Rachel Dauns had a common experience when it came to computer programming in high school.
More often than not, she was the only girl in class or in camps meant to build those skills.
But that changed when she attended the Electronic Arts’ annual Get in the Game STEAM camp in 2019.
It was there that she worked alongside more than a dozen other high school girls, learning from EA professionals who showed her another side of the tech industry.
This year, Dauns was at the camp in a different capacity: as someone who now works for EA, she was able to volunteer to help the campers.
“It was an opportunity because my school didn’t offer coding classes,” she said of her interest in the 2019 camp. “What I knew was rocket ships and I knew I wanted to do computer science.”
Electronic Arts’ camp recently completed its fifth year for the weeklong camp.
The goal is to immerse campers into the video game industry while also giving them a foot in the door of an industry heavily dominated by males.
“We are proud to create an inclusive environment where women and non-binary students can take the first steps toward their dream of a career in video games, while also fostering a supportive community that empowers them to reach their full potential,” said Jocel Thornhill, director of operations and program management at EA Tiburon, in a press release.
The camp came just as the company’s Orlando studio prepared for perhaps one of the more important stretches in a while.
For the first time in a decade, the company built and released a new installment in its NCAA College Football series.
Just weeks later, the studio also hit its mark on the release of the latest Madden NFL installment, which Dauns had a part in.
During development of both titles, the camp students were able to get a behind-the-scenes look into the studio.
The camp received interest from more schools than ever, with 24 high schools sending prospects in the application process.
Ultimately, 16 students were selected to participate in the camp, which offers mentorship, peer support, coding instruction and exposure to real-world applications of the STEAM world.
For Dauns, 22, being at the facility as a mentor gave her a unique perspective.
One thing she has learned is that once you’re part of the team, the most important thing is getting a quality game built.
“The term ‘company culture’ is true here because people are willing to help and talk to you,” she said. “It makes it so you’re never stuck on any one task for too long.”
Dauns caught wind of the camp years ago as she was searching for her passion.
She had grown up not necessarily interested in video games, other than some minor dabbling in the Nintendo DS.
“But when I started to work on them, it was cool in ways I didn’t expect,” she said.