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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 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.


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.



Tanya X Short's Comments

Comment In: [Blog - 02/06/2015 - 01:35]

I love hearing about design ...

I love hearing about design processes that include all the failures along the way. It 's a good story, and illustrates a principle of game design separate from other forms of media/design... one which I hadn 't heard of anywhere else. Thanks

Comment In: [Blog - 02/02/2015 - 02:37]

Sometimes it feels like a ...

Sometimes it feels like a fine line between choosing a strategy to meet your goals versuss finding a justification To me though, the point of this debate is to show that every decision is a double-edged sword, and help set expectations accordingly... there 's never a right answer, but some ...

Comment In: [Blog - 11/05/2014 - 03:47]

Interesting Thanks for the nudge, ...

Interesting Thanks for the nudge, Nicholas. I 'll consider it for my next article

Comment In: [News - 10/09/2014 - 03:56]

Twine is doing awesome things ...

Twine is doing awesome things to the game dev community, and the preview of 2.0 at No Show last year was exciting. I use it as a way to practice short-form fiction writing a few times a year. r n r nI sometimes wonder how one could build a similar ...

Comment In: [Blog - 09/16/2014 - 08:01]

Yeah, as some have pointed ...

Yeah, as some have pointed out, the idea that tiles and chunks are mutually exclusive as a dichotomy is wrong -- obviously some have seen spectacular results by mix-and-matching tiles and chunks, and that 's probably the best of both worlds, as proven by Spelunky. I just wanted to discuss ...

Comment In: [Blog - 07/16/2014 - 10:37]

That 's actually when the ...

That 's actually when the problem tends to begin -- it 's not performance anxiety, it 's a form of guilt. When you produce something others tell you is of merit, but higher merit than you feel it is... and/or of less merit than something someone else made that isn ...