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.
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.
An in-depth examination of potentially problematic words we use as designers and marketers, and the cultural struggles they create.
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
[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 ...
[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. ...
[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
[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.
[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.
[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 ...