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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)