A Theory of Compression and Funneling

Recently I have begun adapting work from my PhD thesis for publication on various websites. The aim over the next few months is to create a collection of articles, designed to demonstrate the application of theory to practice in regards to game development.

‘A Theory of Compression and Funneling’ is the first of these articles and is an adaptation of elements of my PhD work, combined with a lecture that I give about the Impact of H.R. Giger on the development of the Shmup genre. I will re-post the article in full here, once the exclusivity period has lapsed.

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