cacti. She is currently finishing up Hench, a novel dedicated to the plight of the downtrodden and often expendable employees of supervillains. She also writes terrible little text-based video games about dismemberment, LARPS about trauma and recovery, and a lot of horror micro-fiction.
Jennie is a developer and advocate for equity in interactive and media arts. She manages DMG’s day-to-day operations, long-term planning and program execution. Jennie also co-founded Gamma Space and is on the advisory board of the Toronto Media Arts Centre, the MOCA programming advisory committee, the Ontario Creates IDM Industry Advisory Committee, and the Academy of Canadian Cinema & Television rules and regulations committee.
Jennie offers weekly office hours for members.
Cecily Carver • Alex Leitch • Jennie Robinson Faber
Forgot your password?
We only use this to communicate with you about events you've registered for—it isn't shared with anyone.