Luke Norman

35 Flips | 3 Magazines | 8 Likes | 2 Following | 4 Followers | @lukenorman716 | Keep up with Luke Norman on Flipboard, a place to see the stories, photos, and updates that matter to you. Flipboard creates a personalized magazine full of everything, from world news to life’s great moments. Download Flipboard for free and search for “Luke Norman”

Being happy with your LudumDare game

Ah, the Ludum dare! Your favorite gamejam. You have fond memories of the last one: the wait before the announcement, the not-so-inspiring theme, and …

10 Years of Behavioral Game Design with Bungie's Research Boss

[<i>Bungie's head of user research takes another look at his decade-plus old article, which has become both influential and infamous for its suggestion</i> …

How Violence is Perceived in Game Design

<b>The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community.<br>The thoughts and opinions expressed are those of</b> …

Shinji Mikami On Mechanics

At E3, Shinji Mikami -- best known as the creator <i>and</i> revitalizer of the <i>Resident Evil</i> series with its first and fourth installments, respectively -- …

Narrative in Games - Role, Forms, Problems, and Potential

You've been logged out of GDC Vault since the maximum users allowed for this account has been reached. To access Members Only content on GDC Vault, …

Making linear level design feel non-linear in Gone Home

If Fullbright's 2013 game <i>Gone Home</i> didn't pioneer the genre of first-person exploration games ("walking simulators"), it certainly popularized the …

I Do And I Understand

<b>The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community.<br>The thoughts and opinions expressed are those of</b> …

Humanity's Last Game: The Game Design Challenge Final Championship

<b>Session Name</b><p>Humanity's Last Game: The Game Design Challenge Final Championship<p><b>Speaker(s)</b><p>Jenova Chen, Richard Lemarchand, Steve Meretzky, Erin …

Framing Narrative: Enhancing Player Experience

So this is from a paper I wrote a couple years ago. Its a bit rough and may not be accurate to the way I think now, but I have used the diagram from …

A Practical Guide to Game Writing

<i>[In this detailed Gamasutra feature, veteran game writer McDevitt (Assassin's Creed: Bloodlines, Where the Wild Things Are) outlines useful processes</i> …

Branching Conversation Systems and the Working Writer, Part 1: Introduction

<i>This is the first part in a multi-part series on branching conversation systems. See “This Blog Series” (below) for an overview of each part;</i> …

How I Teach game Design. (Lesson 3: Games and Rules )

<b>The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community.<br>The thoughts and opinions expressed are those of</b> …

How I Teach Game Design. (Lesson 2: Broken games and meaningful play)

<b>The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community.<br>The thoughts and opinions expressed are those of</b> …

How I Teach Game Design. (Lesson 1: The Game Design Process)

<b>The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community.<br>The thoughts and opinions expressed are those of</b> …

How I Teach Game Design. (prologue)

<b>The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community.<br>The thoughts and opinions expressed are those of</b> …

Indie Game Dev Advice and Inspiration

<b>The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community.<br>The thoughts and opinions expressed are those of</b> …

Layers of Player Understanding

This model explains, from a ludic perspective, the layers of understanding a player can obtain experiencing a heavily designer-authored game. Each …

Eat all the Candies: Using Mystery as a Game Design Mechanic

<b>The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community.<br>The thoughts and opinions expressed are those of</b> …

Why Aren’t There Games About [Blank]?

<b>The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community.<br>The thoughts and opinions expressed are those of</b> …

Words and Feelings: Thoughts on PR for Indie Developers

<b>The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community.<br>The thoughts and opinions expressed are those of</b> …

'Taking genre conventions as your starting point is kinda boring'

<i>"Taking genre conventions as your starting point is kinda boring."</i><p>- <i>Cardboard Computer's Jake Elliott</i><p>Two-man studio Cardboard Computer is poised to …

Finding Funding

<b>The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community.<br>The thoughts and opinions expressed are those of</b> …

Nailing down storytelling terminology

<b>The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community.<br>The thoughts and opinions expressed are those of</b> …

Differences in Scale vs Differences in Kind - Keeping Players Interested - Extra Credits

The Power of Friendship while Being an Asshole, or the Doormat NPC

<b>The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community.<br>The thoughts and opinions expressed are those of</b> …

Maturity, Challenge, Art and Games

Some recent online discussions have prompted me to write something short on the above ideas. The first discussion erupted when a Kotaku writer called …

Making Better Hallways

<b>The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community.<br>The thoughts and opinions expressed are those of</b> …

A look at futuristic game architecture, from 2002

<i>"In the city of the future, we are free to break all the rules."</i><p><b>In this reprint from the January 2002 issue of Game Developer magazine, digital</b> …