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April 29, 2017
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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 Wed, 22 Feb 2017 12:47:00 EST in Design, Console/PC, Indie
A designer delves into the relationship between reasoning and behaviour in procedurally generated AI personalities, and makes a few practical suggestions for an improved player experience.

Posted by Tanya Short on Tue, 07 Jun 2016 03:53:00 EDT in Business/Marketing, Console/PC, Indie
Russian & Eastern European sales data aggregated from 18 different indie games on Steam points to a few patterns worth keeping an eye on.

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?

Tanya Short's Comments

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

Thanks Osama r n r ...

Thanks Osama r n r nAs for what we changed... so many things Maybe everything. Okay, not quite everything, but... pretty close, other than the core vision of the game. r n r nA few examples: the UI of time passing, plot exposition, how to end an adventure, feedback after ...

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.