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June 22, 2018
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Tanya X. Short's Expert Blogs

Posted by Tanya X. 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 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.

Posted by Tanya X. Short on Thu, 20 Feb 2014 12:32:00 EST in Business/Marketing, Production
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.

Posted by Tanya X. Short on Tue, 04 Feb 2014 07:30:00 EST in Design, Programming, Console/PC, Indie
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.

Posted by Tanya X. Short on Mon, 16 Dec 2013 09:49:00 EST in Design, Console/PC, Indie
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.

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