Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
June 1, 2016
arrowPress Releases
June 1, 2016
PR Newswire
View All
View All     Submit Event

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


Tanya 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 Moon Hunters, 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 Short on Tue, 10 Nov 2015 02:42:00 EST in Design, Production, Indie
There are so many ways to throw away feedback you don't want to hear -- but these are the best.

Posted by Tanya Short on Wed, 22 Jul 2015 12:50:00 EDT in Design, Console/PC, Indie
A veteran game designer reveals common mistakes and misunderstandings in the profession, and ways to try and improve the craft.

Posted by Tanya 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 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 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 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.

Tanya Short's Comments

Comment In: [News - 02/23/2016 - 04:01]

Most of my experience involves ...

Most of my experience involves feedback from live MMOs, single-player hardcore games, and now this sometimes-co-op-sometimes-single-player hardcore game. So not a lot of experience with mobile-focused type games. r n r nHowever One thing I can add that didn 't make it into the article is that in our game ...

Comment In: [News - 02/12/2016 - 02:45]

Fascinating. Good brand strategy. ...

Fascinating. Good brand strategy.

Comment In: [News - 01/12/2016 - 04:02]

Thanks It 's impossible to ...

Thanks It 's impossible to have riveting drama without a dose of comedy... or compelling epic adventure without a dose of the everyday.

Comment In: [Blog - 12/14/2015 - 01:54]

Thanks so much Definitely jamming ...

Thanks so much Definitely jamming with this soon. You could probably charge like 2 on the asset store for it...

Comment In: [Blog - 11/10/2015 - 02:42]

I added a couple of ...

I added a couple of paragraphs at the end to clarify, as I doubt you were the only reader confused about the takeaway. Here 's the snippet: r n r n Seriously though, it 's very easy to get defensive about your game when it 's raw and rough. You ...

Comment In: [Blog - 11/09/2015 - 02:56]

I think these rules are ...

I think these rules are all true, and apply to every kind of design. Thanks for the reminder.