Tanya X. Short

Tanya X. Short Email and Phone Number

Creative Director and Co-Founder @ Kitfox Games
Canada
Tanya X. Short's Location
Canada, Canada
About Tanya X. Short

A hardworking, self-motivated designer that produces only the highest-quality results on demanding schedules. Learns tools, scripting languages, and content creation pipelines quickly and independently. A true team player with a passion for fun gameplay and memorable experiences through inspired world creation and creative scripting.Specialties: Co-operative gameplay dynamics, virtual world design, scripting and A.I. design, high-level system design, technical writing and cross-profession communication.

Tanya X. Short's Current Company Details
Kitfox Games

Kitfox Games

View
Creative Director and Co-Founder
Canada
Website:
kitfoxgames.com
Employees:
18
Tanya X. Short Work Experience Details
  • Kitfox Games
    Creative Director And Co-Founder
    Kitfox Games
    Canada
  • Kitfox Games
    Creative Director/Co-Founder
    Kitfox Games Jun 2013 - Present
    Empower a team of four to make the best possible game based on a shared vision and clear direction on an accelerated schedule. Make swift, informed decisions regarding all design, production, business development, and marketing for all projects.See: http://www.kitfoxgames.com/
  • Pixelles
    Co Director
    Pixelles Nov 2012 - Present
    Create, co-ordinate, and promote a program resulting in more women game-makers, including an information session, 6-week workshop series, and final showcase. Recruit and filter applicants and mentors to best suit the initiative goals. Inspire and encourage as many other interested parties as possible to make more games, no matter who or where they are.
  • Freelancing
    Game Design Consultant
    Freelancing Jan 2013 - Nov 2013
    Provide clear and actionable design analysis, improvements, and content creation/curation strategies for games, apps, and interactive experiences.* Independent Games Festival 2014 judge* Critical Hit Game Incubator mentor, Concordia University - June to August 2013* Papercade (iOS) consultant, Hololabs.org - May to June 2013* reCollection Photo Scavenger Hunt (event) consultant, imjm.ca - January to May 2013
  • Funcom
    Senior Designer, The Secret World
    Funcom Jan 2012 - Jan 2013
    Oslo, No
    Independently develop and implement designs for maximizing the player experience via immersion, co-operation, creative expression, and progression. Design and implement solo and co-operative missions, puzzles, and skill challenges, working within established lore and setting. Provide constructive feedback for gameplay and system designs, with an eye towards how to most effectively iterate on a demanding schedule.Personally responsible content:* Mayan Apocalypse limited-time event: http://www.thesecretworld.com/news/blog_the_end_of_days* The Albion Theatre - http://www.thesecretworld.com/news/blog_take_the_stage_at_the_albion_theatre* Halloween seasonal patch - http://www.thesecretworld.com/news/blog_halloween* Dreaming Prisons - gameplay design, scripting * Mission gameplay and scripting, including Into Darkness and All Roads Lead to Rome* Distribution and balance of sold in-game clothing items
  • Funcom
    Lead Designer, Fashion Week Live
    Funcom Feb 2011 - Jan 2012
    Oslo, No
    Develop a pitch into a fully-fledged game design for a specific target demographic. Collaborate with the producer and art director to execute the vision of multiple stakeholders and externally owned IPs. Provide consultation as needed across the project, including development of asset management tools, production schedule, and rendering systems, as they relate to the needs of the content team.Personally responsible content:* Project, Opportunity, Portfolio and Explore feature design and development
  • Funcom
    Senior Designer, Age Of Conan
    Funcom Aug 2010 - Feb 2011
    Oslo, No
    Train new designers and scripters in proprietary tools, best practices, processes, game lore, and design theory. Work with a small team to design, implement, and refine AI in solo and multiplayer encounters, varying in complexity from atmospheric friendly citizens to challenging, dynamic dungeon bosses. Independently research and design social systems and negotiate/coordinate their implementation across art, gameplay, and programming teams. Design and write choice-oriented quest dialogs and characters in the tone of established lore and setting.Personally responsible content:* Free to play gameplay transition strategy development* Guild Renown system design, including rewards* Xibaluku gameplay design and scripting* Cradle of Filth scripting
  • Funcom
    A.I. Designer, Age Of Conan
    Funcom Jul 2008 - Aug 2010
    Oslo, No
    Work with a small team to design, implement, and refine AI in solo and multiplayer encounters, varying in complexity from atmospheric friendly citizens to challenging, dynamic dungeon bosses. Independently research and design social systems and negotiate/coordinate their implementation across art, gameplay, and programming teams. Design and write choice-oriented quest dialogs and characters in the tone of established lore and setting.
  • The Color Of Doom (Guildhall At Smu)
    Game Designer
    The Color Of Doom (Guildhall At Smu) Jan 2008 - Jul 2008
    Dallas, Texas, Us
    Act as lead game designer for a team of 14 people, communicate gameplay, write and manage the game design document, negotiate asset completion with lead software engineer and lead artist, iteratively test and refine game design.
  • The Color Of Doom (Guildhall At Smu)
    Level Designer, Scripter
    The Color Of Doom (Guildhall At Smu) Jan 2007 - Jul 2008
    Dallas, Texas, Us
    Learn the principles of level design, iterative gameplay design, document writing and management, and practice creating fun multiplayer and single-player experiences in multiple engines. Engine experience: Unreal 2004, The Elder Scrolls Construction Set (Oblivion), Radiant (Quake 4), Source (Half-Life 2), Torque Game Builder.
  • Iron Realms Entertainment
    Designer/Community Manager
    Iron Realms Entertainment Aug 2004 - Jan 2007
    Coordinated 8+ world events, supervising between 15 and 100 players and up to 4 other world event staff. Scripted and implemented 30+ unique world-spanning quests and related non-player characters and locales. Selected, interviewed, and trained Design Staff applicants. Created one 50+ room area "The Feral Caves", with 50+ non-player characters and 10+ quests, including a complex interactive playwright experience.
  • 42 Entertainment
    Production Assistant/Subcontractor
    42 Entertainment Jun 2004 - Jul 2004
    Organized and verified resources for ILoveBees project.
  • Crabtree Media
    Production/Design Assistant
    Crabtree Media Apr 2003 - Jun 2003
    Created and edited asset list, pitch materials, and researched resource acquisition.

Tanya X. Short Education Details

  • Southern Methodist University
    Southern Methodist University
    Interactive Technology (Level Design)
  • Reed College
    Reed College
    English Literature

Frequently Asked Questions about Tanya X. Short

What company does Tanya X. Short work for?

Tanya X. Short works for Kitfox Games

What is Tanya X. Short's role at the current company?

Tanya X. Short's current role is Creative Director and Co-Founder.

What schools did Tanya X. Short attend?

Tanya X. Short attended Southern Methodist University, Reed College.

Who are Tanya X. Short's colleagues?

Tanya X. Short's colleagues are Quinn V., Alexandra B., David Rusak, Thea Kent, Guido Bos, Madeleine Mcqueen.

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