Luminarium, made by Demian Schanzel and Braeden Foster in their third semester of the Bachelor of Creative Technologies, focuses on the meaningless, on the thin line situated between irrelevancy and value.
Luminarium was digital environment in which any willing participant be able to enter/exit its frontiers on a pure whim regardless of any former knowledge on Luminarium, or the digital medium of interactive games as a whole.
The focus lies in tying together the differing game elements of Audio, Visuals and Interaction to further the engage and evoke a sense of involvement within participants. Whilst still remaining close to our original vision of utilizing the natural human instinct of curiosity as a further incentive to continue wandering about the environment. In furthering this, we utilized several modern games theories and human behavioural elements to extend the amount of engagement and participatory value an individual may be able to get out of the experience. Ultimately the aim was to present a fully-functional and aesthetically pleasing interactive installation that could be utilized during any manner of differing public scenarios, without any necessary outside assistance and/or guidance.
Luminarium is primarily inspired by a recent occurrence of niche independent games that focus on the primal and near-evocative connection between audio and visuals. Such notable mentionables like the two games Proteus and Fract OSC. Both of which utilize audio as a means of interacting with the participant, guiding them through two rather unique and differing digitalized realms. And whereas both inspirations develop a differing game mechanic in response to these theoretical thoughts, Luminarium can almost be considered to take inspiration from these equally. Inspirations that will presumably become quite apparent through a participants own journey into our computerised realm.