Tülay.

Selected work

Games, people and the work between them.

My career connects development operations, inclusive design and creative leadership. Here are three strands of that work.

Scopely · PlayForAll

Inclusive player experiences

At Scopely, I created and lead PlayForAll, supporting teams with accessibility, inclusive content and culturally informed decisions.

This work brings player needs into the decisions teams make about their games: who can take part, how people are represented, and what helps players feel welcome.

Access, Representation and Connection are also the three lenses of the ARC Player Needs Framework I explore in my book.

Explore the book and ARC framework →

Electronic Arts

From principles to practice

As EA’s first Director of Inclusive Design & Product Development, I helped embed inclusive design into production.

My focus was on connecting inclusive intentions with the everyday work of making games. A framework is useful when it helps people recognise player needs and bring those considerations into development decisions.

The lecture below offers a public introduction to EA’s inclusive design framework.

Watch: Electronic Arts’ Inclusive Design Framework ↗

BioWare · DICE

How teams make games

My background includes leadership across QA, central development operations and studio operations at BioWare and DICE.

That experience informs how I approach inclusive design: alongside player needs, I think about the people, processes and organisational decisions that make creative work possible.

In the GDC talk BioWare QA — Partners in Development, Arone Le Bray and I discussed QA as a partner in development.

View the GDC session ↗

For my wider career history, visit LinkedIn ↗ or read more about me →.