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Blogs

Stephen Chin's Blog

Stephen Chin is a recent graduate of The Guildhall at SMU and currently looking for work. While at The Guildhall, he specialized in level design and served as a lead on multiple projects as well as re-enforcing his existing skills in art and programming.

 

http://www.stephenld.com

http://www.linkedin.com/in/stephenld

Member Blogs

End of 2009: Three Chords and The Truth  Featured Blogs
Posted by Stephen Chin on Wed, 30 Dec 2009 01:42:00 EST in
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.
Read More... | 1 Comments

L4D: FPS or RPG Part 2  Featured Blogs
Posted by Stephen Chin on Sun, 27 Dec 2009 02:12:00 EST in
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
Read More... | 0 Comments

Left 4 Dead - FPS... or RPG?  Featured Blogs
Posted by Stephen Chin on Sat, 13 Jun 2009 08:00:00 EDT in
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.
Read More... | 3 Comments

   

Stephen Chin's Comments

Comment In: Sid Meier's still making stuff, and he'll probably never stop [News - 05/16/2013 - 04:05]

I don 't think he, ...

I don 't think he, or any one else at Firaxis, really has or needs to unless they really want to or in rare occasions. They 're a pretty comfortable, stable, extremely veteran company whose publisher allows them enough leeway to do their thing without giving them too much freedom ...

Comment In: Story-telling as Problem Solving: Defender's Quest (GDC 2013 Narrative Summit) [Blog - 04/02/2013 - 12:17]

Valve did something similar in ...

Valve did something similar in Portal 2. They had their writers actively working with their designers from day 1. Design affected and communicated with0 story and vice versa. When there was a conflict, they compromised to satisfy both. I think the broader lesson to take way from Portal 2 and ...

Comment In: SimCity vs SimCity 2000: My home town's traffic problems modelled [Blog - 04/02/2013 - 10:30]

I really need to put ...

I really need to put this to bed before it becomes an obsession. r n r nMaybe. But experiments like this are both interesting and important I think. Interesting in seeing how the various models play out as well as how they compare. And important because they provide concrete evidence. ...

Comment In: ANGELINA: The Computer Program that Designs Games [Feature - 04/01/2013 - 04:35]

As far as the imprint ...

As far as the imprint of Michael on Angelina or any designer/programmer on an AI ... I 'm not sure that 's a bad thing. After all, even humans are influenced by those that taught them and/or the methods in which they were taught. In a lot of ways, that ...

Comment In: This railroad sim may point to the future of game crowdfunding [News - 03/20/2013 - 04:55]

Two part to this. The ...

Two part to this. The first is the average person believing they 'll get a substantial amount of money hundreds or thousands even when in all likelihood, it won 't be nearly as much as they expect unless their expectations are set right. The second is that with so many ...

Comment In: Untold Riches: The Intricate Platforming of Tomb Raider [Feature - 03/01/2013 - 04:10]

Great article and a good ...

Great article and a good case study on how less than a handful of very simple mechanics jumping, sliding, walking can spawn very clever and creative gameplay.

[More Stephen Chin Comments]   

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