Claire Zamora, 1492 Studio
Femmes du Numérique:To begin with, what is your definition of “digital”?
Claire Zamora:I’m part of the digital generation. I’ve grown up with it and followed its evolution. For me, digital technology is a revolution in the way we communicate and learn about the world. Thanks to it, there are no longer any borders, and the world and knowledge are accessible to all. In video games, for example, we can play in real time or make friends with users on the other side of the planet. I think there’s something magical about digital technology.
FDN:Women, an opportunity for digital. Digital, an opportunity for women. What do you think about it? Why did you choose this sector?
CZ: The digital sector is constantly changing, and video games are no exception. Just ten years ago, the public was still predominantly male, and the face of video games was very stereotyped, whereas today, thanks to the revolution in new digital media such as mobiles and tablets, the face of gamers is changing. Today, over 50% of consumers are women, and they’re demanding applications and games that meet their expectations. I believe that women have a real opportunity to shape new faces in video games and, more broadly, in the digital world.
FDN:Is being a woman entrepreneur a plus?
CZ: I wouldn’t say it’s a plus. Perhaps a woman has a different way of approaching company strategy and team management. Having worked jointly with my husband on our previous studio and now on the new one, I know that we have different qualities that complement each other, and it’s the combination of our differences that makes what we do successful.
FDN:Did you have any doubts, hesitations or difficulties in setting up your own business?
CZ: From the moment there are decisions to be made and choices to be made, there are always phases of doubt and hesitation. I think that’s what leaders go through every day.
They have to have the courage to make a decision, to choose one path over another, to follow their instincts and assume the consequences of their choices. I don’t know any entrepreneur who doesn’t doubt or who has never made a mistake. The most important thing is to learn from your mistakes so as not to repeat them.
FDN:Tell us about your project. How did the idea come about? What needs do you meet?
CZ:Our new project at 1492 Studio is to design and publish a series of video games, “Is it Love?”, aimed at young women, whose main aim is to live a virtual love story. It’s a cross between an interactive novel and a simulation game. We wanted to respond to the strong demand from the leading consumer of casualgames on mobiles: women, with a game that addressed their concerns in terms of its themes, graphics and socio-cultural approach. Since its launch in May, our first opus has already had over 500,000 subscribers and an active community of fans.
FDN:How do you defend gender equality in your professional and personal life?
CZ:For me, it’s a question that doesn’t arise and shouldn’t arise in 2015. Gender equality is intrinsic. Professionally, I’ve never differentiated between men and women. Competence has no gender. I’ve had to manage mixed teams, sometimes all-female or all-male because circumstances made it that way. I’m quite vehement about company directors who use personal information about a woman’s family life as a reason for their recruitment decisions, to avoid having to deal with a possible maternity leave…
FDN:And personally, how have you managed to reconcile your professional life with your personal/family life?
CZ:My situation is a bit special because, both personally and professionally, my husband and I are a duo. We fell into creating video games together and form a close-knit, efficient team. Our relationship is a solid pillar on which we can build many projects. We have to be vigilant on a daily basis to ensure that one area doesn’t encroach on the other. So far, we’ve managed to reconcile the two very well.
FDN:What advice would you give to a young woman hesitating to work or start a business in the digital sector?
CZ: There’s a lot of advice I could give. But if I have to give just one, I’d say surround yourself with the right people and do it for the right reasons. Above all, don’t do it because you’re afraid of going it alone, but because these collaborators will complement you and bring you confidence, experience and competence.
Biography
After a general baccalaureate and studies in graphic design (3 years in Applied Arts), I was 23 when, in 2005, I set up the Feerik company with my husband, Thibaud Zamora. Its aim was to create, develop and market freemium video games for PC.
President of the company for 10 years, I was responsible for the studio’s artistic direction, the graphic content of several games, and the entire management of the “girly” branch, including the creation and monitoring of the hit OhMyDollz.com (25 million subscribers worldwide). In 2013, we turned our attention to mobile games, adapting our creations that had already gained a strong reputation.
During the 2009/2013 period, our games generated sales of around 5 million euros, making Feerik one of France’s top 32 video game publishers in 2014. In early 2015, we sold the Feerik business to devote ourselves to the development of 1492 Studio.