Kain Shin's Blog
Lifelong gamer with core experiences amongst JRPGs, CRPGs, SRPGs, Shmups, Beat-em-ups, retro twitch, and fighting games (formerly a competition level Soul Calibur player). Will always have a special place in my heart for emergent simulations that follow the Looking Glass school of design.
Former games journalist for a humble hardcore gaming website. Spent some time as a chemical engineer before finally deciding to follow my passion. Graduated from the University of Texas at Austin with a B.S. in C.S. in 2000.
Entered the games industry in 2000 as a programmer on the Microsoft/Bicycle Casino (PC) line of products developed by Compulsive Development and Glass Eye Entertainment. Went on to join the team at Ion Storm to work on Deus Ex: Invisible War (PC/Xbox) and Thief: Deadly Shadows (PC/Xbox). Spent a short time at TKO Software working on the N-Gage 2.5 SDK. Became a senior programmer at Breakaway Games's Austin studio working on console and PC projects. Served as Lead Programmer on Mushroom Men for the Wii, which was developed by Red Fly Studio. Most recently a core gameplay/AI programmer on Dishonored at Arkane Studios in Austin, Texas.
Formerly served as a director of IGDA-Austin focused on running social activities for the organization and promoting visibility of the professional game development community in the city. Initiated the tradition of IGDA-Austin Microtalks before handing the torch over to the next generation.
Most recently became a weapon of Harmonix Music Systems in Cambridge, Massachusetts before parting ways on good terms in order to focus on his independent game and collaborations.
I've had many mentors over my 12+ years as a professional game programmer, but there is one ex-colleague in particular who has abstractly had more influence on my algorithms than any other.
Out of all the disciplines, game designers seem to have it the hardest when it comes to evaluation during interviews. Their skillsets are difficult to quantify in a standard manner because they are, in essence, professional thought architects.
I sense a disturbing trend amongst some of the fresh graduates, lately. A lot of kids are coming my way that fit a specific archetype: nice, smart, passionate, and utterly screwed by the false expectations fed to them by their educational institutions.
Over the years, I had mentored a few select individuals for associate producer positions in the hopes of growing a garden of local people around town that knew what they were doing and would spread the good habits on to the studios they would end up at.
A while back, I decided to look up algorithms for predictive firing on the internet, but I couldn't find any that incorporated acceleration in three dimensions, so I decided to give that the old college try.
What if you found yourself able to do anything you wanted to with your life? And you had a choice of either working for yourself, living at a friend's house until the efforts pay off, or working for somebody else for a stable salary?
Kain Shin's Comments
[News - 12/09/2013 - 05:05]
[News - 12/05/2013 - 03:53]
This is a beautiful concept. ...
This is a beautiful concept. I 've always wondered why we do not see more Tribal Relationships between studios with different project cycles. I suppose the main problems to solve would be the perception of company secrecy as well as potential geographical issues. But I do want to see this ...
[Blog - 11/27/2013 - 09:57]
[Blog - 10/31/2013 - 10:17]
[Blog - 05/15/2009 - 08:33]
If anyone is interested, I ...
If anyone is interested, I have posted a C Unity3D-compatible version of Strategy 3 as public domain on my website: r nhttp://ringofblades.com/Blades/Code/PredictiveAim.cs
[News - 07/18/2013 - 03:40]
Alexander Velicky and his father ...
Alexander Velicky and his father are attempting a bypass to the system. The result of this attempt will yield useful data. At this point, I would be more likely to hire Velicky as a world builder than I would a fresh graduate of Full Sail. r n r nAlexander Velicky... ...