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 - 07/22/2015 - 12:50]
It really depends on you ...
It really depends on you and what motivates you. It doesn 't help anyone for you to spread false expectations and delude yourself For me, when things are looking down and the game isn 't going so well it 's not as good as we hoped, it 's not coming ...
[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
[Blog - 05/12/2015 - 01:45]
Really great write-up r n ...
Really great write-up r n r nOne thing I think you 're missing is incubators and accelerators, which are somewhere in-between investors and publishers. They give business mentorship, money, and usually a bit of added oomph, so it 's almost like your Model 1 but even better, when it works ...
[Blog - 05/04/2015 - 01:51]
I really appreciate this. I ...
I really appreciate this. I 've written short stories, quest-lines, and dialogue, but never figured out how to manage the high-level plotting and big-picture narrative design... which I think has definitely hurt the stories of my games. This is super helpful. Thank you