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.
A veteran game designer reveals common mistakes and misunderstandings in the profession, and ways to try and improve the craft.
A women-in-games program runner shares tips and their systems engineering philosophy towards culture at large.
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?
Tanya X Short's Comments
[Blog - 08/17/2015 - 02:01]
I started and am circulating: ...
I started and am circulating: https://docs.google.com/forms/d/1jRFwBCTsplpJigXrJVJ4Bt632HLdmaNz-hnKJmoJ7dc -- I think a bit of overtime is very different psychologically, strategically than crunch. Occasional overtime may be necessary or even beneficial. EXCESSIVE and especially mandated/customary overtime is toxic failure.
[Blog - 07/22/2015 - 12:50]
I 'm happy to allow ...
I 'm happy to allow for plenty of disagreements, with all of my points : However, I suspect we actually agree, given that the examples you listed Minecraft, Amnesia, Ico, TWoM, Portal, Shovel Knight all underwent extensive testing, in which the creators took feedback and developed the game with that ...
[Blog - 07/29/2015 - 10:33]
Interesting comparison. In my mind, ...
Interesting comparison. In my mind, I always saw the tabletop Kickstarter gaming market as a year or two ahead of the video game sector... my perception was that they peaked in 2012, when similarly to our 2013 big celebrity/recognizable brands started using the platform, and then there was a spike ...
[Blog - 07/22/2015 - 12:52]
I completely agree that feeling ...
I completely agree that feeling the need to always always always work is unhealthy and ultimately self-destructive both as a person and a culture . Being a well-rounded person helps you do better work, faster, and discover the other joys of life. It 's part of why I made this: ...
[Blog - 06/29/2015 - 01:49]
If it 's any help, ...
If it 's any help, during our work on Moon Hunters, we 've noticed that when people are surrounded by friends feel comfortable, they 're more likely to choose the mischievous / bad options and be a bit playful with it, whereas when they are surrounded by strangers, they 're ...
[Blog - 06/02/2015 - 01:30]
As one of the devs ...
As one of the devs who showed a game at this event, I can confirm the room was too small. Great job, Salim and Osama