![]() ![]() It's not a fantasy world but it's not a world we 100% know." Sure, there's a house which is also a camera but we wanted to dip into reality. "Lumino City isn't complete magical make-believe. "We weren't focusing so much on game design, it was more about creating spaces that were interesting and different and would give the user a different way to explore an environment. ![]() A personal favourite was Thomas Hillier's The Migration of Mel and Judith which was part of the RA Summer Exhibition in 2010. That might sound odd given architecture tends to be associated with functional bricks and mortar creations – why not an interior designer? But there's a lot of experimental and narrative architecture out there, especially in the realms of final year architecture projects. It's not giving enough credit but it was kind of a proof of concept for this bigger city we always wanted to make," says Bidwell.Įarly on, the team brought in architect Catrina Stewart to collaborate on the designs of the city. "We launched Lume to make sure we were able to sell this game and it was something people wanted – that we could even physically do it. It's the sequel to State of Play's previous game, Lume – a similar but smaller scale endeavour. Lumino City is a point and click puzzle adventure which tells the story of Lumi, a little girl seeking her kidnapped grandad. "So it was a natural thing to try and make games in a different way." "We're not natural 3D programmers," she says. The game isn't out until later in November but Bidwell is guiding me round the exhibition, explaining more about the models on display and the challenges involved in their creation. "With Lume we took that in a suitcase to Tokyo Game Show and people thought it was a marketing prop – nope, it's our game!" "We've had people say 'what engine did you use to get that lighting effect?' and it's like, well, we had a lamp…" laughs Bidwell. Lumino City was created as a sprawling fantastical architectural model in real life before being painstakingly converted into a digital gamespace. If you're not familiar with Lumino City you could be forgiven for thinking all of this card and wiring is entirely a marketing concept, bringing a digital creation into our physical world. Katherine Bidwell, co-director of studio State of Play, is taking me round the GameCity exhibition of their Lumino City game models. ![]() "All our games so far have had some element of handmade-ness to them but Lumino City has gone to the nth degree." Aside from solving puzzles, some of which incorporate minigames in the vein of Machinarium or Samorost, some swinging and climbing sections require clicking certain objects at the right time.These are all photos I took at the exhibition - if you want to see the larger version just click on them. Most of the game takes place in the city, so houses and streets are natural environments in the game. Some of them revolve around interacting with Lumino City’s townsfolks that asks Lumi for help in exchange for opening her way to the next level. The game consists of several levels, each of them usually takes two-to-three screens. Her backpack serves the role of in-game inventory and fits many items required to solve in-game puzzles. The game uses a mouse to control Lumi and interact with objects. Lumino City is a point-and-click adventure game with heavy emphasis on puzzle solving. While the main character is CGI, all of the environments are crafted by developers using cardboard, paper, wood, and other crafts materials. The game is notable for its paper cut-out art style. One day the grandad gets kidnaped, and now she must go to the nearby Lumino City to find him. The game follows Lumi, a simple girl that lives with her grandad. Lumino City is a puzzle-adventure video game developed by State of Play Games and a sequel to 2011 title Lume. Publisher: State of Play Games Ltd, State of Play Games ![]()
0 Comments
Leave a Reply. |
Details
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |