POPULARITY
Dirk and David are joined by Tanya X. Short, Captain of Kitfox Games. They discuss the balance between appealing to market sensibilities and following one's own interests, and how to make them work together. They also discuss the difficulty in funding projects with non-normative themes, barriers toward funding indie games, and the unique problems and solutions created while making Loose Leaf.
ETAO PODCAST, EPISODE 161. Tanya X. Short descends to our dunj to talk about her ten years as the Captain of Kitfox Games. We talk about about long-term studio survival, what so-called AI really is, and making systems-driven games with heart—as well as the necessity of a tea-witch in all functional partnerships. You can find … Continue reading "There’s Heart in the Art and the Boat Is Afloat, with Tanya X. Short"
Shams and Daniel are joined in the studio by Tanya X Short, founder and creative director at Kitfox Games. This recording took place just a few short weeks before the release of legendary cult classic Dwarf Fortress on Steam, published by Kitfox. Ever wondered what life is like for a publishing captain in the days leading up to the release of a lifetime? Well, here's your answer.
Trailer for the upcoming 6th episode - featuring Tanya X Short - co-founder of Kitfox Games.
This week we have Tanya X. Short, Creative Director and Co-founder of Kitfox Games. Listen to our conversation about how to manage skill growth in a small studio and how to focus less on years of experience when hiring.
ABOUT THE EPISODE In an all-new episode of SIGGRAPH Spotlight, SIGGRAPH 2021 Games Focus Area Chair Carlos Gonzalez-Ochoa (rendering programmer, Epic Games) is joined by Tanya X. Short (captain and designer, Kitfox Games) and Rodney Reece (principal level designer, Respawn Entertainment) to talk about “the door problem” and other game design dilemmas faced during a game’s production cycle. || MUSIC Podcast theme, "SIGGRAPH," composed by Julius Dobos. || LINKS *Episode* https://s2021.siggraph.org/program/games/ | https://www.theverge.com/22328169/game-development-doors-design-difficult | https://www.respawn.com/ | https://www.kitfoxgames.com/en | https://twitter.com/rodneyreece7 | https://twitter.com/tanyaxshort *Social Media* http://blog.siggraph.org/ | https://www.facebook.com/SIGGRAPHConferences | https://twitter.com/siggraph | https://www.youtube.com/user/ACMSIGGRAPH | https://www.instagram.com/acmsiggraph/ | https://www.linkedin.com/company/acm-siggraph/ *Conference Website* https://s2021.siggraph.org/
Joining us this week is Tanya X. Short, Captain of Kitfox Games and developer of Boyfriend Dungeon - a dungeon crawler-dating sim in which you can romance and date your weapons.Please don't forget to rate us on Apple Podcasts!***************************************************************************************Thank you for listening!Support us on Patreon.Follow on Twitter & Facebook.Please subscribe to our YouTube.
Today's guest is Tanya X. Short, the co-founder of Kitfox Games, and the designer behind Moon Hunters and most recently, Boyfriend Dungeon. Tanya is also a contributor over at Gamasutra, where she writes about a bunch of game development and marketing stuff. I had wanted to get Tanya on the podcast for a long time, … RPGs and more, with Tanya X. Short Read More »
Our guest for week 16 is Tanya X Short from Kitfox games. Tanya talks to us about how she keeps her work innovative, how she suggests Indies approach game dev, and how Montreal-based NFP Pixelles has approached retention of gender minorities in games. Kitfox's newest game, Lucifer Within Us just came out on Steam https://store.steampowered.com/app/717560/Lucifer_Within_Us/ and we are already devoting significant hours to developing our skills as a digital exorcist.
Adam is joined by Tanya X. Short, head of Kitfox Games and co-founder of Pixelles. Tanya has worked all around the world starting out in Norway, and currently working in Montreal. She not only discusses her work writing and designing games but what its like to manage an indie studio. Learn more about your ad choices. Visit megaphone.fm/adchoices
Tanya X. Short talks with Dirk and David about her design axiom: if the player doesn’t see it, it might not exist. They discuss both some of the games Tanya has worked on, as well as other games that contradict or reinforce this rule. One key point of the discussion is how complex (and costly) systems created by the designers might go completely unnoticed by players if the user interface or the game’s objectives don’t align well with the system.
Tanya X. Short of Kitfox Games drops by to discuss her co-edited essay collections Procedural Storytelling / Generation in Game Design, as well as her own approach and challenges to procedural narrative in Moon Hunters, and the upcoming Boyfriend Dungeon. Things we talked about: Kitfox Games Procedural Generation in Game Design Procedural Storytelling in Game Design Dwarf Fortress Spelunky Udjet Eye run Moon Hunters The Elder Scrolls III: Morrowind Age of Conan Boyfriend Dungeon The Shrouded Isle ESC
Tanya X. Short (Boyfriend Dungeon) and Ryan Wiemeyer (Max Gentlemen Sexy Business!) discuss Pokemon, the unique complexities of creating a dating sim, and getting a B+ and having a nice long cry about it.
At GDC in San Francisco, Kirk and Jason chat with Tanya X. Short, captain of indie game studio Kitfox Games, about her unusual approach to structuring her game studio and how she helps her staff combat crunch and burnout.
This session features Tanya X. Short (Pixelles) from Montreal and Ben Esposito (Glitch City) from Los Angeles.
We're all about ARGs and procedural generation on this week's discussion with Tanya (designer on Age of Conan, Dungeons of Fayte, The Secret World, Shattered Planet and Moon Hunters) and Rob (writer on ALFA-ARKIV, Gears of War: Judgment, The Vanishing of Ethan Carter, Playmation, and Battlefield Hardline). Our sprawling conversation includes chatbots, transmedia narratives, creating mythologies, binary morality systems, pacing in a procedurally generated game, why haven't we moved past cutscenes in games, how procedural and systemic gameplay affects development and writing, and games based on information retrieval. Our Guests on the Internet Tanya's Website and Twitter Rob's Twitter Stuff We Talked About Moon Hunters on Steam ALFA-ARKIV app itch.io Chatscript Versu The Fake 'Terrorist' Conspiracy Game That Fooled People For Years by Patricia Hernandez GDC Talk: AI-driven Dynamic Dialog through Fuzzy Pattern Matching by Elan Ruskin Our theme music was composed by 2Mello, and our logo was created by Lily Nishita.