Good news, we’ve got some new screenshots of Lumino City for you. These are taken from early on in the game, and show the extra detail and sense of depth we’ve got in the game compared to Lume. Everything you see in these images was made by hand. We’re really excited about how it’s going, each scene is presenting us with a new challenge which is – mostly – fun.  Take a look at the new images below.

 

The Photographer’s House

Cliff Town

We’ve found ourselves having to work out crazily hard stuff, like how to make Lumi realistically climb around footage of a moving ferris wheel, and how a mirrored surfaces can be made interactive.  Sometimes we’re banging our heads on the desk with frustration, sometimes we’re wide-eyed and enthused when it’s gone well.

There’s a lot which needs bespoke treatment, and a lot of head scratching beforehand, then tons of care to make it actually happen.

So things have been taking longer than we estimated. We reckon we’ve probably done as much visual work on the first scene already as there was in the entire first game. But, even though that means we won’t be able to release the game this spring, it does mean it’ll be much much better when it is released.

We’re still planning on a 2013 release, and we’ll be letting you know more about our release date when we’ve done a little more work and can predict it with more accuracy.



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NEWS!  BIG NEWS! We know it’s been a long wait but finally you can catch a glimpse of what the sequel to Lume has in store!  We’ve just finished the Teaser and you can check it out here right this very second.

More details to follow soon. For now, enjoy!

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Happy New Year

02.01.2013

Happy New Year!

Sorry there were no blog  posts in December. Late 2012 was a blur of card, wood, glue & burning the 4am oil to hit our Lume 2 filmshoot deadline. We did it! What’s more the footage really is looking great, and has exceeded our expectations. This has set us up nicely for 2013, and to complete Lume 2 for a Spring 2013 launch. Watch this space, hoping to put up some photos very soon of the shoot. Thanks to everyone who has been involved so far to get us to this stage.

Oh, and if that has made you think about taking a look at the original Lume, it’s for sale on Steam at a fabulous 75% discount  for the next few days.

Kath & Luke

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Sorry it’s been a while since we have updated the blog with our Lume 2 progress. The truth is we have been getting our heads down and getting things done.  It’s been a frenzy of cardboard/wood/paper model making across the team, as we excitably ensemble the buildings for Lumi to explore.  I joked yesterday after painting the 20th identical miniature apartment that it felt like I was one of Santa’s elves making toys ready for Christmas! I’m sure I have the same sense of a deadline as they do, with our shoot booked for mid-December the pressure is starting to mount to get things completed quickly and perfectly.

We don’t want to show too much of Lume 2  just yet, as we want players to get some surprises as they play the game. However, here are a couple of  pictures of things coming together.

Other highlights this month,  include:

Working with the highly talented Paper Artist Sarah Bridgland who has created some fantastic paper creations that will ‘dress’ the city.

Finally getting the moving elements working within the City, microwave motors have worked a treat for our rotating elements

On another note, Luke has done a fantastic Postmortem on Lume for Gamasutra it’s a great piece and showcases the highs and low’s of the project. It’s great to look back and digest Lume as we enter into the Lume 2 completion and release in the next 6 months.

Oh and there has only been one near miss so far!

Kath

 

 

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Setting up….felt tips at the ready

Simple!

A selection of paper models created by everyone

Luke setting the scene

 

We were thrilled to be asked to take part in GameCity 7 this year to create our ‘Paper to Play’ workshop for the good people of Nottingham. It was a great event and the response we got from children, adults and fellow Game Developers was fantastic. It was busy from start to finish and everyone was really enthusiastic and completely involved with creating paper elements (critters, buildings, cars and buses) for our hand-crafted platform game. Everyone was able to have their name in the credits and we had a wall of suggestions for the name of the game too. Thanks to everyone who took their time to get involved and get creative!

Level 1 screenshot below……

Thanks to GameCity for asking us to be part of it, and for hosting such a brilliant festival again this year

Kath

 

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After hearing how fabulous GameCity Festival in Nottingham is every year, and kicking ourselves that we didn’t make the short train ride from London to get there. Next week we are finally attending. Not only attending but hosting what we hope will be an exciting  event: From Paper to Play

“ You’ll be making buildings, streets and monsters with your bare hands and ingenuity, and we’re going to film them there and then. With some technological magic we’ll be making this footage interactive you’ll be able to run, jump, and generally mess about in the world we just created, and take home a game you can point at and say ‘I made that’.”

Come along on Friday 26th October,  10:30am – 1:30pm Old Market Square,

We’ve also discovered recently that Lume is a finalist  in no less than 5 categories at the TIGA Awards we are thrilled to bits as these awards showcase the best of British Gaming. So we really are in fantastic company.

We are Finalists in the following categories

Action/Adventure

Visual Design

Game Design

Originality

Game of the Year

Wish us luck! We only have to wait until 1st November to find out if we are winners at the swish TIGA Awards ceremony.

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