Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
February 12, 2016
arrowPress Releases
February 12, 2016
PR Newswire
View All
View All     Submit Event

If you enjoy reading this site, you might also want to check out these UBM Tech sites:


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.


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 - 01/19/2016 - 01:02]

Nice little article on technical ...

Nice little article on technical design.

Comment In: [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 ...

Comment In: [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.

Comment In: [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 ...

Comment In: [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 ...

Comment In: [Blog - 08/28/2015 - 01:59]

What 's interesting is that ...

What 's interesting is that Blizzard is the only company I can think of that can do this. No other game developer has both a unified distribution platform and games of completely different genres to link everything to. r n r nI think that 's the benefit that allows Blizzard ...