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After Short graduated from SMU Guildhall in 2008, she worked for Norwegian video game developer [[Funcom]], which was at the time working on the online game ''[[Age of Conan]]''.<ref name="Radio-Canada 2022"/> At Funcom, Short worked as a narrative designer,<ref name=":1">{{Cite web |date=19 March 2020 |title=From AAA to Indie: Kitfox Games Is Carving Its Own Quirky Path to Success |url=https://www.escapistmagazine.com/aaa-indie-kitfox-games-tanya-x-short-interview/ |access-date=26 February 2022 |website=[[The Escapist (magazine)|The Escapist]]}}</ref> designing levels and [[Boss (video games)|boss fights]] for MMORPGs.<ref name=":0">{{Cite web |date=23 February 2022 |title=Tanya X. Short – Womenize! – Inspiring Stories |url=https://www.womenize.net/2022/02/23/tanya-x-short-womenize-inspiring-stories/ |access-date=26 February 2022 |website=Womenize! Action Program}}</ref> In her mid-twenties, she moved to [[Montreal]], Canada at the request of Funcom, which wanted to take advantage of attractive tax subsidies offered by the province to the video game industry. She participated in meetings held by the Montreal Gaming Society, which Short recalls helped her integrate into the local gaming community even though she did not speak French.<ref name="Radio-Canada 2022"/> In 2011, Short and game hobbyist Rebecca Cohen Palacios founded [[Pixelles]], a non-profit organisation which organises free events to teach video game development to women, non-binary people, transgender people, and people from other marginalised groups.<ref name="Radio-Canada 2022"/><ref name=":2">{{Cite web |last1=Spiegelman |first1=Karen |date=2 March 2020 |title=20 women in gaming you should know |url=https://venturebeat.com/2020/03/02/20-women-in-gaming-you-should-know/ |access-date=26 February 2022 |website=[[VentureBeat]]}}</ref><ref>{{cite news|last1=Pucci|first1=Michelle|url=http://thelinknewspaper.ca/article/4194|title=Lady-Players|work=[[The Link (newspaper)|The Link]]|accessdate=10 September 2022}}</ref>
After Short graduated from SMU Guildhall in 2008, she worked for Norwegian video game developer [[Funcom]], which was at the time working on the online game ''[[Age of Conan]]''.<ref name="Radio-Canada 2022"/> At Funcom, Short worked as a narrative designer,<ref name=":1">{{Cite web |date=19 March 2020 |title=From AAA to Indie: Kitfox Games Is Carving Its Own Quirky Path to Success |url=https://www.escapistmagazine.com/aaa-indie-kitfox-games-tanya-x-short-interview/ |access-date=26 February 2022 |website=[[The Escapist (magazine)|The Escapist]]}}</ref> designing levels and [[Boss (video games)|boss fights]] for MMORPGs.<ref name=":0">{{Cite web |date=23 February 2022 |title=Tanya X. Short – Womenize! – Inspiring Stories |url=https://www.womenize.net/2022/02/23/tanya-x-short-womenize-inspiring-stories/ |access-date=26 February 2022 |website=Womenize! Action Program}}</ref> In her mid-twenties, she moved to [[Montreal]], Canada at the request of Funcom, which wanted to take advantage of attractive tax subsidies offered by the province to the video game industry. She participated in meetings held by the Montreal Gaming Society, which Short recalls helped her integrate into the local gaming community even though she did not speak French.<ref name="Radio-Canada 2022"/> In 2011, Short and game hobbyist Rebecca Cohen Palacios founded [[Pixelles]], a non-profit organisation which organises free events to teach video game development to women, non-binary people, transgender people, and people from other marginalised groups.<ref name="Radio-Canada 2022"/><ref name=":2">{{Cite web |last1=Spiegelman |first1=Karen |date=2 March 2020 |title=20 women in gaming you should know |url=https://venturebeat.com/2020/03/02/20-women-in-gaming-you-should-know/ |access-date=26 February 2022 |website=[[VentureBeat]]}}</ref><ref>{{cite news|last1=Pucci|first1=Michelle|url=http://thelinknewspaper.ca/article/4194|title=Lady-Players|work=[[The Link (newspaper)|The Link]]|accessdate=10 September 2022}}</ref>


Around 2013, when Funcom halted its activities in Montreal to continue its activities in [[North Carolina]], Short chose to stay in Montreal and became unemployed.<ref name="Radio-Canada 2022"/> In 2013, she founded [[Kitfox Games]] with three other people. The studio soon developed the game ''[[Shattered Planet]]'', released in 2014, as part of a video game [[Business incubator|incubator]]; Short acted as lead designer of the game.<ref name=":2" /><ref name="Gazette">{{cite news |last1=Guite |first1=Matthew |title=Inside the game in three takes |url=https://www.newspapers.com/clip/109366976/inside-the-game-in-three-takes/ |work=[[Montreal Gazette]] |date=6 May 2014 |page=20 |via=[[Newspapers.com]]}}</ref> She was also lead designer of the studio's later project ''[[Moon Hunters]]'' (2016). In designing ''Moon Hunters'', she was motivated to create a game that used [[procedural generation]] to create "personal player narratives".<ref>{{cite news |last1=Francis |first1=Bryant |title=3 lessons on procedural storytelling from Moon Hunters |url=http://www.gamasutra.com/view/news/263303/3_lessons_on_procedural_storytelling_from_Moon_Hunters.php |url-status=live |archive-url=https://web.archive.org/web/20170511144701/http://www.gamasutra.com/view/news/263303/3_lessons_on_procedural_storytelling_from_Moon_Hunters.php |archive-date=2017-05-11 |access-date=11 September 2022 |work=[[Gamasutra]] |date=12 January 2016}}</ref> In the development of the ''[[Boyfriend Dungeon]]'' (2021), a [[role-playing video game]] about dating one's weapons,<ref name=":3" /> Short has discussed the studio's focus on inclusivity which meant giving the player the option to date women and nonbinary characters.<ref>{{Cite web |last1=Chan |first1=Stephanie |date=19 October 2017 |title=Boyfriend Dungeon is like Tinder for swords |url=https://venturebeat.com/2017/10/19/boyfriend-dungeon-is-like-tinder-for-swords/ |access-date=26 February 2022 |website=[[VentureBeat]] |language=en-US}}</ref>
Around 2013, when Funcom halted its activities in Montreal to continue its activities in [[North Carolina]], Short chose to stay in Montreal and became unemployed.<ref name="Radio-Canada 2022"/> In 2013, she founded [[Kitfox Games]] with three other people. The studio soon developed the game ''[[Shattered Planet]]'', released in 2014, as part of a video game [[Business incubator|incubator]]; Short acted as lead designer of the game.<ref name=":2" /><ref name="Gazette">{{cite news |last1=Guite |first1=Matthew |title=Inside the game in three takes |url=https://www.newspapers.com/clip/109366976/inside-the-game-in-three-takes/ |work=[[Montreal Gazette]] |date=6 May 2014 |page=20 |via=[[Newspapers.com]]}}</ref> She was also lead designer of the studio's later project ''[[Moon Hunters]]'' (2016). In designing ''Moon Hunters'', she was motivated to create a game that used [[procedural generation]] to create "personal player narratives."<ref>{{cite news |last1=Francis |first1=Bryant |title=3 lessons on procedural storytelling from Moon Hunters |url=http://www.gamasutra.com/view/news/263303/3_lessons_on_procedural_storytelling_from_Moon_Hunters.php |url-status=live |archive-url=https://web.archive.org/web/20170511144701/http://www.gamasutra.com/view/news/263303/3_lessons_on_procedural_storytelling_from_Moon_Hunters.php |archive-date=11 May 2017 |access-date=11 September 2022 |work=[[Gamasutra]] |date=12 January 2016}}</ref> In the development of the ''[[Boyfriend Dungeon]]'' (2021), a [[role-playing video game]] about dating one's weapons,<ref name=":3" /> Short has discussed the studio's focus on inclusivity which meant giving the player options to date women and non-binary characters despite the title ''Boyfriend Dungeon''.<ref>{{Cite web |last1=Chan |first1=Stephanie |date=19 October 2017 |title=Boyfriend Dungeon is like Tinder for swords |url=https://venturebeat.com/2017/10/19/boyfriend-dungeon-is-like-tinder-for-swords/ |access-date=26 February 2022 |website=[[VentureBeat]]}}</ref>


Short is a critic of [[Crunch (video games)|crunch]],<ref>{{Cite news |last=Schreier |first=Jason |author-link1=Jason Schreier |date=25 October 2017 |title=Opinion {{!}} Video Games Are Destroying the People Who Make Them |language=en-US |work=[[The New York Times]] |url=https://www.nytimes.com/2017/10/25/opinion/work-culture-video-games-crunch.html |access-date=26 February 2022 |issn=0362-4331}}</ref> which she suggests could be countered with [[Cooperative|co-ops]] and unions.<ref>{{Cite web |last1=Short |first1=Tanya X. |date=16 January 2019 |title=Your game studio doesn't have to survive to succeed |url=https://venturebeat.com/2019/01/15/your-game-studio-doesnt-have-to-survive-to-succeed/ |access-date=26 February 2022 |website=[[VentureBeat]] |language=en-US}}</ref> She has discussed the "democratisation" of video game technology, specifically how competition and diversity has increased in [[indie game]]s with greater availability of game creation tools<ref>{{Cite web |last=Shea |first=Cam |date=1 June 2020 |title=The Games Industry on the Biggest Changes in the Last Decade |url=https://www.ign.com/articles/the-games-industry-on-the-biggest-changes-in-the-last-decade |access-date=26 February 2022 |publisher=[[IGN]] |language=en}}</ref> along with [[Kickstarter]] for market research.<ref name=":3">{{Cite web |last1=Price |first1=Renata |title=Boyfriend Dungeon Director: Despite The Bad Faith, It's Good That We're Talking |url=https://kotaku.com/boyfriend-dungeon-director-despite-the-bad-faith-it-s-1847555533 |access-date=26 February 2022 |website=[[Kotaku]] |date=25 August 2021 |language=en-us}}</ref>
Short is a critic of [[Crunch (video games)|crunch]],<ref>{{Cite news |last=Schreier |first=Jason |author-link1=Jason Schreier |date=25 October 2017 |title=Opinion {{!}} Video Games Are Destroying the People Who Make Them |work=[[The New York Times]] |url=https://www.nytimes.com/2017/10/25/opinion/work-culture-video-games-crunch.html |access-date=26 February 2022 |issn=0362-4331}}</ref> which she suggests could be countered with [[Cooperative|co-ops]] and unions.<ref>{{Cite web |last1=Short |first1=Tanya X. |date=16 January 2019 |title=Your game studio doesn't have to survive to succeed |url=https://venturebeat.com/2019/01/15/your-game-studio-doesnt-have-to-survive-to-succeed/ |access-date=26 February 2022 |website=[[VentureBeat]]}}</ref> She has discussed the "democratisation" of video game technology, specifically how competition and diversity has increased in [[indie game]]s with greater availability of game creation tools<ref>{{Cite web |last=Shea |first=Cam |date=1 June 2020 |title=The Games Industry on the Biggest Changes in the Last Decade |url=https://www.ign.com/articles/the-games-industry-on-the-biggest-changes-in-the-last-decade |access-date=26 February 2022 |publisher=[[IGN]]}}</ref> along with [[Kickstarter]] for market research.<ref name=":3">{{Cite web |last1=Price |first1=Renata |title=Boyfriend Dungeon Director: Despite The Bad Faith, It's Good That We're Talking |url=https://kotaku.com/boyfriend-dungeon-director-despite-the-bad-faith-it-s-1847555533 |access-date=26 February 2022 |website=[[Kotaku]] |date=25 August 2021}}</ref>


== Bibliography ==
== Bibliography ==

Revision as of 16:36, 12 September 2022

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Tanya X. Short is an American video game designer. In 2013, she co-founded Kitfox Games, an independent video game studio in Montreal, Canada. She is a co-founder of Pixelles, an organisation that aims to increase gender diversity in video game development.

Early life

Short was raised in California, United States. She lived in home that was "in the middle of the desert" and "20 minutes from a small village" so she would often play video games rather than play with other children. Short's mother also disliked "passive entertainment" such as television, so her mother bought the family a Nintendo Entertainment System, feeling as though playing video games is a more "active" activity for the brain. As a teenager, Short would spend her time socialising on massively multiplayer online role-playing games (MMORPGs) such as Aetolia, a fantasy MUD (a type of online text-based game).[1] She would also develop her own content for MUDs.[2] She attended college in Portland, Oregon, to study English literature. She later earned a master's degree in video game design from SMU Guildhall in Texas.[1][2]

Career

After Short graduated from SMU Guildhall in 2008, she worked for Norwegian video game developer Funcom, which was at the time working on the online game Age of Conan.[1] At Funcom, Short worked as a narrative designer,[3] designing levels and boss fights for MMORPGs.[4] In her mid-twenties, she moved to Montreal, Canada at the request of Funcom, which wanted to take advantage of attractive tax subsidies offered by the province to the video game industry. She participated in meetings held by the Montreal Gaming Society, which Short recalls helped her integrate into the local gaming community even though she did not speak French.[1] In 2011, Short and game hobbyist Rebecca Cohen Palacios founded Pixelles, a non-profit organisation which organises free events to teach video game development to women, non-binary people, transgender people, and people from other marginalised groups.[1][5][6]

Around 2013, when Funcom halted its activities in Montreal to continue its activities in North Carolina, Short chose to stay in Montreal and became unemployed.[1] In 2013, she founded Kitfox Games with three other people. The studio soon developed the game Shattered Planet, released in 2014, as part of a video game incubator; Short acted as lead designer of the game.[5][7] She was also lead designer of the studio's later project Moon Hunters (2016). In designing Moon Hunters, she was motivated to create a game that used procedural generation to create "personal player narratives."[8] In the development of the Boyfriend Dungeon (2021), a role-playing video game about dating one's weapons,[9] Short has discussed the studio's focus on inclusivity which meant giving the player options to date women and non-binary characters despite the title Boyfriend Dungeon.[10]

Short is a critic of crunch,[11] which she suggests could be countered with co-ops and unions.[12] She has discussed the "democratisation" of video game technology, specifically how competition and diversity has increased in indie games with greater availability of game creation tools[13] along with Kickstarter for market research.[9]

Bibliography

  • Short, Tanya; Adams, Tarn, eds. (2017). Procedural Generation in Game Design. CRC Press. doi:10.1201/9781315156378. ISBN 9781498799195. S2CID 69727455.[14]
  • Short, Tanya; Adams, Tarn, eds. (2019). Procedural Storytelling in Game Design. CRC Press. doi:10.1201/9780429488337. ISBN 9781138595309. S2CID 241639037.

References

  1. ^ a b c d e f Dupuis, Stephanie (8 March 2022). "Tanya X. Short, celle qui fait briller les femmes dans l'industrie du jeu vidéo" [Tanya X. Short, the one who makes women shine in the video game industry] (in Canadian French). CBC/Radio-Canada. Retrieved 10 September 2022.
  2. ^ a b "Tanya Short". SMU Guildhall. Retrieved 26 February 2022.
  3. ^ "From AAA to Indie: Kitfox Games Is Carving Its Own Quirky Path to Success". The Escapist. 19 March 2020. Retrieved 26 February 2022.
  4. ^ "Tanya X. Short – Womenize! – Inspiring Stories". Womenize! Action Program. 23 February 2022. Retrieved 26 February 2022.
  5. ^ a b Spiegelman, Karen (2 March 2020). "20 women in gaming you should know". VentureBeat. Retrieved 26 February 2022.
  6. ^ Pucci, Michelle. "Lady-Players". The Link. Retrieved 10 September 2022.
  7. ^ Guite, Matthew (6 May 2014). "Inside the game in three takes". Montreal Gazette. p. 20 – via Newspapers.com.
  8. ^ Francis, Bryant (12 January 2016). "3 lessons on procedural storytelling from Moon Hunters". Gamasutra. Archived from the original on 11 May 2017. Retrieved 11 September 2022.
  9. ^ a b Price, Renata (25 August 2021). "Boyfriend Dungeon Director: Despite The Bad Faith, It's Good That We're Talking". Kotaku. Retrieved 26 February 2022.
  10. ^ Chan, Stephanie (19 October 2017). "Boyfriend Dungeon is like Tinder for swords". VentureBeat. Retrieved 26 February 2022.
  11. ^ Schreier, Jason (25 October 2017). "Opinion | Video Games Are Destroying the People Who Make Them". The New York Times. ISSN 0362-4331. Retrieved 26 February 2022.
  12. ^ Short, Tanya X. (16 January 2019). "Your game studio doesn't have to survive to succeed". VentureBeat. Retrieved 26 February 2022.
  13. ^ Shea, Cam (1 June 2020). "The Games Industry on the Biggest Changes in the Last Decade". IGN. Retrieved 26 February 2022.
  14. ^ Review for Procedural Generation in Game Design: "MBR: Wisconsin Bookwatch, September 2017". Midwest Book Review. Retrieved 10 September 2022.

Further reading