Architect: not a credit you expect to see in a game's post-victory crawl. Perhaps you should. Somebody had to blueprint the Citadel, the Cradle, the Skycrown battlements where I've bludgeoned so many demons and helped raise so many catapults. Games get built, even if the building blocks themselves are little more than light, and the scaffolds are scaffolds of code.
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The aroma's the thing that hits you first. I don't know if I've ever noticed the odour of other development studios, but I guess they've all kind of smelt the same; office blocks where new carpet and stale coffee mix together, an occasional hint of warm plastic seeping through. State of Play's studio is different: it's sawdust and craft glue, the pleasantly acrid tang of freshly cut wood. The world it's crafting isn't locked up on hard drives, floating on computer screens. It's sitting in the corner, complete in miniature, begging to be touched.
Papercraft video games are all the rage these days. Recently we saw Derrick the Deathfin turn paper into plankton and Media Molecule is toiling away on Tearaway, but before those there was 2011's gorgeous stop-motion PC and iOS adventure Lume. Now developer State of Play has just announced a sequel to that gorgeous game with Lumino City.
One of the primary criticisms of Lume was its scant length, but State of Play noted the sequel would be significantly longer in an interview with IndieGames.com. The developer also explained that it achieved some of its special effects by rigging its cardboard and paper sets with motors, then filming it.
"There's a windmill in the city, which we could have filmed with stop motion but we wanted a very natural, realistic and smooth rotation. Using a motor and then filming it, with the associated slight blur and perfect rotation creates that subtlety we were after," said developer Luke Whittaker.