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Stephen Chin's Blog

 

Stephen is an content designer at Red 5 Studios and currently working on the FPS MMO, Firefall. Previous to working there, he was a QA tester with THQ and graduated from The Guildhall at SMU where he specialized in design and served as a lead on multiple projects. He also has a degree in visual communications/3D animation.

 

http://www.stephenld.com

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

 

Member 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.


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


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.



Stephen Chin's Comments

Comment In: [Blog - 07/20/2015 - 02:30]

I believe all these sorts ...

I believe all these sorts of behaviour share a common motive: people are generally risk-averse preferring a sure thing for gains, and risk-seeking preferring to gamble for losses. r n r nActually... studies would support you on that one. https://www.youtube.com/watch v vBX-KulgJ1o for a quick Veritasium video on the matter ...

Comment In: [Blog - 06/30/2015 - 01:28]

My guess or part of ...

My guess or part of one is perhaps the matter of business pressure and crunch. When millions of dollars are on the line and certification for example can cost thousands, there is easy temptation to get annoyed at, overlook/dismiss, and otherwise disregard bugs and by proxy, QA. Add in the ...

Comment In: [News - 06/25/2015 - 05:31]

It 's possible I suppose ...

It 's possible I suppose - after all, it happened before with Final Fantasy. : r n r nThat said, I wonder how much of it is development culture. I 'm not sure the same kind of tactic would work in the US... and if it did, I 'm not ...

Comment In: [Blog - 06/10/2015 - 02:22]

I would agree. I would ...

I would agree. I would also broaden it slightly to say that it 's not just the daily reward structure but the idea of some sort of game functionality reward itself eg XP boost or in-game money . A personal example are the Public Events in Destiny. r n r ...

Comment In: [Blog - 02/20/2015 - 01:01]

A couple of thoughts and ...

A couple of thoughts and comments - and as a full disclaimer I went through The Guildhall at SMU as a student and I don 't have nearly the same level of industry experience as you so take your grain of salt right here. Conversely though prior to the program, ...

Comment In: [News - 10/15/2013 - 02:00]

The player exists in an ...

The player exists in an ecosystem that they can learn about, perhaps master certain domains of it, but never entirely dominate. r n r nThat 's probably one of the most elegant descriptions of a roguelike and related genres, I 've ever read.