Lumino City

Lumino City is a wondrous puzzle adventure game. Three years in the making, it's handmade entirely out of paper, card, miniature lights and motors, made by a dedicated small team whose passion for the game adds a heart to it that leaps off the screen.

The sequel to Lume, Lumino City begins with Lumi being swiftly catapulted into a new epic journey and a hunt for Grandad after his dramatic kidnap. Using your ingenuity to piece together all sorts of puzzling mechanisms to help the people who live in its unique world. Discover gardens in the sky, towers marooned high on an immense waterwheel, and houses dug precariously into cliffs. To create the environment, a ten foot high model city was built by hand and by laser cutter, with each motor and light wired up individually, bringing the scenes to luminous life.

About Lumino City

Lumino City is a wondrous puzzle adventure game. Three years in the making, it's handmade entirely out of paper, card, miniature lights and motors, made by a dedicated small team whose passion for the game adds a heart to it that leaps off the screen.

The sequel to Lume, Lumino City begins with Lumi being swiftly catapulted into a new epic journey and a hunt for Grandad after his dramatic kidnap. Using your ingenuity to piece together all sorts of puzzling mechanisms to help the people who live in its unique world. Discover gardens in the sky, towers marooned high on an immense waterwheel, and houses dug precariously into cliffs. To create the environment, a ten foot high model city was built by hand and by laser cutter, with each motor and light wired up individually, bringing the scenes to luminous life.


Trailer

Screenshots


About State of Play Games

Lumino City has been creatively led by Luke Whittaker, with additional design by Katherine Bidwell and technical development and design by Dan Fountain. The award winning architecture graduate Catrina Stewart, whom Luke discovered after at an exhibition of her eco-town designs, noting the similarities with Lumino City. We've worked with a couple of specialist model makers including good friend and artist Sarah Bridgland, and overall the entire team has worked on building the models. Luke and a few specialist animators have worked on the character animations. We've intentionally expanded and contracted to meet the demands of an experimental project like this, and been open minded about how we work, allowing each person leeway to work in the way which suits their own skills best. The philosophy has been to include many creatives from outside the traditional games industry, which has led to fresh viewpoints and a more interesting creative process.

Developer's Artistic Statement

Lumino City is designed to be a beautiful and immersive game, with an atmosphere unlike any other. The vision was to create an architecturally beautiful space to explore, one that was unique and full of surprises why would draw people into and through the environments. The design has been developed in collaboration with architects and model makers, and been inspired by new and old technologies alike. A good deal of the game deals with ideas about renewable energy, self sufficiency and resourcefulness, inspired by architectural works including some in development at the Bartlett School of Architecture in London, as well as personal experiences of creativity and the inheritance of useful skills passed between generations.

Aesthetically, this resourcefulness is mirrored in the way we chose to build the environment. The city you see is an eight foot high model, built entirely by hand, with details cut by laser cutter, and filmed using a video camera on a motion control rig. It allowed us to use real lights and create real depth and warmth, and to make creative decisions on level design in the real world rather than having to build 3D models on the computer. It produces an aesthetic unlike any other, and the intention is to create a sense of wonder as each of these environments comes to life in front of you.

Lumino City is an entirely self funded project by State of Play. The first game, Lume, was developed in spare time around other commissioned projects, with the intention of continuing the story if possible. The success of the first game has allowed us to fund the development of the sequel, and has allowed us complete creative freedom during the creative process.

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