{"id":1435878,"date":"2025-12-22T13:00:06","date_gmt":"2025-12-22T13:00:06","guid":{"rendered":"http:\/\/urn:uuid:3df3af0c-16b7-4c5a-a6d6-beac3d366945"},"modified":"2025-12-22T13:00:06","modified_gmt":"2025-12-22T13:00:06","slug":"behind-the-scenes-of-lumines-arise-with-enhance","status":"publish","type":"post","link":"https:\/\/arcader.org\/news\/behind-the-scenes-of-lumines-arise-with-enhance\/","title":{"rendered":"Behind the scenes of Lumines Arise with Enhance"},"content":{"rendered":"<p class=\"\">Hello everyone! I\u2019m Takashi Ishihara, the Game Director and Art Director for<a href=\"https:\/\/store.playstation.com\/concept\/10011885\"> Lumines Arise<\/a> at Enhance. It\u2019s 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\u2019ve 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.<\/p>\n<p class=\"\">I\u2019d like to give you more insight into the development of Lumines Arise and how the team at Enhance brought this project to life.<\/p>\n<figure class=\"wp-block-video wp-video-413624\"><video data-poster=\"https:\/\/image.mux.com\/T7zjL2vi01bMSRE00EhpNvefFVHzJ02JZe02xdB68Ybm3W00\/thumbnail.webp?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJSUzI1NiJ9.eyJzdWIiOiJUN3pqTDJ2aTAxYk1TUkUwMEVocE52ZWZGVkh6SjAySlplMDJ4ZEI2OFlibTNXMDAiLCJhdWQiOiJ0IiwiZXhwIjoxNzY2NDgxNjA0LCJraWQiOiI0TDV5T2NqclYxTlVxVnpjVXZKQm4xd1RtNGVUR0c5TWgwMjAxWWs1anU5TkEifQ.dWC24PtpTWvFifl0LyQO_iadixgTy-5mDn2cYDtayctVCFiw4xWg2ZTYRv7bkPvK6IqObRbSVG2LBZZQbG0CL4hbomBEDmzL9A-qqm_O80b4aLoWRjbJMPVKTYiYrXiUbigtk7FTnWEsC0X011zO8UwYwwbyq4CqC1oOf8GvHlvoQWAXWEm7DepulPa55V56UZUlaFDBytwcb5DHDai3PUodAdzOgPUYeFtzxg0K7nC14q6ku7YYouBcqU-Ee_kfGX-OBK0Inmj5oDWl6GHogV1GlFlMtSyaapKe8d7WDmqPf0iAkq_NLtYs65qwXtOFuIsfRCQYm_SuiJG90eRXJw\" data-src=\"https:\/\/stream.mux.com\/T7zjL2vi01bMSRE00EhpNvefFVHzJ02JZe02xdB68Ybm3W00\/capped-1080p.mp4?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJSUzI1NiJ9.eyJzdWIiOiJUN3pqTDJ2aTAxYk1TUkUwMEVocE52ZWZGVkh6SjAySlplMDJ4ZEI2OFlibTNXMDAiLCJhdWQiOiJ2IiwiZXhwIjoxNzY2NDgxNjA0LCJraWQiOiI0TDV5T2NqclYxTlVxVnpjVXZKQm4xd1RtNGVUR0c5TWgwMjAxWWs1anU5TkEifQ.lpuJF2kYEqwU7DfCvArMhSYNIMyPKzhhPtR-5K-hotr1H8NBmGZ7Mf6VgkSzSbkBQyG3Cga5KanJNfr7nYEgekAbxkbCS4HCKo7cHcvBDVAdGU0Q0InXgbJ5UVxyj4_Mxntz3vAtNRK1TS3qNz9ofKIgabDya1_82kog6PYli06-GmcgfvsAWDQTzFf_AlLOyFM6jV0auDyC_hMRDRF4Ty73_no7hlXchbqu3n1fmldchvj_6flkMH60DqRl46Fva4fh01wIiuohNRGIRwYGyGatWbkBrUW1FcFQnO5ngnJcjqvUFuWgk-2nyt0CUjsKS25ehzifru2gxt_s2pzXNg\" preload=\"metadata\" style=\"aspect-ratio: 1280 \/ 720;\" autoplay controls loop muted playsinline><\/video><\/figure>\n<h2 class=\"wp-block-heading\">Defining next-generation Lumines<\/h2>\n<p class=\"\">We already knew that after<a href=\"https:\/\/store.playstation.com\/concept\/232708\"> Tetris Effect: Connected<\/a>, we wanted to revisit Lumines. The big question in our heads at that time was, \u201cWhat defines the next Lumines?\u201d 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\u2019d 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.<\/p>\n<p class=\"\">As it came together, I made a pre-visualization video. That\u2019s 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\u2019s when we really started building out the game.<\/p>\n<p> <a href=\"https:\/\/arcader.org\/wp-content\/uploads\/2025\/12\/behind-the-scenes-of-lumines-arise-with-enhance.jpg\" target=\"_blank\"><img decoding=\"async\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2025\/12\/behind-the-scenes-of-lumines-arise-with-enhance.jpg\" alt=\"\"><\/a> <\/p>\n<h2 class=\"wp-block-heading\">Developing Stages over time<\/h2>\n<p class=\"\">A common question that we get is how long does it take you to create a full stage from start to finish. Well, that\u2019s a bit of a difficult one to answer, since during development we continually polish, improve, and tweak little things throughout. It\u2019s become a bit of our house style at Enhance! At no point do we say, \u201cOK, we\u2019re done with that stage time to move to the next!\u201d<\/p>\n<p class=\"\">The initial design for a single stage is quite broad\u2014its visuals, music, and sound, and the feeling that we want it to evoke. Then, as we work, each person on the team, be it a visual designer or a member of the sound team, contributes tweaks and changes. This back-and-forth process doesn\u2019t stop, but if you laid it all out on a timeline, it might show that it took three or four months per stage from start to finish! At times we would shift focus to certain stages and leave others to \u201cbreathe\u201d and come back to them later. Every component of a stage\u2014visuals, sound effects, music\u2014needs to work together in harmony. The design informs the music, the music informs the design, and we change things throughout the process until the very end. When we reach the point where it\u2019s in harmony and feeling good to play, that\u2019s when we know the stage is working and everything is in its most polished, perfected state.<\/p>\n<p class=\"\">Speaking a little more about matching the music to a stage\u2019s visuals, at the beginning it\u2019s very broad. From what I just described, you could say our development style is very flowy. But at the start, we do a lot of music-related planning, analyzing sound waves, looking at the MIDI, timing and BPM data. However, it\u2019s very similar to making something out of a mountain of clay. You have a plan, but as you\u2019re creating it you take things away, add textures, or maybe you have to add elements back to it. Maybe a shape or curve you added doesn\u2019t work anymore. You\u2019re always perfecting and correcting, and our development style gives some room for that flexibility.<\/p>\n<figure class=\"wp-block-video wp-video-413626\"><video data-poster=\"https:\/\/image.mux.com\/z1NKwWI8LRst336EM8fl2600yVSSKDAKUNBocERZ7Cbs\/thumbnail.webp?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJSUzI1NiJ9.eyJzdWIiOiJ6MU5Ld1dJOExSc3QzMzZFTThmbDI2MDB5VlNTS0RBS1VOQm9jRVJaN0NicyIsImF1ZCI6InQiLCJleHAiOjE3NjY0ODE2MDQsImtpZCI6IjRMNXlPY2pyVjFOVXFWemNVdkpCbjF3VG00ZVRHRzlNaDAyMDFZazVqdTlOQSJ9.diy418KLs0L3Mbu-VIHPamMSAMfl_cft10GA_pwtp-XRazZn0mcuq5a6KS8bnTqDt-wwBiSEruueR61gMEkr5p_ecvHqPKb_K-nyoVb0mjJOsjYHGImBDPz5BdYcbz6Yt-fUZFhF54MLAeME0A7lrKSlxceMDDlNKS6NOgvl5d0yI1qlgGtVZvr2zVd9x78B-uji2BbSV2N5DaC1xeDZXJvGujc-LGFXhcStNCKLhXvG8kzlo6__XcGGBPG3V5abpDdc63cAzp98-_pSdDgb9UdN0FnfGr3a5_rjJeAf4rRQgJqddqSpDE7YL8t0LkLcKS3Nw5_-NPQFIRNcED5EXQ\" data-src=\"https:\/\/stream.mux.com\/z1NKwWI8LRst336EM8fl2600yVSSKDAKUNBocERZ7Cbs\/capped-1080p.mp4?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJSUzI1NiJ9.eyJzdWIiOiJ6MU5Ld1dJOExSc3QzMzZFTThmbDI2MDB5VlNTS0RBS1VOQm9jRVJaN0NicyIsImF1ZCI6InYiLCJleHAiOjE3NjY0ODE2MDQsImtpZCI6IjRMNXlPY2pyVjFOVXFWemNVdkpCbjF3VG00ZVRHRzlNaDAyMDFZazVqdTlOQSJ9.TveYrH_EroUki-aNxw_thwaj_gx_4nDYw1xoiesr2yndvSeFKYU-RncJ5UbxLvkiw7danbrpMiP7D1EOqswyhi5Ns4Lx22C0oW0FpeNl4U4kwebI4UXG0ZeP5qB0cvKeCJWlwqQnVXjhgKs2bp-D9YiMv9TV1qOGbreCR3Y0xi0rDbVRW5LUnufWTiFjXqFjwlnqxD-_e3isLnPr96xLqA0jTTKYDn8q7M6r696tLHjgK0dx0jquZVq6XvkkwzOvXbPdg9WNkHqJDBWZ9O5nE9T11sdMdX8xgWyim7Hgw_8jJAOvBK2BDrINGM0jq7a1aRva92rabShCfjGbZiITJg\" preload=\"metadata\" style=\"aspect-ratio: 1280 \/ 720;\" autoplay controls loop muted playsinline><\/video><\/figure>\n<h2 class=\"wp-block-heading\">On the cutting room floor<\/h2>\n<p class=\"\">Now, were there any stages we cut from the game? There were a few that we\u2019d started working on very early in development that just didn\u2019t fit thematically. One had an ocean theme, and another was a forest theme\u2014in the end, these didn\u2019t feel cohesive to the Lumines experience we were building. I\u2019d set a high bar for what I wanted out of this new Lumines game. After working on these types of games over the last 20 years, focused on the core synesthesia experience, I had to dig deeper and it turned out that the more darker, cooler feeling tones worked better than the brighter and sometimes softer epic-scale vibes that fit more naturally in a game like Tetris Effect: Connected.<\/p>\n<h2 class=\"wp-block-heading\">That VR feeling<\/h2>\n<p class=\"\">This is the first time a Lumines game has been playable in VR, too\u2014have you tried it in PS VR2? We wanted playing Lumines in VR to feel like being in the front row at a concert. The lights, the energy, the stage in front of you. It took quite a bit of tuning to get the camera positioning perfect to elicit these feelings, too. If you\u2019ve played on PS VR2 you may have noticed there are lights and particles and things happening that are not visible when playing on a TV. Those little details, along with the headset vibration, help immerse you in the experience even further.<\/p>\n<p> <a href=\"https:\/\/arcader.org\/wp-content\/uploads\/2025\/12\/behind-the-scenes-of-lumines-arise-with-enhance-1.jpg\" target=\"_blank\"><img decoding=\"async\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2025\/12\/behind-the-scenes-of-lumines-arise-with-enhance-1.jpg\" alt=\"\"><\/a> <\/p>\n<h2 class=\"wp-block-heading\">An Immense Task<\/h2>\n<p class=\"\">The games in the Lumines series up to now were all built in 2D. With Lumines Arise, we\u2019re bringing all this into 3D, which means we\u2019re working with a ton of assets, lots of sound components, and music. Every stage\u2019s visuals, music, sound effects are different across all 36 stages. It was so ambitious in scope that we increased our production schedule by six months to get it all done. The finished project hopefully appears effortless, but the scale and volume of making this happen were immense. It was an absolutely huge effort by our team over three and a half years. In that time, our team grew, we learned a lot of new technology that we hadn\u2019t used before, tuned each stage to painstaking detail, and we shipped a game that plays on your TV, PlayStation Portal, and in VR via PS VR2.<\/p>\n<p class=\"\">I am so proud that we were able to overcome all the challenges that this game presented to us. <a href=\"https:\/\/store.playstation.com\/concept\/10011885\">Lumines Arise is available right now on PlayStation 5 with optional PS VR2 compatibility.<\/a> If you\u2019re a PS Plus Premium subscriber, there\u2019s even a game trial available so you can try out the game for yourself.<\/p>\n<p><a href=\"https:\/\/blog.playstation.com\/2025\/12\/22\/behind-the-scenes-of-lumines-arise-with-enhance\/\">Source<\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p>Hello everyone! I\u2019m Takashi Ishihara, the Game Director and Art Director for Lumines Arise at Enhance. It\u2019s 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\u2019ve 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\u2019d 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&hellip;<\/p>\n<p class=\"excerpt-more\"><a class=\"blog-excerpt button\" href=\"https:\/\/arcader.org\/news\/behind-the-scenes-of-lumines-arise-with-enhance\/\">Read More&#8230;<\/a><\/p>\n","protected":false},"author":1,"featured_media":1435879,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[316],"tags":[4748,17778,6942,45],"class_list":["post-1435878","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-official-playstation","tag-enhance","tag-lumines-arise","tag-playstation-vr2","tag-ps5"],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v27.4 - https:\/\/yoast.com\/product\/yoast-seo-wordpress\/ -->\n<title>Behind the scenes of Lumines Arise with Enhance | Arcader News<\/title>\n<meta name=\"description\" content=\"Hello everyone! I\u2019m Takashi Ishihara, the Game Director and Art Director for Lumines Arise at Enhance. It\u2019s been a little over a month since we released\" \/>\n<meta name=\"robots\" content=\"index, follow, max-snippet:-1, max-image-preview:large, max-video-preview:-1\" \/>\n<link rel=\"canonical\" href=\"https:\/\/arcader.org\/news\/behind-the-scenes-of-lumines-arise-with-enhance\/\" \/>\n<meta property=\"og:locale\" content=\"en_US\" \/>\n<meta property=\"og:type\" content=\"article\" \/>\n<meta property=\"og:title\" content=\"Behind the scenes of Lumines Arise with Enhance | Arcader News\" \/>\n<meta property=\"og:description\" content=\"Hello everyone! I\u2019m Takashi Ishihara, the Game Director and Art Director for Lumines Arise at Enhance. It\u2019s been a little over a month since we released\" \/>\n<meta property=\"og:url\" content=\"https:\/\/arcader.org\/news\/behind-the-scenes-of-lumines-arise-with-enhance\/\" \/>\n<meta property=\"og:site_name\" content=\"Arcade News\" \/>\n<meta property=\"article:published_time\" content=\"2025-12-22T13:00:06+00:00\" \/>\n<meta property=\"og:image\" content=\"https:\/\/arcader.org\/wp-content\/uploads\/2025\/12\/behind-the-scenes-of-lumines-arise-with-enhance.jpg\" \/>\n<meta name=\"author\" content=\"Arcade News\" \/>\n<meta name=\"twitter:card\" content=\"summary_large_image\" \/>\n<meta name=\"twitter:label1\" content=\"Written by\" \/>\n\t<meta name=\"twitter:data1\" content=\"Arcade News\" \/>\n\t<meta name=\"twitter:label2\" content=\"Est. reading time\" \/>\n\t<meta name=\"twitter:data2\" content=\"6 minutes\" \/>\n<script type=\"application\/ld+json\" class=\"yoast-schema-graph\">{\"@context\":\"https:\\\/\\\/schema.org\",\"@graph\":[{\"@type\":\"Article\",\"@id\":\"https:\\\/\\\/arcader.org\\\/news\\\/behind-the-scenes-of-lumines-arise-with-enhance\\\/#article\",\"isPartOf\":{\"@id\":\"https:\\\/\\\/arcader.org\\\/news\\\/behind-the-scenes-of-lumines-arise-with-enhance\\\/\"},\"author\":{\"name\":\"Arcade News\",\"@id\":\"https:\\\/\\\/arcader.org\\\/news\\\/#\\\/schema\\\/person\\\/8460f5e5076b52fb2369f2f7ce6f2839\"},\"headline\":\"Behind the scenes of Lumines Arise with Enhance\",\"datePublished\":\"2025-12-22T13:00:06+00:00\",\"mainEntityOfPage\":{\"@id\":\"https:\\\/\\\/arcader.org\\\/news\\\/behind-the-scenes-of-lumines-arise-with-enhance\\\/\"},\"wordCount\":1133,\"commentCount\":0,\"image\":{\"@id\":\"https:\\\/\\\/arcader.org\\\/news\\\/behind-the-scenes-of-lumines-arise-with-enhance\\\/#primaryimage\"},\"thumbnailUrl\":\"https:\\\/\\\/arcader.org\\\/wp-content\\\/uploads\\\/2025\\\/12\\\/behind-the-scenes-of-lumines-arise-with-enhance.jpg\",\"keywords\":[\"Enhance\",\"Lumines Arise\",\"PlayStation VR2\",\"PS5\"],\"articleSection\":[\"Official Playstation\"],\"inLanguage\":\"en-US\",\"potentialAction\":[{\"@type\":\"CommentAction\",\"name\":\"Comment\",\"target\":[\"https:\\\/\\\/arcader.org\\\/news\\\/behind-the-scenes-of-lumines-arise-with-enhance\\\/#respond\"]}]},{\"@type\":\"WebPage\",\"@id\":\"https:\\\/\\\/arcader.org\\\/news\\\/behind-the-scenes-of-lumines-arise-with-enhance\\\/\",\"url\":\"https:\\\/\\\/arcader.org\\\/news\\\/behind-the-scenes-of-lumines-arise-with-enhance\\\/\",\"name\":\"Behind the scenes of Lumines Arise with Enhance | Arcader News\",\"isPartOf\":{\"@id\":\"https:\\\/\\\/arcader.org\\\/news\\\/#website\"},\"primaryImageOfPage\":{\"@id\":\"https:\\\/\\\/arcader.org\\\/news\\\/behind-the-scenes-of-lumines-arise-with-enhance\\\/#primaryimage\"},\"image\":{\"@id\":\"https:\\\/\\\/arcader.org\\\/news\\\/behind-the-scenes-of-lumines-arise-with-enhance\\\/#primaryimage\"},\"thumbnailUrl\":\"https:\\\/\\\/arcader.org\\\/wp-content\\\/uploads\\\/2025\\\/12\\\/behind-the-scenes-of-lumines-arise-with-enhance.jpg\",\"datePublished\":\"2025-12-22T13:00:06+00:00\",\"author\":{\"@id\":\"https:\\\/\\\/arcader.org\\\/news\\\/#\\\/schema\\\/person\\\/8460f5e5076b52fb2369f2f7ce6f2839\"},\"description\":\"Hello everyone! 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