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Blogs

Luke McMillan's Blog

I am a lecturer and game design researcher currently working for Qantm College Australia. I am primarily concerned with rational approaches to design as well as the role that nostalgia plays in shaping trends in gaming cultures.

Member Blogs

The Origin of The 'Shmup' Genre: A Historical Study  Featured Blogs
Posted by Luke McMillan on Wed, 06 Feb 2013 05:59:00 EST in 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.
Read More... | 16 Comments

Describing Movement
Posted by Luke McMillan on Sun, 18 Dec 2011 09:42:00 EST in Design
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.
Read More... | 1 Comments

   

Luke McMillan's Comments

Comment In: Using Heat Maps To Improve Track Design [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.

Comment In: The Origin of The 'Shmup' Genre: A Historical Study [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 ...

Comment In: The Metrics of Space: Molecule Design [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 ...

Comment In: Writing For A Genre That Doesn't Welcome Words [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 ...

Comment In: Opinion: In search of 'intelligent nostalgia' [News - 09/12/2012 - 04:09]

Great article. Nostalgia is something ...

Great article. Nostalgia is something that I have looked into previously. Here is an article that I wrote which looked at the correlation between year of birth and nostalgic preference in games... r n r nhttp://www.gamecareerguide.com/features/1054/nostalgia and age correlation in .php r n r nInterestingly, similar studies have been undertaken ...

Comment In: A Rational Approach To Racing Game Track Design [Feature - 09/06/2011 - 05:25]

Thanks everyone for taking a ...

Thanks everyone for taking a look at my article - I really appreciate the feedback. The race line is rather contentious and I found that it depends on the type of vehicle dynamics system being used as well as the target demographic. For instance, when you are trained to drive ...

   

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