
Dev Log 5: Luminids Branding Preview
The visual identity, and the reasoning behind it: why the palette is mostly dark, why animations breathe instead of bounce, and what glow is actually for.
Browse all posts tagged with 'Behind the Scenes' in our Luminids development blog.

The visual identity, and the reasoning behind it: why the palette is mostly dark, why animations breathe instead of bounce, and what glow is actually for.

Model work, rigging, and animation tests: the week the Luminids stopped being placeholder blobs and started to feel like real characters.

Procedural forests are easy to promise and tricky to deliver. Luminids now has full-scale procedural trees that feel alive and sit properly in a voxel world.

Terrain that reads as shaped rather than generated, and a cloud system rebuilt to be part of the world's mood instead of decoration on top of it.

Why I am building a game with no combat and no way to lose, and what the first foundation pass actually consisted of.