Luke McMillan's Blog
I am a game design lecturer, researcher & consulatant and have done work for companies such as twofour54, Ubisoft, Qantm, SAE & Griffith University. I am primarily concerned with rational approaches to design and the impact that nostalgia plays on game creation and consumption.
Some of the biggest game developers use a form of rational metrics to help mitigate risk. This article is the second in a series which examines one particular implementation of Rational Design / Rational Level Design.
Some of the biggest game developers use a form of rational metrics to help mitigate risk. This article is the first in a series which examines one particular implementation of Rational Design / Rational Level Design.
This is the result of playing nearly 3500 arcade games over a 4 year period in order to trace the genealogy of one of the most important genres of all times.
This article looks at how an understanding of the semiotics of movement can help construct emotional responses in games where the fidelity of avatar details are low due to the camera perspective of the game world.
Luke McMillan's Comments
[Blog - 10/14/2013 - 05:57]
@TC Weidner r n r ...
@TC Weidner r n r nI agree. Once you begin going down a path of deconstruction, the complexity of effective design practice becomes highly apparent. It is also worth noting that I deal predominantly with students working on games projects so deconstruction is a necessary part of the equation.
[Blog - 08/06/2013 - 06:22]
Hi Liviu. In figure 10, ...
Hi Liviu. In figure 10, I have manually set 4 data points instead of 3 to test the margin of error and also to see if the regression model is producing the types of results that I saw in testing.
[Blog - 02/14/2013 - 07:43]
I would go one step ...
I would go one step further and look at sector times - i.e. split the track up into smaller sections which are separated by straights. I consider straight-sways to be the punctuation points in racing track sentence structure.
[Blog - 02/06/2013 - 05:59]
Wow, that game is very ...
Wow, that game is very cool It adds a pretty cool spin on the mechanics of Danmaku. Looks like I will need to go back and revise some things. : r n r nI was working with another member of the Shmups.com community to do a web version of the ...
[Feature - 01/15/2013 - 04:40]
Actually, there was a section ...
Actually, there was a section from this article which I needed to cut because I couldn 't concisely explain it 's application. I was discussing node distribution based on Voronoi Diagrams Delaunay Triangulation. If you know of a good layman 's explanation for Delaunay triangulation and how it can be ...
[Blog - 11/12/2012 - 08:42]
When talking Shmups and narrative ...
When talking Shmups and narrative it is hard to go past Radiant Silvergun. The game started as a script whilst Hiroshi Iuchi was at Time Warner Interactive. I think that one of the real benefits that the Shmup genre has in relation to story telling is the ability to control ...