Stephen Chin's Blog
Stephen is an designer at Bungie. Previously, he worked at Red 5 Studios and THQ on a various projects. Having graduated from The Guildhall at SMU with a specialization in design, he also has a degree in visual communications/3D animation.
I was going to go with the flow and do some sort of end of 2009 blog bit. Instead, courtesy of TV Tropes, I end up talk about a cyclic trope called Three Chords and the Truth.
A long delayed follow up to my first post on L4D and the mechanics of RPGs it uses and whether the idea of an AI director is applicable to other genres
In this blog post, I consider how the design and gameplay of Left 4 Dead mirrors classic pen-and-paper game design. From the role of the various Infected to the advancement of character power.
Stephen Chin's Comments
[Blog - 03/21/2016 - 02:21]
I would say that parties ...
I would say that parties are great for networking if you 're a great extravert and socializer. While most connections won 't last, the idea seems to be to get quantity and turn 2 of the dozens you meet into something. For everyone else, I 've noticed parties tend to ...
[Blog - 01/19/2016 - 01:02]
[Blog - 12/08/2015 - 01:31]
In part, I think, because ...
In part, I think, because it 's not always about simulating something... it 's about the illusion of simulation and sometimes even a false illusion. That is, it 's usually not important to create perfect AI. And it 's usually not important to even create good AI that behaves even ...
[Blog - 11/17/2015 - 01:12]
It 's interesting some of ...
It 's interesting some of the points you brought up here it 's something I 've seen myself where allowing someone to be nervous and asking non-trivia questions have revealed surprising candidates and vice versa.
[Blog - 11/23/2015 - 07:41]
Thank you for the interesting ...
Thank you for the interesting thoughts certainly in the times I 've had to interview someone, I 'm not always sure what my approach should be if there isn 't an immediate avenue of discussion. r n r nIt 's also interesting to contrast the difference between a programmer interview ...
[Blog - 11/10/2015 - 04:03]
This kind of dissonance is ...
This kind of dissonance is where Pillars of Eternity had an interesting and optional means of addressing this. There was a gameplay option to hide the effects of stats and skills on conversation options. That is, any conversation options that you did not qualify for did not show up and ...