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Star Wars: The Clone Wars - Republic Heroes

Project 49 :: 2009 / cw09 :: English ::

An action game based on the popular TV series Star Wars: The Clone Wars.

Publisher: Lucas Arts

Platforms: PC, PS3, XBOX 360 (also available on Wii, PS2 and as a modified version on DS)

External Link: Clone Wars Republic Heroes Official Page

TypeProfessional
CompanyKrome
Enginemerkury
Year2009
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Outpost Initiation (RY1_02)

This mission is the Clone tutorial.

I took this mission over from another level designer when it was already alpha. I polished the gameplay elements and tutorial parts and almost rescripted the entire level to make it more reliable.

Most things don't need to be complicated. In fact complicated things seem to be unreliable and difficult to tweak or change. The trick is to find the simple solution which doesn't look and feel simple.

In this case I could remove about 80-90% of script actors without any changes to the gameplay.

01.jpg (640*480px) ID 295 :: English :: Thumb index ::

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This is the same mission. It is played as Anakin with a cheat.

It seems to be an old screenshot as the lighting isn't up to date.

02.jpg (640*480px) ID 296 :: English :: Thumb index ::

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Assault (SS1_01)

I designed this elevator shaft on paper and built it later on as a greybox in 3ds max. This level was used as a showcase for the press and the publisher a lot.

When I went on holidays in 2008 Mark took the level over and kept it till the end.

03.jpg (640*480px) ID 297 :: English :: Thumb index ::

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Open Up (BP3_04)

This is one of the Bephour levels. I designed all Bephour levels from an initial scetch I got. The story centres around a weapon hub that the main bad guy built to destroy a lot of things.

Level designers didn't place any visual elements in this game so I was responsible for all gameplay elements and some AI scripting.

You usually can't see a fight that close. Due to the fact that the game has a fixed camera.

04.jpg (640*480px) ID 298 :: English :: Thumb index ::

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These are the final levels and are heavy on the fighting side. We tried to break up the game by solving small puzzles or even just open a door.

05.jpg (640*480px) ID 299 :: English :: Thumb index ::

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Exit Clearance (BP3_06)

The last Clone Mission of the game. On the left you see Switch hacking a console. It took a bit of effort to get him follow the player through the mission and hack the 2 consoles.

Due to a lack of time and manpower we couldn't get the AI as advanced as we wanted it to be.

I am not a big fan of teleporting the 2nd player all the time when he falls back. Apparently this was the only way to make sure that they didn't get lost.

06.jpg (1280*720px) ID 300 :: English :: Thumb index ::

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The Magna Guard in action.

I had to set up a complicated system of triggers and scripts so that he jumps back up in case he gets pushed down to the lower smaller walkways. He wasn't acting very smart down there.

07.jpg (1280*720px) ID 301 :: English :: Thumb index ::

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Box Art

PS3 version

08.jpg (191*220px) ID 459 :: English :: Thumb index ::

 

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