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May 19, 2022
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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 Fri, 28 Sep 2018 06:02:00 EDT in Business/Marketing, Indie
From the outside, Boyfriend Dungeon appeared to blow up "out of nowhere". The indie team lead talks openly about the labour and years of patience that went into building its success.

Posted by Tanya X. Short on Fri, 29 Jun 2018 03:05:00 EDT in Production
One indie team lead shares her lessons learned from mistakes made when launching her studio's biggest game, Moon Hunters, in 2016.

Posted by Tanya X. Short on Mon, 05 Mar 2018 10:05:00 EST in Design, Production, Art, Console/PC, Indie, Social/Online
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.

Tanya X. Short's Comments

Comment In: [Blog - 09/28/2018 - 06:02]

We 've been building that ...

We 've been building that list of press contacts for 5 years... combing sites, stalking twitter profiles, etc. Well, I did it for the first 4 years... Victoria 's taken care of it the least 1.5 years :D Some are folks that have never emailed us back haha and probably ...

Comment In: [Blog - 06/19/2018 - 09:51]

I emailed Zac with this ...

I emailed Zac with this question already but... I wonder how this intersects with parody law. I assume something similar is the defense behind, but I 'd love to hear a technical breakdown.

Comment In: [News - 05/31/2018 - 04:00]

These are well-written, awful stories ...

These are well-written, awful stories of abuse Kristen 's story makes me livid , and employees should obviously unionize ASAP, but it seems like the exodus is getting better, not worse Even in line is a bit of an exaggeration. If anything, the survey cited shows improvement. Percentage of IGDA ...

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.