Hello everyone! I’m Takashi Ishihara, the Game Director and Art Director for Lumines Arise at Enhance. It’s been a little over a month since we released Lumines Arise, a reimagining of the Lumines puzzle game series originally introduced in 2004, on PlayStation 5 with optional PS VR2 support. Hopefully, you’ve been enjoying playing through the Journey mode, exploring the Mission mode and its Training missions and Challenges, battling other players around the world in Burst Battle, or taking part in Weekend Loomii Live events.
I’d like to give you more insight into the development of Lumines Arise and how the team at Enhance brought this project to life.
Defining next-generation Lumines
We already knew that after Tetris Effect: Connected, we wanted to revisit Lumines. The big question in our heads at that time was, “What defines the next Lumines?” An image began brewing in my head, and I spent time thinking about key words and colors that would represent the new game. It was all very abstract at first, but slowly the main idea took shape. This is when I sat down with Executive Producer Tetsuya Mizuguchi to align on the core concept and where we’d like this iteration to go. Once that was agreed upon, I went full tilt in designing individual stages, picking out moments or feelings I wanted to see visualized, including the UI/UX, getting an idea of the musical styles that might pair with each.
As it came together, I made a pre-visualization video. That’s when a real team was starting to take shape so I shared it with them. We started talking about how to make the concept even better and improve on the foundation. After this initial shaping and polishing process, that’s when we really started building out the game.
Developing Stages over time
A common question that we get is how long does it take you to create a full stage from start to finish. Well, that’s a bit of a difficult one to answer, since during development we continually polish, improve, and tweak little thing