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.
In this update the RLD Handbook, I propose a system for evaluating depth and complexity in game design. By examining two very similar games using this approach I explore the nuances of depth & complexity and attempt to resolve some common issues.
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 - 03/12/2015 - 01:54]
[Blog - 08/17/2014 - 02:21]
[Blog - 10/14/2013 - 05:57]
Hi Michael, r n r ...
Hi Michael, r n r nYou make four points which I 'll attempt to paraphrase and respond to. r n r nYour first point is akin to Pseudo Individualization of difficulty seeing as we are talking pop music versus 'legit ' music we may as well coin a phrase from ...
[Blog - 08/06/2013 - 06:22]
A passionate reply : r ...
A passionate reply : r n r nI have worked with a number of designers who would describe themselves as Zen designers, but the deeper you dig, the more you find that they have an internal system which they apply BUT they aren 't very good at articulating how it ...
[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]
Thanks Raph r n r ...
Thanks Raph r n r nI should have said in the context of fully fledged Shmups. In hindsight I should have also mentioned Juno First Konami, 1983 as being not only an evolution of Radar Scope but also Defender. In fact, I seem to remember Juno First being referred to ...