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May 20, 2018
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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 Boyfriend Dungeon, Moon Hunters, The Secret World, Age of Conan, and Dungeons of Fayte. Contact her at @tanyaxshort on Twitter anytime.


Expert Blogs

Posted by Tanya X. Short on Mon, 05 Mar 2018 10:05:00 EST in Console/PC, Indie, Social/Online, Design, Production, Art
What do Dark Souls, Harvest Moon, The Witcher 3, and Night in the Woods have in common? This analysis offers a philosophy and tips for achieving cozy aesthetics, mechanics, narratives, and work environments.

Posted by Tanya X. 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 X. Short on Fri, 16 Dec 2016 11:29:00 EST in Design, Programming, Indie
A designer explains methodologies and philosophies behind personality generation in games.

Posted by Tanya X. 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 X. 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 X. 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.

Tanya X. Short's Comments

Comment In: [Blog - 07/31/2017 - 10:27]

Yep, pricing entertainment is hard ...

Yep, pricing entertainment is hard because the value is completely personal and subjective. But, that being said... r n r nDo not use self-reported willingness to buy from randos as anything correlated with actual market behaviour. Plus your poll anchors peoples ' expectations... I mean, if you had asked whether ...

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 ...