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.
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?
One indie studio shares their strategies and findings from their first Kickstarter, which earned $179,000, nearly 400% of their goal.
A designer describes her studio's methods for choosing the level of detail of their procedural generation algorithms.
Most developers encounter feelings of fraudulence eventually. Why does it matter and how do we fix it?
A reflection on the many relationships she's had and witnessed between designers and games, and the implications for their project managers.
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's Comments
[Blog - 02/06/2015 - 01:35]
I love hearing about design ...
I love hearing about design processes that include all the failures along the way. It 's a good story, and illustrates a principle of game design separate from other forms of media/design... one which I hadn 't heard of anywhere else. Thanks
[Blog - 02/02/2015 - 02:37]
Sometimes it feels like a ...
Sometimes it feels like a fine line between choosing a strategy to meet your goals versuss finding a justification To me though, the point of this debate is to show that every decision is a double-edged sword, and help set expectations accordingly... there 's never a right answer, but some ...
[Blog - 11/05/2014 - 03:47]
[News - 10/09/2014 - 03:56]
Twine is doing awesome things ...
Twine is doing awesome things to the game dev community, and the preview of 2.0 at No Show last year was exciting. I use it as a way to practice short-form fiction writing a few times a year. r n r nI sometimes wonder how one could build a similar ...
[Blog - 09/16/2014 - 08:01]
Yeah, as some have pointed ...
Yeah, as some have pointed out, the idea that tiles and chunks are mutually exclusive as a dichotomy is wrong -- obviously some have seen spectacular results by mix-and-matching tiles and chunks, and that 's probably the best of both worlds, as proven by Spelunky. I just wanted to discuss ...
[Blog - 07/16/2014 - 10:37]
That 's actually when the ...
That 's actually when the problem tends to begin -- it 's not performance anxiety, it 's a form of guilt. When you produce something others tell you is of merit, but higher merit than you feel it is... and/or of less merit than something someone else made that isn ...