Du verwendest einen Webbrowser, der nicht unterstützt wird. Manche Features werden eventuell nicht korrekt angezeigt. Bitte schaue dir die >Liste der unterstützten Browser für die optimale Darstellung an. Ausblenden


Livelock: Meet Tuque - Stephane Cui

Von Jayson | Fr 13 Mai 2016 09:00:00 PDT

Hello World,


Greetings everyone, my name is Stephane Cui, and I have been a designer on Livelock since October 2015. I am mainly responsible for cutscene design and implementation, but I also partake in the game's UI design and creation, as well as narrative writing.

Name one or more of the biggest influences on your work developing Livelock.

One of the first references I was given was the novelette For a Breath I Tarry by Roger Zelazny, and I can clearly say that it has given me huge insight in the machine-driven dystopian universe we're pushing for with Livelock. In the games category, titles such as The Last of Us and Left 4 Dead do a great job at conveying the type of atmosphere I am looking for. From a tactical and gameplay standpoint, StarCraft 2's campaign has held a strong influence on how we chose to convey our mission objectives. To finish off, I'd like to add that the Metal Gear Solid and Warcraft franchises have both played inspiring roles in stage setting and character development.

Growing up, what were your favorite games?

Having spent most of my childhood in South Korea and China, I would say that I mostly grew up with what I like to call the CyberCafé Foreigner Pack which includes: Warcraft III, WoW, Counter-Strike 1.6 and StarCraft (ramen and iced tea not included). Titles I still hold as quality benchmarks, both in design and execution.

What made you want to become a developer and work in gaming?

A cookie-cutter response but which has never been so true: to contribute to making the most epic experiences possible. Every gamer out there probably has these two or three great moments in their gaming lives that they'll remember for a long time (think Leeroy Jenkins). Whether solo or shared, through gameplay or art, having the opportunity to give players long-lasting enjoyment is a great goal to strive for. To quote a few of my own I could list: my first dragon kill in Skyrim, my first Arthas kill in current-content ICC, grinding to 2300 in all WoW arena brackets, pulling off my first CS solo 5-K, my road to Diamond on SC2, etc.


What is your background in the gaming industry; how long have you been part of it, what have you worked on prior to Livelock?

I am actually pretty new to the industry, after 4 years of studying industrial design and a post-grad specializing in game design, I joined Thunder Lotus Games, a Montreal indie studio working on Jotun at the time. My main focus on that project was quality assurance and helping out with asset integration. Shoutout to my first team!


How do you spend your free-time when you aren't developing Livelock?

When I'm not eating in front of my work, I mostly spend my breaks on quick-play games: just reached Rank 1 on Heroes of the Storm and I can't go to bed at night without my daily CS:GO game. In addition, I enjoy doodling, checking out ongoing Twitch eSport tournaments, or simply reading anything relevant to my field or to our beloved industry. 

The Livelock process will continue on our ForumsFacebook and Twitter until its release later in 2016. Follow us for exclusive content including the latest news, developer chats, concept art, and more.

ll-news, arc-news,

Neueste Beiträge Mehr

Wir begrüßen den Herbst mit unseren Oktober-Angeboten!
Livestreaming ist jetzt noch einfacher geworden – mit dem neuen Update Arc Streaming*! Ihr habt die Möglichkeit für alle Spiele auf Arc nahtlos Twitch-Streams zu senden!
Livelock ist jetzt im PlayStation®Store im Sonderangebot – holt euch die Robokalypse zum Vorteilspreis!

hover media query supported