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October 1, 2014
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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 Shattered Planet, The Secret World, Age of Conan, Fashion Week Live, and Dungeons of Fayte. Contact her at @tanyaxshort on Twitter anytime.

 

Expert Blogs

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.



Tanya X Short's Comments

Comment In: [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 ...

Comment In: [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 ...

Comment In: [News - 07/23/2014 - 09:56]

I agree that they should ...

I agree that they should segment out non-professionals. However, it wouldn 't surprise me if the professional incomes were under 20k on average though, with a 15k median, at least for 2013/2014. Hopefully both of those will rise slowly over time as indie companies stabilise. r n r nKitfox Games ...

Comment In: [News - 07/22/2014 - 08:55]

All controllable factors experience, etc ...

All controllable factors experience, etc account for a large percentage of the wage gap, but not all of it, leaving the remaining chunk mysterious. r n r nWhether the remaining gap is due to discrimination and/or personal choice and/or other factors is a matter of belief. not science. r n ...

Comment In: [News - 07/07/2014 - 03:35]

Yeah, it 's a bit ...

Yeah, it 's a bit of a wild frontier. There 's plenty of 'companion apps ' and ports but not a lot of genuine cross-platform dev. Good luck and I hope you share your findings with the rest of us, after it 's all said and done.

Comment In: [Blog - 05/27/2014 - 09:53]

Steam isn 't the App ...

Steam isn 't the App Store, IF Valve provide better ways for customers to find games they might like -- which they already do. r n r nThrough seeing what your friends are playing, to trading cards, to crowd-sourced genre tags, they have already shown they are interested in helping ...