Tanya X Short's Blog
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.
Most developers encounter feelings of fraudulence eventually. Why does it matter and how do we fix it?
A reflection on the many relationships she's had and witnessed between designers and games, and the implications for their project managers.
There's a lot of pressure in walking the line between art and business, and it comes into focus during conferences. One paycheck-aware indie speaks openly about her experiences, mistakes, and learnings from GDC 2014.
Tanya X. Short examines the factors under consideration when selecting a project to be hosted by the Square Enix Collective, and the place of Kitfox Games in the "indie game" market.
An in-depth retrospective on how traditional level design principles such as critical path and risk-for-reward influenced the procedural generation algorithms of Shattered Planet.
Eight game developers from various studios, including Bioware, Ubisoft, and Hinterland, compare the challenges of creating science fiction settings, and how that effects game design differently than other genres.
Tanya X Short's Comments
[Blog - 07/16/2014 - 10:37]
I 've been working in ...
I 've been working in the industry for over 10 years now. r n r nAnd at every step, I 've met people who have worked as hard as I have, and gotten less recognition. This is the root. It 's a problem of outlook, of whether I deserve what ...
[News - 07/07/2014 - 03:35]
Yeah, it 's a bit ...
Yeah, it 's a bit of a wild frontier. There 's plenty of 'companion apps ' and ports but not a lot of genuine cross-platform dev. Good luck and I hope you share your findings with the rest of us, after it 's all said and done.
[Blog - 05/27/2014 - 09:53]
Steam isn 't the App ...
Steam isn 't the App Store, IF Valve provide better ways for customers to find games they might like -- which they already do. r n r nThrough seeing what your friends are playing, to trading cards, to crowd-sourced genre tags, they have already shown they are interested in helping ...
[Blog - 05/17/2014 - 01:30]
Surprised there 's no links ...
Surprised there 's no links to The Door Problem. I think it underlines your initial points quite well implementation versus coming up with ideas all day : http://www.gamasutra.com/blogs/LizEngland/20140423/216092/quotThe Door Problemquot of Game Design.php
[News - 05/16/2014 - 12:05]
Just as a note, if ...
Just as a note, if you go to Greenlight, it says 312 Greenlight games have been released of 853 Greenlit . : It doesn 't help explain which from your particular dataset are Greenlit, but it can help with make a few small calculations..
[News - 05/06/2014 - 06:57]
Whenever I showed work on ...
Whenever I showed work on TigSource or /r/gamedev, the only harassment I ever got was the occasional ugh mobile , but even that is rare. If anything, I 'd say both are TOO happy-friendly-nice-nice, with very little in the way of thoughtful critique sometimes, just a good job dude r ...