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 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?
A reflection on the many relationships she's had and witnessed between designers and games, and the implications for their project managers.
Tanya X Short's Comments
[Blog - 03/25/2015 - 01:12]
I agree with most of ...
I agree with most of what you 're saying, but mobile or simple games aren 't the first to be cloned. Plenty of companies cloned Doom and GTA... if you search for Doom Clone on wikipedia, it redirects to First Person Shooter, since that didn 't used to be a ...
[News - 03/25/2015 - 05:00]
I don 't think anyone ...
I don 't think anyone 's surprised that indies are poor. In fact, I think part of the argument is that some might be surprised at how many indies pay themselves a salary -- and that that is r n r nI feel there is a giant gap between what ...
[Blog - 03/10/2015 - 01:21]
Good luck, Peter It was ...
Good luck, Peter It was great bumping into you at the hostel, and your game is beautiful. I wish you all the success
[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]