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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 Moon Hunters, 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, 10 Nov 2015 02:42:00 EST in Design, Production, Indie
There are so many ways to throw away feedback you don't want to hear -- but these are the best.

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.

Tanya X Short's Comments

Comment In: [Blog - 11/10/2015 - 02:42]

I added a couple of ...

I added a couple of paragraphs at the end to clarify, as I doubt you were the only reader confused about the takeaway. Here 's the snippet: r n r n Seriously though, it 's very easy to get defensive about your game when it 's raw and rough. You ...

Comment In: [Blog - 11/09/2015 - 02:56]

I think these rules are ...

I think these rules are all true, and apply to every kind of design. Thanks for the reminder.

Comment In: [News - 11/05/2015 - 04:03]

You 're welcome. Luckily, we ...

You 're welcome. Luckily, we had Shattered Planet for them to play at least Maybe that 's what saved me...

Comment In: [Blog - 10/21/2015 - 02:08]

I agree with almost everything ...

I agree with almost everything you 've written here, and congratulations on your release r n r nHowever, I think it 's genuinely harmful to believe that you have to work 12-hour days, never mind perpetuate the myth. I know there 's a lot of pressure to do so external ...

Comment In: [Blog - 10/15/2015 - 02:21]

Great article, Mike. I can ...

Great article, Mike. I can 't wait to hear the procjam talks this year I 'll be encouraging my team to jam on a tool. : r n r nAs an aside, I heard but don 't have time right now to verify that the Desert Golfing maps were in ...

Comment In: [News - 09/21/2015 - 04:06]

Good question. In a healthy ...

Good question. In a healthy ecosystem, scrappiness is just one virtue, while in an ailing ecosystem, scrappiness is a crucial survival tool. Maybe we all need a degree of flexibility and efficiency, but my end of the spectrum is only for those who specialize and are willing to lose out ...