Gamasutra: The Art & Business of Making Gamesspacer
arrowPress Releases
April 24, 2014
PR Newswire
View All
View All     Submit Event





If you enjoy reading this site, you might also want to check out these UBM TechWeb sites:


 

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 Wed, 02 Apr 2014 12:25:00 EDT in Business/Marketing, Production, Indie
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.


Posted by Tanya X Short on Thu, 20 Feb 2014 12:32:00 EST in Business/Marketing, Production
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.


Posted by Tanya X Short on Tue, 04 Feb 2014 07:30:00 EST in Design, Programming, Console/PC, Indie
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.


Posted by Tanya X Short on Mon, 16 Dec 2013 09:49:00 EST in Design, Console/PC, Indie
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.


Posted by Tanya X Short on Tue, 19 Nov 2013 02:16:00 EST in Business/Marketing, Design, Indie
An in-depth examination of potentially problematic words we use as designers and marketers, and the cultural struggles they create.


Posted by Tanya X Short on Thu, 10 Oct 2013 09:45:00 EDT in Business/Marketing, Design, Production, Indie
A tongue-in-cheek advice guide to the often contradictory advice indies get when they express an interest in making a successful game. Production, monetisation, marketing, design -- it's all here!



Tanya X Short's Comments

Comment In: [Blog - 04/22/2014 - 01:11]

I always love these -- ...

I always love these -- thank you so much for doing it. r n r nI am confused by the last graph though -- how are the numbers in blue different for Oculus and Morpheus 2693 and 886 if they 're both supposed to represent the same thing articles mentioning ...

Comment In: [Blog - 04/09/2014 - 05:24]

When I started my new ...

When I started my new 4-person studio Kitfox Games a year ago, I decided quality of life was worth fighting for. Possibly because I got my start at a Norwegian studio Funcom and spent time living in Norway, I 've never felt that pushing people to death-march was morally excusable. ...

Comment In: [Blog - 04/10/2014 - 08:16]

Very cool idea. r n ...

Very cool idea. r n r nI was in the JET program from 2004-2006, and I think a bunch of my students would have loved Twine, especially the 'English club ' members. r n r nLooking forward to hearing how it goes

Comment In: [Blog - 04/09/2014 - 08:49]

When most investors see mobile ...

When most investors see mobile as the only place where small, agile developers can get high sales, gather actionable data create reproducible best practices /target analytics... it 's logical, if not intuitive.

Comment In: [Blog - 04/02/2014 - 06:50]

Your article is really interesting, ...

Your article is really interesting, honest, and bravely written. Thank you. r n r nDo you know what you 'll be doing next I 'm interested to see how/whether you apply these learnings to your next game and marketing strategies.

Comment In: [Blog - 03/05/2014 - 08:26]

Thanks for the reply. : ...

Thanks for the reply. : Obviously playing games and analysing them and their systems is integral to being a good designer. I 'm not saying the sources are bad. He could have listed a ton of games as design resources and I wouldn 't say they were bad sources. r ...