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July 7, 2015
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Tanya X Short's Blog   Expert Blogs

 

Tanya Short is the director of Kitfox Games and Co-Coordinator of Pixelles. She has worked on and off in games since 2003, from odd jobs to Lead Designer. Her "official" designer credits include Shattered Planet, The Secret World, Age of Conan, Fashion Week Live, and Dungeons of Fayte. Contact her at @tanyaxshort on Twitter anytime.

 

Expert Blogs

Posted by Tanya X Short on Fri, 20 Mar 2015 02:12:00 EDT in Business/Marketing, Programming, Production
A women-in-games program runner shares tips and their systems engineering philosophy towards culture at large.


Posted by Tanya X Short on Mon, 02 Feb 2015 02:37:00 EST in Business/Marketing, Indie
Two indie CEOs compare anxieties, strategies, and solutions to similar business development problems. They debate: What is the best way to keep your studio alive and relevant in today's market? Shoot for the stars or prune your scope?


Posted by Tanya X Short on Wed, 05 Nov 2014 03:47:00 EST in Business/Marketing, Design, Indie
One indie studio shares their strategies and findings from their first Kickstarter, which earned $179,000, nearly 400% of their goal.


Posted by Tanya X Short on Tue, 16 Sep 2014 08:01:00 EDT in Design, Console/PC, Indie
A designer describes her studio's methods for choosing the level of detail of their procedural generation algorithms.


Posted by Tanya X Short on Wed, 16 Jul 2014 10:37:00 EDT in Design, Production, Console/PC, Indie
Most developers encounter feelings of fraudulence eventually. Why does it matter and how do we fix it?


Posted by Tanya X Short on Wed, 14 May 2014 11:09:00 EDT in Design, Production, Console/PC, Indie
A reflection on the many relationships she's had and witnessed between designers and games, and the implications for their project managers.



Tanya X Short's Comments

Comment In: [Blog - 06/02/2015 - 01:30]

As one of the devs ...

As one of the devs who showed a game at this event, I can confirm the room was too small. Great job, Salim and Osama

Comment In: [Blog - 05/12/2015 - 01:45]

Really great write-up r n ...

Really great write-up r n r nOne thing I think you 're missing is incubators and accelerators, which are somewhere in-between investors and publishers. They give business mentorship, money, and usually a bit of added oomph, so it 's almost like your Model 1 but even better, when it works ...

Comment In: [Blog - 05/04/2015 - 01:51]

I really appreciate this. I ...

I really appreciate this. I 've written short stories, quest-lines, and dialogue, but never figured out how to manage the high-level plotting and big-picture narrative design... which I think has definitely hurt the stories of my games. This is super helpful. Thank you

Comment In: [Blog - 04/14/2015 - 01:49]

I know I 'm not ...

I know I 'm not Mike, but I recommend you apply to companies hiring junior designers and if your expensive degree wasn 't part of building a great portfolio, well, you might have to get to building one of those . You have to be ready to relocate though. Use ...

Comment In: [Blog - 03/25/2015 - 01:12]

I agree with most of ...

I agree with most of what you 're saying, but mobile or simple games aren 't the first to be cloned. Plenty of companies cloned Doom and GTA... if you search for Doom Clone on wikipedia, it redirects to First Person Shooter, since that didn 't used to be a ...

Comment In: [News - 03/25/2015 - 05:00]

I don 't think anyone ...

I don 't think anyone 's surprised that indies are poor. In fact, I think part of the argument is that some might be surprised at how many indies pay themselves a salary -- and that that is r n r nI feel there is a giant gap between what ...