Stephen Trinh's Blog
Video games are a thing I enjoy. Game designer by trade.
Chat with me on Twitter: @stephentrinha
For more, check out my Medium: @stephentrinh
See my projects: http://www.stephentrinh.com/
Dark Souls, FFIX, and Self-Determination Theory walk into a bar.
Building better games is about leveraging everything--even loading screens.
No one will ever play your game perfectly. By nature, player errors are inevitable, but they're what makes the game fun--so long as the errors are designed.
How Disco Elysium turns information into gameplay.
A game design's perspective on why the tendrils in Shadow of the Colossus might be the most important thing in the game.
Should your first person player character speak or not? This post explores the choice between giving the player character a voice or having them be "silent" through the lens of more traditional media.
Stephen Trinh's Comments
[Blog - 01/21/2020 - 11:27]
Thank you for the compliment ...
Thank you for the compliment r n r nI definitely agree that it can be frustrating when games make you fix both at the same time. Competitive games often require it. r n r nI think Portal is a good example of needing the player to do both. The margin ...
[Blog - 01/02/2020 - 10:12]
Thank you It 's definitely ...
Thank you It 's definitely one of those things that you might notice is missing, but can 't figure out cause you 've spent too much time with it.