Latest News
spacer View All spacer
 
November 21, 2009
 
Video Game Watchdog National Institute On Media And The Family Shutting Down [10]
 
Modern Warfare 2 Infinity Ward's 'Most Successful PC Version' Yet [12]
 
New Tech, Design Details Of Project Natal To Emerge At Gamefest In February
spacer
Latest Features
spacer View All spacer
 
November 21, 2009
 
arrow Upping The Craft: Susan O'Connor On Games Writing [6]
 
arrow Small Developers: Minimizing Risks in Large Productions - Part II [6]
 
arrow iPhone Piracy: The Inside Story [48]
spacer
Latest Jobs
spacer View All     Post a Job     RSS spacer
 
November 21, 2009
 
Sucker Punch Productions
3D Environment Artist
 
Sucker Punch Productions
Network Programmer
 
Sucker Punch Productions
Character Artist
 
Sucker Punch Productions
Texture Artist
 
Crystal Dynamics
Sr. Level Designer
 
Sony Online Entertainment
Brand Manager
 
Monolith Productions
Sr. Software Engineer, Engine - Monolith Productions - #113767
 
Gargantuan Studios
Technical Art Director
spacer
Blogs

Stephen Dinehart's Blog   Expert Blogs

Stephen E. Dinehart is transmedia designer, writer, artist and Interactive Narrative Design evangelist. He is currently Creative Director for independent game developer Narrware, LLC. focusing on the development of interactive narrative systems. His work as writer and narrative designer on THQ's "Company of Heroes" franchise lead him to be final Nominee for “Best Writing for a Game Production” for at the 2nd Annual Canadian Awards for the Electronic & Animated Arts (2007); the game won “Nokia Award for Outstanding Innovation in Gaming.” Stephen received his MFA in Interactive Media from the University of Southern California's School of Cinematic Arts in 2006, and his BFA in Digital Media from the College for Creative Studies (Detroit) in 2001. He is an active member of the International Game Developers Association, and the Writers Guild of America.

Expert Blogs

Can You Define "Indie"?   Featured Blogs
Posted by Stephen Dinehart on Wed, 07 Oct 2009 07:00:00 EDT in Production
With all the buzz surrounding Indie games I can't help wonder what this term means to others.
Read More... | 29 Comments

Calling all Narrative Designers!
Posted by Stephen Dinehart on Fri, 25 Sep 2009 12:38:00 EDT in Game Design
NarrWare recently launched The Narrative Designer's Network™ and with the help of the growing community we are creating a global movement. Here is a brief call to those which seek to change the face of game design.
Read More... | 10 Comments

Lucky Number 7: Game Writers in the Trenches
Posted by Stephen Dinehart on Thu, 30 Jul 2009 08:45:00 EDT in Game Design
This is a brief overview of interviews conducted with video game writers; a small but in-depth taste of narrative goodness in a world gone to game.
Read More... | 1 Comments

The Origin Of Serious War-Gaming  Featured Blogs
Posted by Stephen Dinehart on Wed, 27 May 2009 07:36:00 EDT in Game Design
When did military individuals start expecting the playing of strategic game systems, specifically war-games, to create narratives which can be used in real life? As a narrative designer and game maker I can't help but wonder.
Read More... | 10 Comments

On Murderous Video Games  Featured Blogs
Posted by Stephen Dinehart on Thu, 14 May 2009 01:12:00 EDT in Game Design
Do we need gore in video games? Is there a reason for horror? Does it serve a social or psychological purpose? This post addresses potential answers to those questions, and suggests horror game makers have a meaningful place in our cultural lexicon.
Read More... | 11 Comments

Hello Gamasutra World
Posted by Stephen Dinehart on Mon, 16 Mar 2009 02:09:00 EDT in Game Design
A virgin-user takes his first steps in playing with the new Gamasutra features.
Read More... | 1 Comments

   

Stephen Dinehart's Comments

Comment In: Opinion: Rethinking Player Death [News - 11/20/2009 - 05:55]

For using The Seventh Seal ...

For using The Seventh Seal image alone, I kiss your feet. My favorite player death was in Prey, you enter the spirit world and are able to hunt for more mana and health before you get sucked back into the world of the living.

Comment In: In-Depth: PixelJunk's Baiyon Vs. Katamari's Takahashi [News - 11/19/2009 - 05:01]

Bravo. This is a fantastic ...

Bravo. This is a fantastic piece thank you for publishing it by far the best Takahashi interview to date.

Comment In: Designing Games Is About Matching Personalities [Blog - 11/19/2009 - 09:01]

Great insight Gabriel. I suppose ...

Great insight Gabriel. I suppose it's like old writers adage write what you know. That said, some of the best work comes from novices treading on what's perceived to be sacred ground.

Comment In: Lead Designers Who Only Say 'No' [Blog - 11/17/2009 - 09:53]

Playing it safe is no ...

Playing it safe is no model for business anyone foolish enough to place their bets solely on the post-analysis of a competitors product is not a business man. You want to win big, you bet big and take chances. Competitive analysis is always prudent, but mimicry in a experimental medium ...

Comment In: Activision: Modern Warfare 2 Rakes In $550 Million Five-Day Gross [News - 11/18/2009 - 06:42]

Holy huge numbers Leigh Congrats ...

Holy huge numbers Leigh Congrats to Activision, and the whole team. So I would guestimate that translates to roughly 10 million units, gulp WOW. Though that number would not make sense with a mere 22 engaging in online play. Maybe it speaks to the power of single player campaigns Though ...

Comment In: Flash Game: Small Worlds [Blog - 11/18/2009 - 02:58]

Fantastic. Thanks for the link. ...

Fantastic. Thanks for the link.

[More Stephen Dinehart Comments]