Lumini – World construction

Last time I explained a bit about the level loading process (if you missed it, you can read it here), but there is more to the world of Lumini, much more! Many games today use procedural generation as a way to create vast worlds with a lot of content. We chose not to. We chose […]

The continuous world of Lumini

(Cover art on Frontpage by Dilay Erol) If you’ve ever had the opportunity to play a version of Lumini, you might have noticed the lack of loading- and cutscenes. That’s because we want Lumini to be a game of uninterrupted movement. The swarm behaviour, one of the most significant features of the Lumini experience (as […]