This profile forms part of a series of interviews supported by our Official Partners Red Kite Games, Double Eleven and Xsolla.


Safe In Our World won the inclusivity award at the Game Republic 2025 Awards. Their mission is to create and foster worldwide mental health awareness within the video game industry; to eliminate the stigma surrounding mental health and make it a more natural topic of discussion. Safe in Our World have created safe spaces at our events where people can take time to decompress and prioritise their mental wellbeing, while still having the opportunity to network and engage with others. On behalf of Safe In Our World, Sky Tunley- Stainton took the opportunity to speak to us about the award. Sky is passionate about helping others, with lived experience of the positive impact that video games and their communities can have on someone who struggles with their mental health. Their professional background is in HR and Learning & Development in the cinema industry: they were also part of the team to open the first cinema in Saudi Arabia when it was legalised after a 35-year ban. Their daily role within Safe In Our World is head of Programmes.
Your role and a description of what you do
As Head of Programmes here at Safe In Our World, I lead the development of our educational initiatives – our free toolkits, training offers, the Level Up Mental Health programme, and, more recently, our new Mental Health Star Accreditation. My focus is on making our resources both easy to access and quick to implement.
What has winning the inclusivity award meant for you?
Winning the Inclusivity Award felt like meaningful recognition of the small team that serves as the powerhouse behind Safe In Our World. Each of us cares deeply about supporting others, and, as this is the first award we’ve won, it feels like a significant milestone for our charity. Being presented this award gives us yet another platform to discuss mental health in the games industry, and positive change starts with a conversation.
What do you like about working in the games industry?
I’ve been working at Safe In Our World for over four years now. In that time, I’ve met so many passionate people across the games industry, and while there is still an obvious need to improve mental health support, I often feel so bolstered and inspired by those trying to drive that change. There are countless mental health advocates across games companies, and they’re doing amazing things to support wellbeing in their workplaces. Being able to see that and help them make a difference, that’s a real privilege.
What should people know if they want to enter the games industry?
You don’t need to put up with poor treatment in order to have worth in the industry. There are avenues for support and learning, like the one Safe In Our World provides – and there are heaps of game companies out there already shifting the standard for mental health in the industry. This is an industry filled with incredible, passionate people. But it’s a double-edged sword, and those same people are susceptible to burnout, imposter syndrome, and other mental health challenges. Being aware of your warning signs and having the confidence to reach out for help when you need it is invaluable.
What do you think of the role of Game Republic?
Game Republic is creating space for important conversations, be it for industry networking, recognising and celebrating achievements, or highlighting topics like mental health, by partnering with charities like Safe In Our World. Game Republic feels like a hub, a safe haven, for the northern game dev scene – and that sense of safety has allowed us to reach more people and engage them in vital discussions about workplace wellbeing.
What influence do you think your company and similar organisations are having on the region? world? Industry?
Safe In Our World exists to remove the barriers to mental health knowledge and support organisations in implementing better mental health practices. Our Level Up Mental Health programme provides games companies with free resources, tools, and training – responding to the evolving needs and challenges of the industry!
There are many non-profits in the games industry that offer similar guidance and support on issues such as accessibility and inclusivity. Special Effect, Into Games, and Women In Games are but a few fantastic organisations we’ve been honoured to work alongside. These organisations help to signal the importance of the issues we exist to address. We’re here to break down the barriers that prevent others from taking action, and we’re doing just that.