So a few weeks late I know but thought I’d write a quick round up of our first GDC experience.

A very early start at London Heathrow, and we already bumped into numerous London Indie Devs in the departure lounge pub, the start of things to come!

We were on a high all week, the warm reception Lume recieved was phenomanal, for everyone that came up to us and said they liked and even fallen in love with Lume, we really want to say thank- you. The IGF Pavillion became the place to be at the EXPO with the rest of floor looking fairly quiet, the buzz and the people at IGF was non-stop. There were some fantastic games there, and we were so proud that Lume was enjoyed by all. We were also giving away a limited addition matchbox Lume set for people to take away and create there own tiny model of the game.

We were really pleased we decided last minute to pack an iPad full of making of pictures. It meant when we were at the IGF stand explaining how the game was made to people we could actually show them pictures of the glue, paper, sweat and tears that went into the game. With cries of “Oh wow, so an ACTUALLY paper model!” We were also able to show new pictures and early development sketches of “Lume 2″ which equally excited us by the reaction they got from the audience. So we didn’t win the Visual Arts IGF, but it really didn’t matter, and well deserved win by Dear Esther.

Other highlights of the trip include: Fantastically inspiration talks and presentations at the Indie Game Summit. Watching Indie Game The Movie with a room full of Indie Devs – a well deserved standing oviation for all involved. I don’t think I’ve felt so much love in a room at a screening before. Meeitng old and making new friends, Munching late night Ice Cream with the lovely Northways, Being mesmerised to a beautiful quiet slumber by Proteus while at the fantastic Wild Rumpus/One Live Left/Venus Patrol party. Watching Dick Hogg dance – enough said. Meeting Heroes and knowing that your heroes have actually played and enjoyed your game!! Johann Sabastian Joust in all it’s glory, and discovering Joust related injuries in the morning. Discovering San Francisco and of course there was some time for abit of cycling across the Bridge.

Thanks GDC and see you again soon.

Kath

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So, it’s that excitable time in a project, the shape and flow of the next game is coming together. We have lots of ideas flowing and together we are testing new and exciting methods and ideas to apply to the creation of Lume 2. We are working with the fantastically talented Catrina Stewart, who coming from an Architecture background has been able to lend a new dimension to the model making and a different angle to the puzzles.  The next few months are going to be very exciting, we will try and blog more regular updates as we collate the development process.

Here is a snippet of what we have been working on:

Making of Lume 2

 

Kath

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We’re very excited to announce that Lume will be launching on iPhone, iPod, iPad and the Mac App Store this Thursday 23rd February.

Following on from its Independent Games Festival 2012 Finalist nomination in Excellence in Visual Arts, and its huge success on the PC, Lume brings a fresh and beautiful approach to games and has a tactility and charm perfect for the iOS devices. The iPhone4 and iPad versions now have a higher resolution than the original and look gorgeous on the devices

Luke Whittaker, Director of State of Play Games says,

“We are extremely excited about launching Lume to the iOS market. We have had fantastic feedback from fans of the PC game, it’s been great to be able to bring it to a new audience. In fact we’d designed the original with iOS devices in mind and really delighted we can finally bring it to the handheld market, it feels like a perfect home for the game.


We really went to town with the style of Lume, building a model rigged with miniature lighting and placing the character in a real setting that just feels more tactile than any we could have created with 3D software. All this shines on on these devices.


We’ve also added plenty of additional detail for iOS, new sound effects and an improved interface for touch devices. To cap it all, the iPhone4 and iPad versions are now in a higher resolution than the original PC release, and look particularly spectacular.”

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We are chuffed to bits and a little bit elated to discover that Lume has been nominated for Excellence in Visual Art at the Independent Games Festival in San Francisco, we have been mostly jumping around our studio with a massive smile on our faces since we found out.  There was such huge competition with  nearly 600 fantastic games submitted for consideration. We were so pleased the Lume has been recognized for it’s achievements. After working hard on something it’s great to see the Indie community enjoy it too. Here is one of the the jurors comments about the game.

“Lume is beautiful and fascinating and it’s like playing a game in a children’s book. Technically, there is some pretty interesting things happening here that you have to see for yourself.”

“Lume is such a handsome feast… overall, very lush and touching. The rich contrast, lighting and depth of field made me feel cozy.”

We are really looking forward to taking part in the event, and meeting all the other nominated people at GDC and IGF. It’s great to see many other Brits nominated as well, it just goes to show the Indie community is thriving over here. The award ceremony is 7th March, so look out for more updates in the run up to it.

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As part of Steam’s Holiday promotion there is now for a limited time an incredible 75% off Lume.

Grab yourself a copy or maybe a fantastic Christmas present for your nearest and dearest on offer until 2nd January.

Buy Now

 

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