State of Play Games: Keeping it Real

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Headspin Storybook (2010) - Appstore

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Lume (2011)

Process

This wasn't so clear at the time, it just seemed like a fun challenge. There's no tools available to do this kind of thing, we had to use like 4 different technologies at the same time. Let the idea rule how you use tools and not the other way around. People tend to think every game has to look the way unity plugins look like.

Lumino City

Same idea: handmade puzzle adventure, but 10x as big.

Designing the City

Kowloon walled city. Densely populated, ungoverned city outside Hong Kong, hundreds of appartments built on top of each other.

Making the Final Model

model

model

Kami

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Launched Lumino City

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The Making of Lumino City (2015) - Appstore

Questions

Why do you self-publish your games, rather than working with a publisher?

How did you manage to document your process and film everything you were doing on top of the work itself?

How big is your team?

Us two and our developer are the only full-time employees. But we often bring in other people on short term contracts for specific tasks. It's always good to work with people who have different expertise than you. The great thing about the games industry is that people are very happy to share ideas and support each other. It's not like product design were everyone is afraid other people will steal their ideas.

What you working on at the moment?

A couple of smaller puzzle games and one bigger project we can't really talk about (But will likely anounce at London Game Festival)

Did you bring in a writer to write the story and dialogue for the game?

No, Luke wrote the script himself. This way we didn't have to spend time to get our ideas across to someone else.

Are you gamers yourself, and do you play other games at all?

Guitar Hero, Journey, Shadow of the Collosus. Generally we like shorter, narrative driven games (Can't be bothered to spend 40 hours in Assassin's Creed)