I think you get an honesty about the world we created for (lead character) Lumi to inhabit in Lumino City. On holiday I am often taking pictures of buildings and thinking, "Who lives there, and why is that designed like that?"Įxplain the appeal of creating a virtual world, as experienced by the player, with very physical environments? It seems almost backwards in its approach to being progressive, at a time when CGI has infiltrated all manner of televisual projects. Architecture is a massive part of what Lumino City is about, and both myself and Luke are passionate about the way buildings and architecture can tell a narrative within a game environment. I think working closely with architect Catrina Stewart really influenced the design of the city, and she was an integral part of the game design process. Were there any key inspirations in the city/character design? Interestingly, we had never done stop-frame animation before until we did a couple of scenes using this technique in Lumino City, so that was all new to us. Myself and Luke, our co-director, have an animation background from before we formed State of Play seven years ago, so there are no surprises that there is a comparison. The game's design has much in common with animation, I guess mostly the stop-motion discipline in its backgrounds, its stages. If Lume was a starter for the visual style we knew we could deliver, Lumino City is a main course, dessert, cheese board, coffee, and wine all into one. We knew we were scaling up the game, which would mean a reduction in scale of the models, which in turn meant a need for new techniques with our model making. We started with a clean slate, production-wise, with Lumino City. We were so excited about the possibilities of the style we chose for Lume and we just wanted to embellish and learn from what had excited us about making it. Katherine Bidwell: To be honest, it never crossed our minds. Obviously a sequel to any game is likely to bear aesthetic similarities, but as striking as the look of Lumino City is-and it's bloody gorgeous-were you the slightest bit worried of being seen to "repeat" your visuals, rather than (re)invent in that area? VICE: The physically handcrafted style of Lumino City follows closely in the pattern of its predecessor, Lume. The soundtrack is another success by the development team, it is not heavy or repetitive, it is a background company that perfectly complements the video game without making it monotonous, another success.From Paper to Play-How They Made 'Lumino City' The result has been simply majestic, the colors, the scenery and development have been incredibly eye-catching for all. This fantastic game does not disappoint anyone, its graphics and its curious settings are simply great, it is completely based on a city that the developers have created from scratch, based on crafts and imagination. This puzzle and platform game is unlike anything we have seen previously, a stroke of originality that was so much needed today and that also does not adopt the rugged Freemium mode that has become so fashionable, so we can enjoy the full game by paying only once. A fantastic puzzle adventure that includes a curious story behind it, and that is that all the scenarios that we can find during the story were made in miniature based on cardboard and paper by the developers. Lumino City is a game that comes to the Apple Store thanks to State of Play Games.
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