My Message close
GAME JOBS
Latest Blogs
spacer View All     Post     RSS spacer
 
May 21, 2013
 
An Object Of Lust
 
Gamasutra Blog Guidelines - Updated and open for discussion [9]
 
Postmortem: ROBLOX Mobile
 
Fingle marketing effort and numbers [1]
 
Next-Gen Xbox: What Microsoft Needs To Reveal On 21st May [12]
spacer
Latest Jobs
spacer View All     Post a Job     RSS spacer
 
May 21, 2013
 
Blizzard Entertainment
Senior Software Engineer, User Interface
 
Blizzard Entertainment
Senior Technical Artist
 
Blizzard Entertainment
3D Environment Artist, Senior
 
Blizzard Entertainment
Dungeon Texture Artist
 
Blizzard Entertainment
3D Character Artist, Lead
 
Hidden Variable Studios
Senior Designer
spacer
Latest Press Releases
spacer View All     RSS spacer
 
May 21, 2013
 
Command Rommel’s
Panzers in Battle
Academy!
 
Peter Molyneux\'s 22cans
Partners with DeNA to...
 
\"The Cold War Era isn\'t
over, it\'s just...
 
Astro Empires Celebrates
7 Years
 
Mortal Bacon: The Dragon
Pig, New Ultimate Boss
in...
spacer
About
spacer Editor-In-Chief:
Kris Graft
Blog Director:
Christian Nutt
Senior Contributing Editor:
Brandon Sheffield
News Editors:
Mike Rose, Kris Ligman
Editors-At-Large:
Leigh Alexander, Chris Morris
Advertising:
Jennifer Sulik
Recruitment:
Gina Gross
Education:
Gillian Crowley
 
Contact Gamasutra
 
Report a Problem
 
Submit News
 
Comment Guidelines
Sponsor

  The unique challenges of building a game world out of cardboard
The unique challenges of building a game world out of cardboard
 

November 14, 2012   |   By Staff

Comments Post A Comment

More: Console/PC, Smartphone/Tablet, Indie, Design, Production





Lume, a smartphone and PC adventure game from State of Play, was built as a model and filmed, rather than constructed in 3D inside a computer. The technical challenges? Paper cuts and uncooperative models.

As creative director Luke Whittaker writes in his new postmortem, working with cardboard offers some challenges game developers might not run into -- but his way of thinking will be familiar to those who hope to push boundaries.

"In developing this game, it was priority for us to be ambitious with our method. By its very nature, that meant that we couldn't plan for every outcome because we didn't know how it would pan out," Whittaker writes.

Lume's environment, a house, was created entirely out of cardboard and then filmed by a professional cameraman who had worked with the BBC. This video was overlaid onto a Flash game logic layer created by Whittaker and his team. Working with paper, however, presented its own challenges.

"The front of the house had to fix tight enough to stay on. This meant it needed some jimmying to take it off, by which time Tom had subtly moved the camera while we'd subtly moved the entire house," writes Whittaker.

"Needless to say, we couldn't perfectly match everything up, and it necessitated an unplanned day or so of After Effects work to merge the scenes together."

Still, the work was core to the creative concept for the game, writes Whittaker. "It was important we weren't just taking stills of a model but also moving through it. That's where the real feeling of exploration was. For lack of a better word, it's the indefinable 'something' that Lume offers."

The full postmortem, with plenty of photos of the creative process and frank discussions of what the team learned during development, is live now on Gamasutra.
 
 
Top Stories

image
Market's ready for new consoles, but old-gen surprisingly viable
image
The next Xbox: What Microsoft needs to reveal this week
image
Four ways next-gen consoles could fail, according to Riccitiello
image
How developers mess up immersion (you might be doing it wrong)


   
 
Comments


none
 
Comment:
 




 
UBM Tech