I've done some quick bulletpoint translations.
Those interviewed are Yuki Matsuzawa (lead concept artist and 15 year company veteran) and Saya Nakahara(?) (Project Manager and newcomer as she's only been there for a year).
*The key atmosphere at Luminous appears to be a combination of high communication and stoicism. The latter can be summarised as..."they don't give up until the last minute"?. But no-one says anything is impossible.
*Nakahara oversees budget and production so everyone else can just focus on making things, while Matsuzawa makes sure everyone isn't trapped in their own little creative bubble.
*Their mysterious new internationally-aimed IP is in its...early or pre-production stage? Basically they're nailing down its design. They've got some things pinned down, others are still in flux.
*They want everything to be as clear as possible before moving forward with production, as if it's not clear in everyone's minds there will be drifting and difficulties. This is particularly crucial because it's a new IP.
*They're aiming for realistic graphics within reason, but don't want to go overboard and make it "boring"...as many Western titles are being with their focus on photorealism.
*They are basically now a pseudo-independent subsidiary of Square Enix rather than an internal development team. Sort of like Monolith Soft is for Nintendo. Their project is still using the Luminous Engine, and includes staff from FFXV. Interesting titbit about their working conditions; they have a "fixed time" working environment; in 9:30 AM and out 18:00 PM, leaving the staff time for evening leisure activities and family time so they don't burn out on a project. And I'm a little disturbed to say this, but that's something to be really pleased about in Japan because it's not the norm...
EDIT NOTE: Sounds to me like they're doing their damnedest to make sure the Versus/XV fiasco doesn't happen again.