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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 Wed, 22 Jul 2015 12:50:00 EDT in Design, Console/PC, Indie
A veteran game designer reveals common mistakes and misunderstandings in the profession, and ways to try and improve the craft.

Posted by Tanya X Short on Fri, 20 Mar 2015 02:12:00 EDT in Business/Marketing, Programming, Production
A women-in-games program runner shares tips and their systems engineering philosophy towards culture at large.

Posted by Tanya X Short on Mon, 02 Feb 2015 02:37:00 EST in Business/Marketing, Indie
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?

Posted by Tanya X Short on Wed, 05 Nov 2014 03:47:00 EST in Business/Marketing, Design, Indie
One indie studio shares their strategies and findings from their first Kickstarter, which earned $179,000, nearly 400% of their goal.

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?

Tanya X Short's Comments

Comment In: [Blog - 08/17/2015 - 02:01]

I started and am circulating: ...

I started and am circulating: -- 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.

Comment In: [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 ...

Comment In: [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 ...

Comment In: [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: ...

Comment In: [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 ...

Comment In: [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