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- 00:00:00,598 --> 00:00:05,104
- The following contains spoilers for
- Star Wars Jedi: Fallen Order™
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- <Stig> Alright.
- 3
- 00:00:17,517 --> 00:00:18,518
- Let's do this.
- 4
- 00:00:19,386 --> 00:00:21,321
- <Aaron> Stig. Thank
- you for everything here.
- 5
- 00:00:25,158 --> 00:00:27,327
- <Stig> It's been a
- crazy two years Kasumi.
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- 00:00:27,327 --> 00:00:28,595
- <Kasumi> Yes.
- 7
- 00:00:28,595 --> 00:00:30,163
- <Steve> This is gonna be amazing.
- 8
- 00:00:36,136 --> 00:00:42,675
- <Audience> Seven… Six…
- Five… Four… Three… Two… One
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- [ Applause ]
- 10
- 00:01:03,279 --> 00:01:09,500
- BUILT BY JEDI
- THE MAKING OF STAR WARS JEDI: FALLEN ORDER™
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- Star Wars was the
- catalyst to a lot of the stories
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- of games that I wanted to tell
- and had the pleasure of making.
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- 00:01:25,418 --> 00:01:28,655
- It's influenced everything that
- I've done from a very early age.
- 14
- 00:01:28,655 --> 00:01:29,989
- When I started at Respawn
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- 00:01:29,989 --> 00:01:33,693
- my mission was to start a
- new team and build a new game.
- 16
- 00:01:34,127 --> 00:01:38,431
- Very quickly we got five guys.
- We used to call ourselves Team Five Guys.
- 17
- 00:01:38,431 --> 00:01:40,867
- I was here from the very
- beginning at the start of this team.
- 18
- 00:01:40,867 --> 00:01:43,770
- I was here for all the hiring.
- I helped hire the combat team.
- 19
- 00:01:43,770 --> 00:01:46,539
- Helped interview other designers
- for the rest of the design department.
- 20
- 00:01:46,539 --> 00:01:49,976
- We tried to hire people with a
- passion for wanting to make these games.
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- 00:01:49,976 --> 00:01:52,946
- Are just positive people.
- 22
- 00:01:52,946 --> 00:01:55,515
- <Fabrice> Yeah, it's five years
- since I started on this journey.
- 23
- 00:01:55,515 --> 00:01:58,718
- Five years - today, actually.
- 24
- 00:01:58,718 --> 00:02:01,521
- Star Wars came in
- and I was like, "Wow, okay."
- 25
- 00:02:01,521 --> 00:02:04,157
- The weight on the
- shoulders on the team at the time
- 26
- 00:02:04,157 --> 00:02:09,028
- when we started was
- just, "Okay… We're doing this."
- 27
- 00:02:09,028 --> 00:02:12,065
- So let's try to do it as well as we can.
- 28
- 00:02:12,065 --> 00:02:15,301
- <Bruce> I was part of the team that
- made Titanfall and then Titanfall 2.
- 29
- 00:02:15,301 --> 00:02:18,138
- And in the midst of that, we
- decided to have a second team
- 30
- 00:02:18,138 --> 00:02:22,275
- that would create a second game
- that ended up being Jedi Fallen Order.
- 31
- 00:02:22,275 --> 00:02:24,444
- During the day, I would do Titanfall 2
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- 00:02:24,444 --> 00:02:28,348
- and at night, I would start working
- on the Star Wars: Jedi Fallen Order.
- 33
- 00:02:28,548 --> 00:02:33,319
- <Jeff> We were working on a different
- game for a year and a couple months
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- 00:02:33,319 --> 00:02:36,122
- One day, we got called
- into a conference room.
- 35
- 00:02:36,122 --> 00:02:38,191
- They said that we could
- keep working on this game
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- that we'd been developing for a year,
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- or we had this opportunity
- to build a Star Wars game.
- 38
- 00:02:42,195 --> 00:02:45,965
- So we, as a team, got to
- choose and it was unanimous.
- 39
- 00:02:45,965 --> 00:02:49,769
- We were a team built to
- make a melee centric combat game
- 40
- 00:02:49,769 --> 00:02:52,839
- and we saw the
- opportunity to make a lightsaber game.
- 41
- 00:02:54,007 --> 00:02:56,309
- And you don't pass up that opportunity.
- 42
- 00:02:56,309 --> 00:02:58,611
- The game we hired you to work on,
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- 00:02:58,611 --> 00:03:00,547
- we're not going to do that game.
- 44
- 00:03:00,547 --> 00:03:02,348
- It's going to be
- Star Wars, how do you feel?
- 45
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- I was like - "Oh my god."
- It just felt like we hit the lottery.
- 46
- 00:03:04,918 --> 00:03:08,655
- <Orion> So Stig came up to tell us
- about this idea he had about this team
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- 00:03:08,655 --> 00:03:12,559
- he was building to make a
- melee driven action adventure game.
- 48
- 00:03:12,559 --> 00:03:15,328
- Everyone's mind jumps to Jedi.
- 49
- 00:03:15,328 --> 00:03:19,866
- So the Star War's
- name is Jedi Fallen Order.
- 50
- 00:03:19,866 --> 00:03:22,969
- Woo! So Star Wars: Jedi Fallen Order.
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- 00:03:22,969 --> 00:03:24,704
- <Stig> Yeah, we learned very early on -
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- Jedi, they are considered
- the holy grail at Lucasfilm.
- 53
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- And we are gonna need to
- earn it, every step of the way.
- 54
- 00:03:33,780 --> 00:03:36,416
- I'm Jared Petty and this is IGN News.
- 55
- 00:03:36,416 --> 00:03:38,751
- Titanfall developer,
- Respawn Entertainment,
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- is working on a new,
- third person, Star Wars game.
- 57
- 00:03:41,721 --> 00:03:43,990
- The project will be led by Stig Asmussen
- 58
- 00:03:43,990 --> 00:03:46,192
- The former
- God of War 3, Creative Director.
- 59
- 00:03:46,192 --> 00:03:50,029
- Asmussen said, "We promise to pay
- respect to the Star Wars legacy at all times."
- 60
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- A fact that will
- constantly be reinforced
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- 00:03:52,065 --> 00:03:54,500
- and honored as a
- central game design tenant.
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- Fans should expect the
- exemplary level of quality
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- first established at
- Respawn with Titanfall.
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- A game that epitomizes
- our studios dedication to slick,
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- larger than life action,
- and fun, ground-breaking mechanics.
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- <Narrator> What started as a team of five,
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- four years ago, is
- now over 140 developers,
- 68
- 00:04:29,402 --> 00:04:33,506
- all striving to translate Star Wars
- into that signature Respawn gameplay.
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- 00:04:43,983 --> 00:04:46,052
- <Stig> What are you guys looking at?
- 70
- 00:04:46,052 --> 00:04:51,157
- Parrying against somebody that's
- not your z-target and what should happen.
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- Stig is - You z-target pretty constantly.
- 72
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- If you parried someone
- who wasn't your z-target
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- and we switched your z-target
- for you, how mad does that make you?
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- I wouldn't want that.
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- 00:05:04,337 --> 00:05:05,305
- Yeah. Okay.
- 76
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- The Mantis, the hero ship, it's kind
- of like your literal home for the game.
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- You just kind of hop from planet to
- planet and you use the Mantis as the hub.
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- 00:05:17,116 --> 00:05:19,485
- Bounced ideas back
- and forth with Lucasfilm.
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- 00:05:19,485 --> 00:05:22,689
- They wanted to make it
- like a nice yacht-style ship.
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- That's what the big wing is
- for - it's kind of like a sail.
- 81
- 00:05:24,924 --> 00:05:26,759
- So it's kind of
- a level, kind of a character.
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- It’s a hybrid of
- a lot of different stuff.
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- I tried to keep it as close to the
- same detail style as the original movies.
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- Thought it was really important creating
- 85
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- that consistency
- between the films and the game.
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- It's really nice to be able to pick
- things from other ships and put it on ours.
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- And people have even
- been able to identify like,
- 88
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- Oh my god, that's a piece from the
- B-Wing or that's a piece from the A-Wing.
- 89
- 00:05:44,377 --> 00:05:47,246
- So the consistency is
- there which is really nice.
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- Like any other game, we have a lot
- of abilities that are built in the game.
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- We want to find a really
- connective way for players
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- to engage with the scope
- and the amount of abilities.
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- So you go to these meditation sites.
- It allows you to gain more and more skill.
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- We've looked at a lot of the
- star charts that are in the Star Wars movies,
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- some of the official line work
- that we got from Lucasfilm,
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- 00:06:08,768 --> 00:06:10,870
- and we've incorporated
- that into the designs.
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- 00:06:16,809 --> 00:06:19,679
- <Stig> This is him
- in the back of the cave, okay?
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- I think this area should be pitch black,
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- but there should be a source
- light nearby that leads us over there.
- 100
- 00:06:24,717 --> 00:06:29,255
- But the bat could show up,
- land on the ground, and a rock could fall.
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- [ Laughter ]
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- My name is Kasumi Shishido.
- I'm a Senior Producer at Respawn.
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- My main responsibility is
- working with Lucasfilm on a daily basis
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- and also working very closely with
- the combat team and concept art team.
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- Managing their daily schedules and tasks.
- 106
- 00:06:48,674 --> 00:06:52,712
- Like, ten years ago, I was
- interning at an advertising firm,
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- 00:06:52,712 --> 00:06:55,748
- where they specialized
- in game commercials.
- 108
- 00:06:55,748 --> 00:06:59,085
- That was back when God of War 3 came out.
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- My very first job was to clean-up
- b-rolls and I made a folder for Stig
- 110
- 00:07:05,925 --> 00:07:09,195
- and I was cleaning up
- all his interviews and b-rolls.
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- 00:07:09,195 --> 00:07:11,731
- I never imagined that I
- would be working with him.
- 112
- 00:07:13,065 --> 00:07:17,236
- <Jordan> The main thing is that this
- one has a little bit more detail,
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- 00:07:17,236 --> 00:07:19,872
- which from a faraway visual standpoint…
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- 00:07:19,872 --> 00:07:21,874
- And then the first skirt…
- 115
- 00:07:21,874 --> 00:07:26,045
- Star Wars has been so rewarding
- and such a passionate endeavor
- 116
- 00:07:26,045 --> 00:07:28,948
- cause there is so
- much history to look into.
- 117
- 00:07:28,948 --> 00:07:31,451
- It's just such an unbelievable chance.
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- 00:07:32,852 --> 00:07:33,853
- <Shifally> Oh, this one is all mine.
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- 00:07:33,853 --> 00:07:38,391
- Face and body - Lars, are we still
- outsourcing the hair? Can I do the hair?
- 120
- 00:07:38,391 --> 00:07:42,962
- So if I'm scheduled,
- I get to do the hair.
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- 00:07:42,962 --> 00:07:45,064
- Which is my favorite part.
- 122
- 00:07:52,939 --> 00:07:55,942
- <James> We get a static model
- from a character artist
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- 00:07:55,942 --> 00:08:00,913
- and we add structures like
- bones, skeletons, into that model.
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- 00:08:00,913 --> 00:08:03,616
- And then we add control systems to drive
- 125
- 00:08:03,616 --> 00:08:05,551
- those skeletal
- structures and those muscles.
- 126
- 00:08:05,551 --> 00:08:08,087
- And at that point, we hand it
- off to the animators for evaluation.
- 127
- 00:08:08,087 --> 00:08:09,989
- If they are able to articulate the model,
- 128
- 00:08:09,989 --> 00:08:12,792
- bend it and flex it in
- places where you would expect.
- 129
- 00:08:12,792 --> 00:08:13,759
- And then they kick it back to us.
- 130
- 00:08:13,759 --> 00:08:14,927
- We get feedback from them -
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- This is not feeling right or can we
- clean up the deformations in this area?
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- 00:08:17,864 --> 00:08:20,633
- One of the particular
- requests we had for Cal
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- was that this vest piece he was
- wearing move independently of his body.
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- But not feel like it
- was painted onto him.
- 135
- 00:08:27,173 --> 00:08:29,108
- This is a great reference for me to get
- 136
- 00:08:29,108 --> 00:08:32,445
- realistic deformations for
- different layers of costume.
- 137
- 00:08:32,445 --> 00:08:36,115
- So yeah, this is
- very helpful for rigging.
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- 00:08:36,549 --> 00:08:39,318
- <Taylor> Now we have
- real world information,
- 139
- 00:08:39,318 --> 00:08:43,756
- take that back into the game to
- make sure that it's all as real as possible.
- 140
- 00:08:49,228 --> 00:08:50,997
- <Chris> Trying to get
- the blade to load longer?
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- 00:08:50,997 --> 00:08:52,031
- The hilt.
- 142
- 00:08:52,031 --> 00:08:55,468
- There are shorter hilts,
- but are still more natural.
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- 00:08:55,468 --> 00:08:59,238
- <Crosstalk> Pushing
- that a little bit. Extending.
- 144
- 00:08:59,238 --> 00:09:02,975
- I think we can kind of fake that
- a little bit too, between the things.
- 145
- 00:09:02,975 --> 00:09:04,710
- When you sign up to
- make a Star Wars title,
- 146
- 00:09:04,710 --> 00:09:07,079
- you become basically
- part of the Star Wars team.
- 147
- 00:09:07,079 --> 00:09:09,682
- We spent a lot of time
- coming down to Respawn's offices,
- 148
- 00:09:09,682 --> 00:09:12,018
- meeting with Stig, his team, his leads.
- 149
- 00:09:12,018 --> 00:09:13,519
- <Marco> We have the
- young, younglings ones,
- 150
- 00:09:13,519 --> 00:09:15,021
- where they actually
- have really small lightsabers.
- 151
- 00:09:15,021 --> 00:09:16,255
- Like that were used in Episode 3.
- 152
- 00:09:16,255 --> 00:09:18,724
- <Matt> The kids that you see
- that are in training in Episode 2,
- 153
- 00:09:18,724 --> 00:09:21,494
- I don't know if they built those or
- if they just like pull them off a rack.
- 154
- 00:09:21,494 --> 00:09:25,197
- <Orion> I think specifically
- we are talking about the younglings,
- 155
- 00:09:25,197 --> 00:09:27,900
- like Cere's pack that gets abandoned.
- 156
- 00:09:27,900 --> 00:09:29,669
- They are the ones
- that have the lightsabers
- 157
- 00:09:29,669 --> 00:09:30,670
- Also, we don't know those characters.
- 158
- 00:09:31,003 --> 00:09:33,472
- We work with the
- developers from really concept,
- 159
- 00:09:33,472 --> 00:09:36,409
- all the way through
- completion on basically everything
- 160
- 00:09:36,409 --> 00:09:39,645
- it takes to tell a Star Wars
- story in the interactive space.
- 161
- 00:09:39,645 --> 00:09:42,014
- There's a lot of character
- stuff that needs to be reworked
- 162
- 00:09:42,014 --> 00:09:44,650
- and a couple of spoiler
- things that made it in there.
- 163
- 00:09:44,650 --> 00:09:47,553
- And the Cere, Cordova
- one, we think is stronger,
- 164
- 00:09:47,553 --> 00:09:49,655
- takes the bones of what was in
- the book that we all seem to like.
- 165
- 00:09:49,655 --> 00:09:50,823
- Right, right.
- 166
- 00:09:50,823 --> 00:09:52,692
- I'm a member of the
- Lucasfilm story group.
- 167
- 00:09:52,692 --> 00:09:54,927
- We are a team that is
- responsible for overseeing
- 168
- 00:09:54,927 --> 00:09:59,532
- the development across all platforms
- whether that is animation or video games
- 169
- 00:09:59,532 --> 00:10:03,002
- And we make sure that all of that
- remains continuous and authentic.
- 170
- 00:10:03,903 --> 00:10:05,571
- <Colin> What we're looking at this morning
- 171
- 00:10:05,571 --> 00:10:07,373
- is the progress in the Order 66 level.
- 172
- 00:10:07,373 --> 00:10:08,808
- The team has done a really
- good job putting something
- 173
- 00:10:08,808 --> 00:10:10,843
- together that's playable and
- representative of where we're headed.
- 174
- 00:10:10,843 --> 00:10:12,812
- So it's a good time
- for us to give feedback.
- 175
- 00:10:12,812 --> 00:10:15,448
- We are mostly pulling
- reference from Clone Wars and Rebels.
- 176
- 00:10:15,448 --> 00:10:17,583
- <Matt> If you guys do go with
- the Rodian, which is totally fine,
- 177
- 00:10:17,583 --> 00:10:21,120
- if you could do the orange skinned
- Rodian rather than the green skinned.
- 178
- 00:10:21,120 --> 00:10:22,588
- I think that was the image that Rich sent,
- 179
- 00:10:22,588 --> 00:10:24,423
- but I'll make sure
- that note is called out.
- 180
- 00:10:24,423 --> 00:10:27,193
- We're always so involved in the story,
- 181
- 00:10:27,193 --> 00:10:28,828
- so we know the story
- like the back of our hands.
- 182
- 00:10:28,828 --> 00:10:31,664
- So actually getting to see
- what we've discussed about
- 183
- 00:10:31,664 --> 00:10:35,935
- conceptually put to use on a screen
- with somebody physically playing it
- 184
- 00:10:35,935 --> 00:10:37,169
- It's really cool.
- 185
- 00:10:37,169 --> 00:10:38,904
- <Orion> Cal is in the temple
- and Jaro is in the temple,
- 186
- 00:10:38,904 --> 00:10:42,308
- but what we're seeing
- in the Jaro fight is more void-like?
- 187
- 00:10:42,308 --> 00:10:44,010
- <Colin> Correct, yeah.
- <Orion> Okay.
- 188
- 00:10:44,010 --> 00:10:48,848
- We actually have a sync with
- Lucasfilm every day, on different subjects.
- 189
- 00:10:48,848 --> 00:10:53,886
- Either its art, or just
- concept art or script and story
- 190
- 00:10:53,886 --> 00:10:56,155
- and reviewing modeling
- and animation and rigging.
- 191
- 00:10:58,057 --> 00:10:59,759
- <Bruce> The primary goal of an animator
- 192
- 00:10:59,759 --> 00:11:03,262
- is to make sure that the
- capture that's onscreen feels alive.
- 193
- 00:11:03,262 --> 00:11:07,400
- Has a purpose, and basically is
- fun to watch and to play with.
- 194
- 00:11:07,400 --> 00:11:10,269
- To portray life, you
- want to portray life as it is.
- 195
- 00:11:10,269 --> 00:11:14,640
- Which is, things take time to move.
- To translate that into a game,
- 196
- 00:11:14,640 --> 00:11:16,842
- that can be challenging
- from an animation standpoint.
- 197
- 00:11:16,842 --> 00:11:19,945
- It comes from design to tell us
- what they want and then we go
- 198
- 00:11:19,945 --> 00:11:23,015
- and create some preliminary animation
- and then they come back and say
- 199
- 00:11:23,015 --> 00:11:24,817
- It's too slow, it needs to be faster!
- 200
- 00:11:24,817 --> 00:11:28,888
- So then we edit it until both
- design and animation is happy.
- 201
- 00:11:28,888 --> 00:11:33,292
- It just started with me, and then pretty
- quick we had Laure Retif on the team.
- 202
- 00:11:33,292 --> 00:11:37,630
- She was helping out with BD-1
- which is an essential part of our game.
- 203
- 00:11:39,832 --> 00:11:43,235
- So I've been working on
- BD-1 for three years now.
- 204
- 00:11:43,235 --> 00:11:46,205
- He's very interesting to animate
- 205
- 00:11:46,205 --> 00:11:51,110
- because he doesn't have a face
- where he can express emotions.
- 206
- 00:11:51,110 --> 00:11:54,480
- It's mostly in the head
- movements and the antennae.
- 207
- 00:11:54,480 --> 00:11:56,048
- A little bit like a dog.
- 208
- 00:11:56,048 --> 00:12:01,520
- He is always curious about everything,
- so he wants to jump off and go anywhere.
- 209
- 00:12:01,520 --> 00:12:04,423
- Just run around and find stuff.
- 210
- 00:12:04,423 --> 00:12:05,357
- <BD-1> *Beeps*
- 211
- 00:12:07,126 --> 00:12:09,962
- <Jordan> The reason for
- having BD in the first place
- 212
- 00:12:09,962 --> 00:12:12,531
- was that it’s a single
- player traditional game,
- 213
- 00:12:12,531 --> 00:12:15,735
- but we wanted to add all the
- dialogues and the interactions between
- 214
- 00:12:15,735 --> 00:12:19,505
- two characters and one of the solutions
- was to have a droid who could emote
- 215
- 00:12:19,505 --> 00:12:23,008
- and in Star Wars, droids
- are more than just machines.
- 216
- 00:12:23,008 --> 00:12:25,745
- They're full out characters.
- They evoke emotions.
- 217
- 00:12:25,745 --> 00:12:27,046
- <R2D2> *Beeps*
- 218
- 00:12:27,046 --> 00:12:29,014
- <C3PO> I've just
- about had enough of you.
- 219
- 00:12:29,014 --> 00:12:31,817
- The idea of BD-1 being
- cautious in regards to himself
- 220
- 00:12:31,817 --> 00:12:36,155
- is super unlikely cause
- BD-1 will basically run at death.
- 221
- 00:12:36,155 --> 00:12:39,692
- I think a lot of BD-1 stuff
- isn't so much as game mechanic.
- 222
- 00:12:39,692 --> 00:12:42,561
- It's more just as a kind of friendship.
- 223
- 00:12:42,561 --> 00:12:44,730
- It's the feeling that
- you've got this friend
- 224
- 00:12:44,730 --> 00:12:46,565
- that's accompanying you on the journey.
- 225
- 00:12:46,565 --> 00:12:51,103
- Well I suppose the secret of
- BD-1 is solving the problem of how
- 226
- 00:12:51,103 --> 00:12:55,641
- to get something mechanical and
- robotic to sound kind of like a being.
- 227
- 00:12:55,641 --> 00:12:57,276
- You know, something with a heart.
- 228
- 00:12:57,276 --> 00:12:58,778
- Part of the reason why we hired Ben Burtt
- 229
- 00:12:58,778 --> 00:13:01,847
- was that he's the
- expert on that very thing.
- 230
- 00:13:01,847 --> 00:13:03,949
- <Ben> So the idea
- came up to really combine
- 231
- 00:13:03,949 --> 00:13:06,585
- this human sound
- with the electronic sound.
- 232
- 00:13:06,585 --> 00:13:09,421
- That way we'd still might
- be able to have the character
- 233
- 00:13:09,421 --> 00:13:13,592
- of a machine but get the personality
- and the emotion of a living organism.
- 234
- 00:13:13,592 --> 00:13:18,264
- <Nick> The way Ben will work on things,
- is he'll do it with his voice first
- 235
- 00:13:18,264 --> 00:13:20,533
- and then he'll
- add synthesizers sounds to that,
- 236
- 00:13:20,533 --> 00:13:24,370
- and kind of track what he's doing
- with his voice using the synthesizer.
- 237
- 00:13:24,370 --> 00:13:25,504
- <BD1> *Beeps*
- 238
- 00:13:25,504 --> 00:13:28,474
- <Jordan> Having the little guy
- get on your back was an idea that
- 239
- 00:13:28,474 --> 00:13:32,545
- was pulled from when Luke
- carries Yoda on Dagobah and he's training.
- 240
- 00:13:32,545 --> 00:13:34,780
- It also ties really well with our game
- 241
- 00:13:34,780 --> 00:13:36,816
- because at any point,
- the droid can look around and go,
- 242
- 00:13:36,816 --> 00:13:39,351
- Hey, look at that wall.
- Here's information about this thing.
- 243
- 00:13:39,351 --> 00:13:42,254
- <BD1> *Beeps*
- 244
- 00:13:42,254 --> 00:13:46,592
- For the A.I. part I have
- made a system that supports,
- 245
- 00:13:46,592 --> 00:13:51,730
- like, hacked doors or, like,
- if we want to investigate bodies.
- 246
- 00:13:51,730 --> 00:13:54,767
- It's basically the
- P.O.I. system is driving BD.
- 247
- 00:13:54,767 --> 00:13:56,302
- P.O.I. stands for point of interest.
- 248
- 00:13:56,302 --> 00:14:01,307
- We use it as a way of attracting A.I.
- characters to certain spots in the world.
- 249
- 00:14:01,307 --> 00:14:05,110
- So for BD-1 we use it for
- whenever he wants to scan something
- 250
- 00:14:05,110 --> 00:14:07,179
- or overcharge a power generator.
- 251
- 00:14:07,179 --> 00:14:09,348
- He'll automatically
- detect its location in the world
- 252
- 00:14:09,348 --> 00:14:11,684
- and start trying to move
- towards it if he's available for it.
- 253
- 00:14:11,684 --> 00:14:13,719
- In the Star Wars universe,
- droids are some of the most
- 254
- 00:14:13,719 --> 00:14:16,121
- iconic characters that we can offer fans.
- 255
- 00:14:16,121 --> 00:14:18,490
- Having the
- opportunity to model and texture
- 256
- 00:14:18,490 --> 00:14:22,661
- and be part of bringing
- BD-1 to life was a huge honor.
- 257
- 00:14:22,661 --> 00:14:25,998
- And this is my original Star Wars
- figurine collection from when I was a kid.
- 258
- 00:14:25,998 --> 00:14:28,634
- C-3PO was the first
- action figure that my Dad
- 259
- 00:14:28,634 --> 00:14:32,771
- ever bought me which kind of
- propelled me into this career of art.
- 260
- 00:14:32,771 --> 00:14:42,815
- And that was in 1978, so that
- figure up top is 41 years old at this point.
- 261
- 00:14:45,017 --> 00:14:49,154
- Now the day that I actually
- get an action figure of BD-1,
- 262
- 00:14:49,154 --> 00:14:52,391
- then my life has become full circle.
- 263
- 00:14:52,391 --> 00:14:56,362
- Then I have my own Star Wars
- figure that I actually contributed to.
- 264
- 00:14:57,429 --> 00:15:02,001
- <Adnan> In the way you have like a
- combat designer or a level designer
- 265
- 00:15:02,001 --> 00:15:05,838
- we have narrative designers that
- approach it from a narrative standpoint.
- 266
- 00:15:08,107 --> 00:15:11,343
- Okay, so we're going to check out
- 267
- 00:15:11,343 --> 00:15:13,545
- a rehearsal video for "befriend Merrin."
- 268
- 00:15:13,545 --> 00:15:15,314
- They're not friends, they're not allies,
- 269
- 00:15:15,314 --> 00:15:17,416
- but they kind of
- realize they're not enemies.
- 270
- 00:15:17,416 --> 00:15:19,585
- I'm the narrative
- lead on Jedi Fallen Order.
- 271
- 00:15:19,585 --> 00:15:22,087
- I'm responsible for all
- things narrative in the game:
- 272
- 00:15:22,087 --> 00:15:26,025
- Writing, VO, cinematics,
- and then narrative features.
- 273
- 00:15:26,025 --> 00:15:28,427
- Since writing this, and recording those,
- 274
- 00:15:28,427 --> 00:15:30,963
- her first couple of scenes she's
- imperious and she's very much like,
- 275
- 00:15:30,963 --> 00:15:32,564
- This is my place, you can't come here.
- 276
- 00:15:32,564 --> 00:15:35,834
- But in the earlier rehearsals,
- she'd been much more like, "Go away!"
- 277
- 00:15:35,834 --> 00:15:38,837
- Right? And really aggro out of
- the gate. And I want her to avoid that.
- 278
- 00:15:38,837 --> 00:15:41,040
- So one thing to just bear in mind,
- 279
- 00:15:41,040 --> 00:15:44,376
- to get a lot of tension out of
- this thing, it's got to go through him right?
- 280
- 00:15:44,376 --> 00:15:45,711
- So I'm wondering if -
- 281
- 00:15:45,711 --> 00:15:48,113
- especially in light of the fact
- that the last time he saw her
- 282
- 00:15:48,113 --> 00:15:50,282
- she summoned an army of these creatures
- 283
- 00:15:50,282 --> 00:15:53,285
- to bear down at him and
- almost rip him to pieces, right?
- 284
- 00:15:53,285 --> 00:15:56,855
- Do you want him to pop?
- Like, is he [ lightsaber noise ]
- 285
- 00:15:56,855 --> 00:15:59,158
- Yeah, immediately! [ lightsaber noise ]
- 286
- 00:15:59,158 --> 00:16:00,259
- He's not a fool.
- 287
- 00:16:00,259 --> 00:16:02,528
- So we're getting towards our real deadline
- 288
- 00:16:02,528 --> 00:16:05,397
- for being done with all
- the writing for the game.
- 289
- 00:16:05,397 --> 00:16:07,166
- It's coming down to the wire.
- 290
- 00:16:07,166 --> 00:16:08,934
- <Matt> What's in the schedule for Thursday?
- 291
- 00:16:08,934 --> 00:16:11,370
- <Aaron> Thursday is
- Malicos scenes we're shooting
- 292
- 00:16:11,370 --> 00:16:12,738
- and then we're doing stunts Friday.
- 293
- 00:16:12,738 --> 00:16:15,741
- Performance capture is basically
- where you film the cinematics of the game.
- 294
- 00:16:15,741 --> 00:16:17,076
- And they're running around the set,
- 295
- 00:16:17,076 --> 00:16:18,944
- swinging plastic lightsabers at each other.
- 296
- 00:16:18,944 --> 00:16:21,580
- You're also capturing
- facial animation on set.
- 297
- 00:16:21,580 --> 00:16:25,951
- Lightsaber dueling is
- as cool as what it sounds.
- 298
- 00:16:25,951 --> 00:16:28,320
- It's what every kid wants to do.
- 299
- 00:16:28,320 --> 00:16:33,158
- I know for me it would be on the
- playground, smacking each other with sticks.
- 300
- 00:16:33,158 --> 00:16:35,494
- You know, pretending to be Jedi
- 301
- 00:16:35,494 --> 00:16:38,097
- and it's kind of surreal
- that I actually get to do it.
- 302
- 00:16:42,134 --> 00:16:44,169
- Doing performance capture is the most
- 303
- 00:16:44,169 --> 00:16:47,806
- freeing thing that
- any actor could ask for.
- 304
- 00:16:47,806 --> 00:16:52,244
- Because they are bound by nothing,
- except the lack of talent, in my case.
- 305
- 00:16:52,511 --> 00:16:55,981
- This is fine,
- everything is going to be okay.
- 306
- 00:16:59,551 --> 00:17:02,521
- <Cameron> With Star Wars,
- there is a language and a tone
- 307
- 00:17:02,521 --> 00:17:04,123
- and everything that's been set before,
- 308
- 00:17:04,123 --> 00:17:08,227
- but I think what's very important was
- with every new piece within the universe,
- 309
- 00:17:08,227 --> 00:17:10,863
- you want to be able to
- bring in your own personality.
- 310
- 00:17:11,897 --> 00:17:15,167
- <Aaron> Cal was a Padawan
- when the Jedi Order fell
- 311
- 00:17:15,167 --> 00:17:18,303
- during Order 66 and he's
- been living in hiding since then.
- 312
- 00:17:18,303 --> 00:17:22,441
- Order 66 is when Palpatine who was
- the Supreme Chancellor of the Republic,
- 313
- 00:17:22,441 --> 00:17:24,576
- pulls a coup and becomes the Emperor.
- 314
- 00:17:24,576 --> 00:17:27,646
- <Cameron> Cal is a person
- who's on the light side of the Force,
- 315
- 00:17:27,646 --> 00:17:31,583
- but that being said, Cal's relationship
- to the Force is pretty volatile.
- 316
- 00:17:31,583 --> 00:17:35,521
- He was not finished with
- his training when the purge happened
- 317
- 00:17:35,521 --> 00:17:40,125
- so he has a lot of trauma that's
- associated with the usage of the Force.
- 318
- 00:17:40,125 --> 00:17:42,628
- Basically, every time he taps into it,
- 319
- 00:17:42,628 --> 00:17:45,464
- he's a bit explosive
- and tends to lose control.
- 320
- 00:17:48,167 --> 00:17:51,336
- <Aaron> I view story as
- being part of the gameplay experience
- 321
- 00:17:51,336 --> 00:17:53,338
- and the goal is to
- make it as seamless as possible,
- 322
- 00:17:53,338 --> 00:17:57,443
- so that it feels like this
- fluid, custom living world.
- 323
- 00:17:57,443 --> 00:17:59,111
- <Jessica> So coming in here is where
- 324
- 00:17:59,111 --> 00:18:02,481
- we will then see where Order 66 is issued.
- 325
- 00:18:02,481 --> 00:18:05,984
- The level I'm working on is
- Order 66 which is the experience
- 326
- 00:18:05,984 --> 00:18:08,620
- of young Cal right before the moment
- 327
- 00:18:08,620 --> 00:18:11,690
- where Order 66
- transpires and the aftermath.
- 328
- 00:18:11,690 --> 00:18:13,959
- Which is a really cool
- experience because the player
- 329
- 00:18:13,959 --> 00:18:17,596
- actually gets to experience this
- transitional moment for the Jedi.
- 330
- 00:18:17,596 --> 00:18:19,665
- The idea is as you're coming down
- 331
- 00:18:19,665 --> 00:18:21,867
- the clones are rounding
- the corner coming at you.
- 332
- 00:18:21,867 --> 00:18:23,635
- Start taking fire.
- 333
- 00:18:23,635 --> 00:18:26,705
- The intent is that
- you'll be able to parry.
- 334
- 00:18:26,705 --> 00:18:27,806
- Blast back at them.
- 335
- 00:18:27,806 --> 00:18:28,974
- Doors slam shut.
- 336
- 00:18:28,974 --> 00:18:30,008
- Very Star Wars-y.
- 337
- 00:18:30,008 --> 00:18:31,110
- See if we can pull that off.
- 338
- 00:18:31,110 --> 00:18:33,045
- We knew it was time to sort of pull the lid
- 339
- 00:18:33,045 --> 00:18:34,947
- off the game and show it to the public.
- 340
- 00:18:34,947 --> 00:18:37,816
- We didn't want to reveal the gameplay
- until gameplay was ready to be revealed.
- 341
- 00:18:37,816 --> 00:18:41,453
- And we wanted to do that at a
- game focused event like E3 and EA play.
- 342
- 00:18:41,453 --> 00:18:43,789
- And what we had to show
- was the story and narrative.
- 343
- 00:18:43,789 --> 00:18:45,524
- We sort of had the opportunity to unveil
- 344
- 00:18:45,524 --> 00:18:48,427
- the game at the peak
- Star Wars event of the year.
- 345
- 00:18:48,427 --> 00:18:52,798
- For Star Wars Celebration as
- we moved forward with the trailer,
- 346
- 00:18:52,798 --> 00:18:54,933
- there was a lot of schedule adjustments.
- 347
- 00:18:54,933 --> 00:18:57,936
- So it was really difficult
- trying to balance all of that.
- 348
- 00:18:59,004 --> 00:19:02,674
- So we had our internal planning when
- it came to like what kind of characters
- 349
- 00:19:02,674 --> 00:19:04,643
- we would have done at certain months,
- 350
- 00:19:04,643 --> 00:19:06,845
- but for the trailer
- we sort of have all these stuff
- 351
- 00:19:06,845 --> 00:19:09,615
- that we need for Bracca
- that we're planning to do later.
- 352
- 00:19:09,615 --> 00:19:11,683
- But we need to do ASAP.
- 353
- 00:19:12,584 --> 00:19:16,155
- Star Wars Celebration really
- brought up the motivation for everybody.
- 354
- 00:19:16,155 --> 00:19:17,923
- It kind of turned the switch on.
- 355
- 00:19:17,923 --> 00:19:21,560
- Thinking about the past
- years of all the work that we put in,
- 356
- 00:19:21,560 --> 00:19:26,165
- and growing from 30 people to
- we have about 140 people right now.
- 357
- 00:19:28,500 --> 00:19:30,903
- Star Wars: Jedi Fallen Order
- was announced last year,
- 358
- 00:19:30,903 --> 00:19:33,639
- but up until now, not much
- has been known about the game.
- 359
- 00:19:33,639 --> 00:19:35,574
- Well that all changed yesterday when EA
- 360
- 00:19:35,574 --> 00:19:38,777
- finally revealed both a teaser
- image and the official logo of the game.
- 361
- 00:19:38,777 --> 00:19:39,878
- What does it mean?
- 362
- 00:19:39,878 --> 00:19:43,715
- Hopefully we'll get answers this Saturday
- April 13th, at 1:30 PM Central Time,
- 363
- 00:19:43,715 --> 00:19:46,451
- during EA's Star Wars:
- Jedi Fallen Order panel.
- 364
- 00:19:58,163 --> 00:20:00,465
- If you guys aren't familiar
- with Star Wars Celebration,
- 365
- 00:20:00,465 --> 00:20:02,601
- it's the premiere Star Wars fan event.
- 366
- 00:20:02,601 --> 00:20:05,804
- So we are on the biggest
- stage that celebration has got.
- 367
- 00:20:05,804 --> 00:20:08,207
- We're going to be
- in front of about 7,000 people.
- 368
- 00:20:08,207 --> 00:20:09,208
- Because this is a story game.
- 369
- 00:20:09,208 --> 00:20:11,777
- Because we don't have
- that many beats to communicate.
- 370
- 00:20:11,777 --> 00:20:13,745
- Loose lips bring down starships.
- 371
- 00:20:13,745 --> 00:20:15,214
- If you see a lot of
- questions buzzing around.
- 372
- 00:20:15,214 --> 00:20:17,649
- If you see a lot of things
- that people aren't sure about.
- 373
- 00:20:17,649 --> 00:20:19,818
- Don't feel the need to
- jump in and correct them.
- 374
- 00:20:19,818 --> 00:20:21,119
- Let people lose their minds.
- 375
- 00:20:21,119 --> 00:20:23,989
- This is exactly what we
- want leading up to the celebration.
- 376
- 00:20:23,989 --> 00:20:28,193
- So don't ruin the fun by
- communicating more than you should.
- 377
- 00:20:28,193 --> 00:20:29,161
- Cool.
- 378
- 00:20:41,673 --> 00:20:43,041
- With Respawn, I was so pumped.
- 379
- 00:20:43,041 --> 00:20:46,478
- What better than having the chance
- to do this game than them right now?
- 380
- 00:20:46,478 --> 00:20:47,913
- Cause I play Apex Legends
- and so Respawn made that,
- 381
- 00:20:47,913 --> 00:20:52,317
- and I was like Titanfall 2,
- they made that. They're rock stars.
- 382
- 00:20:53,885 --> 00:20:56,321
- Star Wars was one of the only major things
- 383
- 00:20:56,321 --> 00:21:00,559
- that my brother and my Dad
- and I all bonded over together.
- 384
- 00:21:00,559 --> 00:21:03,795
- I'm looking forward
- to having Force abilities.
- 385
- 00:21:03,795 --> 00:21:06,999
- So I'm looking forward to
- what they're going to bring to that.
- 386
- 00:21:08,267 --> 00:21:10,869
- I'm absolutely stoked to be able to put
- 387
- 00:21:10,869 --> 00:21:13,005
- a Star Wars lightsaber in players' hands,
- 388
- 00:21:13,005 --> 00:21:16,241
- let them be a Jedi, let them
- build up their Force powers,
- 389
- 00:21:16,241 --> 00:21:18,644
- and learn different
- ways to wield that saber.
- 390
- 00:21:18,644 --> 00:21:19,778
- I mean, it's incredible.
- 391
- 00:21:19,778 --> 00:21:24,449
- I mean, we know that Respawn
- they're just masters at tactical combat.
- 392
- 00:21:24,449 --> 00:21:27,686
- I've been working on Star Wars
- for going on fifteen years now,
- 393
- 00:21:27,686 --> 00:21:32,591
- and to be able to make a
- single player Jedi Star Wars game?
- 394
- 00:21:32,591 --> 00:21:34,259
- That's why we do this.
- 395
- 00:21:34,259 --> 00:21:36,028
- <Kasumi> Walking towards that theater
- 396
- 00:21:36,028 --> 00:21:39,731
- and seeing all the fans
- cosplaying outside, lining up.
- 397
- 00:21:39,731 --> 00:21:43,035
- I was actually video-taping it
- and sending it to my team, saying,
- 398
- 00:21:43,035 --> 00:21:45,904
- Oh my god, look at all these
- people waiting to see our trailer!.
- 399
- 00:21:45,904 --> 00:21:50,208
- <Aaron> I'm supremely confident about
- the game and a total wreck otherwise,
- 400
- 00:21:50,208 --> 00:21:53,245
- about my own performance or
- what I'm going to say on the stage.
- 401
- 00:22:12,331 --> 00:22:13,332
- Hi everyone!
- 402
- 00:22:13,332 --> 00:22:15,634
- Welcome to Star Wars Celebration!
- 403
- 00:22:16,635 --> 00:22:20,005
- Hearing their cheer, as much
- as I was nervous,
- 404
- 00:22:20,005 --> 00:22:23,241
- I really felt like this was
- my responsibility to get this right
- 405
- 00:22:23,241 --> 00:22:26,545
- and deliver what is expected.
- 406
- 00:22:26,545 --> 00:22:32,984
- Myself, everybody on this panel, and
- everybody back at Respawn in Los Angeles,
- 407
- 00:22:32,984 --> 00:22:36,188
- we're putting our heart
- and soul into this game.
- 408
- 00:22:36,188 --> 00:22:38,890
- So we really can't wait to show you more.
- 409
- 00:22:40,092 --> 00:22:43,061
- <Kasumi> Right at the end
- when the logo reveals
- 410
- 00:22:43,061 --> 00:22:47,566
- I get goosebumps too.
- So I just can't wait to see the reaction.
- 411
- 00:22:51,636 --> 00:22:54,239
- <Cal> Wasn't always like this.
- 412
- 00:22:55,307 --> 00:22:58,543
- <Palpatine> Execute Order 66.
- 413
- 00:22:58,543 --> 00:22:59,678
- <BD1> *Beeps*
- 414
- 00:22:59,678 --> 00:23:02,381
- <Aaron> We work so much
- when we're making a game
- 415
- 00:23:02,381 --> 00:23:05,016
- and we get caught up in dealing
- with the vicissitudes of the development.
- 416
- 00:23:05,016 --> 00:23:07,119
- But then, sometimes, like today,
- 417
- 00:23:07,119 --> 00:23:09,554
- all that washes away
- and you're just like a kid again.
- 418
- 00:23:10,088 --> 00:23:12,124
- <Kasumi> People are
- excited about this game
- 419
- 00:23:12,124 --> 00:23:14,526
- and we're really
- going to ship in November.
- 420
- 00:23:15,260 --> 00:23:18,563
- My message, directly to
- the team, is - Here we are.
- 421
- 00:23:18,563 --> 00:23:21,666
- This is real. And it doesn't get any bigger than this.
- 422
- 00:23:21,666 --> 00:23:24,202
- This is a very special
- opportunity that we have
- 423
- 00:23:24,202 --> 00:23:28,240
- and I'm confident that we're all going
- to do it together and have a great game.
- 424
- 00:23:29,608 --> 00:23:45,957
- [ Applause ]
- 425
- 00:23:56,601 --> 00:23:57,736
- <Jeff> It was exciting.
- 426
- 00:23:57,736 --> 00:23:59,137
- it was a fun
- weekend, seeing all that stuff.
- 427
- 00:23:59,137 --> 00:23:59,738
- <Crosstalk> Yeah.
- 428
- 00:23:59,738 --> 00:24:01,606
- And just seeing the reaction online.
- 429
- 00:24:01,606 --> 00:24:02,541
- Seeing the change in reaction.
- 430
- 00:24:02,541 --> 00:24:04,443
- Right away, people
- didn't know what to think.
- 431
- 00:24:04,443 --> 00:24:08,346
- And then you could see the swell
- of support for it and excitement for it.
- 432
- 00:24:08,346 --> 00:24:12,017
- Initially, there was that,
- "there's no gameplay," kind of downside,
- 433
- 00:24:12,017 --> 00:24:13,652
- which we knew we would get.
- 434
- 00:24:13,652 --> 00:24:15,454
- But we got gameplay.
- 435
- 00:24:15,954 --> 00:24:18,190
- I'm Jeff Magers, Lead Level Designer.
- 436
- 00:24:18,190 --> 00:24:20,425
- The level designers put together the game,
- 437
- 00:24:20,425 --> 00:24:22,661
- kind of define what
- the areas are in the game,
- 438
- 00:24:22,661 --> 00:24:24,863
- what the challenges are
- we're going to put in front of the player,
- 439
- 00:24:24,863 --> 00:24:27,666
- what environments are we going
- to go to, what puzzles are we going to do,
- 440
- 00:24:27,666 --> 00:24:30,035
- what combat encounters
- the player is going to experience.
- 441
- 00:24:31,002 --> 00:24:33,839
- <Narrator> In 4 months, Respawn
- needs to be ready to ship this game,
- 442
- 00:24:33,839 --> 00:24:35,207
- but before they ship it,
- 443
- 00:24:35,207 --> 00:24:38,009
- they need a locked
- and stable build to test at UXR.
- 444
- 00:24:38,944 --> 00:24:39,945
- With the next UXR around the corner,
- 445
- 00:24:39,945 --> 00:24:42,380
- they still have a lot
- to incorporate into this game.
- 446
- 00:24:43,849 --> 00:24:46,251
- UXR is User Experience Research.
- 447
- 00:24:46,251 --> 00:24:48,386
- It's where we play test the game.
- 448
- 00:24:48,386 --> 00:24:52,057
- So we find people outside of
- the studio to play our game, blind.
- 449
- 00:24:52,057 --> 00:24:54,826
- And it's really the first time
- we can kind of get a gut check
- 450
- 00:24:54,826 --> 00:24:57,195
- of where we are and where we need to go.
- 451
- 00:24:57,195 --> 00:25:00,732
- The ledges were just all crazy,
- so we got to make all this clean,
- 452
- 00:25:00,732 --> 00:25:04,936
- and so we spent the last few
- days doing that for the UXR areas.
- 453
- 00:25:04,936 --> 00:25:07,405
- Finding the fun is a lot about iteration.
- 454
- 00:25:07,405 --> 00:25:08,373
- When you're building a level,
- 455
- 00:25:08,373 --> 00:25:11,243
- the level designer will be
- working on it for six months,
- 456
- 00:25:11,243 --> 00:25:12,210
- from start to finish.
- 457
- 00:25:12,210 --> 00:25:15,347
- And this is for a 30 or 45
- minute section of the game.
- 458
- 00:25:15,347 --> 00:25:18,617
- It's really about zooming in
- on all the little moments and details,
- 459
- 00:25:18,617 --> 00:25:21,286
- and kind of obsessing
- over every little moment,
- 460
- 00:25:21,286 --> 00:25:25,290
- and thinking what is going to be the
- best for the player at any given time.
- 461
- 00:25:25,724 --> 00:25:28,860
- <Jeff> This whole area here,
- we just have spiders.
- 462
- 00:25:28,860 --> 00:25:30,028
- <Mike> It's all spiders, yeah.
- 463
- 00:25:30,028 --> 00:25:33,164
- So we need to do something
- to make it - it feels a little dull.
- 464
- 00:25:33,164 --> 00:25:36,801
- And we're going to do a
- damage pass on these guys, right Jason?
- 465
- 00:25:36,801 --> 00:25:39,871
- <Jason> There's a lot of factors
- that make lightsaber combat rewarding.
- 466
- 00:25:39,871 --> 00:25:43,308
- It's the encounter, who's in the
- encounter, how fast do they die,
- 467
- 00:25:43,308 --> 00:25:46,511
- how good does it feel for them to
- block your lightsaber or to counter you?
- 468
- 00:25:46,511 --> 00:25:48,346
- All those little details and actions,
- 469
- 00:25:48,346 --> 00:25:50,549
- that's the stuff that
- I always want to try to improve
- 470
- 00:25:50,549 --> 00:25:52,584
- and make sure
- every A.I. is doing their job.
- 471
- 00:25:52,584 --> 00:25:54,920
- <Jeff> Once we get this first pass in,
- 472
- 00:25:54,920 --> 00:25:58,290
- I want you guys to just
- play it over and over again.
- 473
- 00:25:58,290 --> 00:26:01,092
- Play that one fight ten times in a row.
- 474
- 00:26:01,092 --> 00:26:03,061
- Move a guy a meter.
- 475
- 00:26:03,061 --> 00:26:04,162
- Play a fight again.
- 476
- 00:26:04,162 --> 00:26:05,130
- Die in that fight.
- 477
- 00:26:05,130 --> 00:26:06,364
- Try to play a different way.
- 478
- 00:26:06,364 --> 00:26:08,833
- Noodle the <bleep> out of it.
- 479
- 00:26:08,833 --> 00:26:11,169
- Cool. Thanks guys, good work.
- 480
- 00:26:11,169 --> 00:26:13,505
- Let's just polish it over the next week.
- 481
- 00:26:16,174 --> 00:26:22,113
- <Fabrice> Core focus is,
- make a game that reacts really well.
- 482
- 00:26:22,113 --> 00:26:28,954
- How good a game feels has a lot to do
- with reducing the layers of interference
- 483
- 00:26:28,954 --> 00:26:34,793
- between what the player wants to do
- and what the game does out of it.
- 484
- 00:26:37,862 --> 00:26:41,900
- At the very beginning,
- the UI team was just Kevin and I.
- 485
- 00:26:41,900 --> 00:26:45,470
- We had to make sure that
- we kept each and every part of the map
- 486
- 00:26:45,470 --> 00:26:46,805
- close to Star Wars.
- 487
- 00:26:46,805 --> 00:26:49,507
- Kevin and I went through
- each and every Star Wars film.
- 488
- 00:26:49,507 --> 00:26:52,744
- Looked at each hologram.
- See which one we wanted to be like.
- 489
- 00:26:52,744 --> 00:26:55,580
- We were able to be very collaborative.
- 490
- 00:26:55,580 --> 00:26:59,918
- Exploring how you want the
- player to feel when they're using the map.
- 491
- 00:26:59,918 --> 00:27:04,522
- I kind of like the idea of we
- show wall runs just as part of the geo.
- 492
- 00:27:04,522 --> 00:27:07,392
- We want to make sure that if
- you're looking for it, you can see it.
- 493
- 00:27:07,392 --> 00:27:09,160
- We should be looking at the larger game,
- 494
- 00:27:09,160 --> 00:27:12,697
- especially considering
- that's what this UXR is all about.
- 495
- 00:27:14,165 --> 00:27:17,102
- I like my team to focus
- first and foremost on gameplay
- 496
- 00:27:17,102 --> 00:27:19,204
- and first and foremost on
- what is going to be the fun thing.
- 497
- 00:27:19,204 --> 00:27:23,074
- Then, if we're thinking of how
- it matches the Star Wars universe,
- 498
- 00:27:23,074 --> 00:27:25,243
- we should have that in our mind as well,
- 499
- 00:27:25,243 --> 00:27:29,447
- but that should be secondary to
- making the gameplay space feel fun.
- 500
- 00:27:29,447 --> 00:27:31,082
- We just pull random people from the team
- 501
- 00:27:31,082 --> 00:27:33,084
- and just sit back and watch them play it.
- 502
- 00:27:33,084 --> 00:27:35,286
- We just chat about it
- and kind of hear their thoughts.
- 503
- 00:27:35,286 --> 00:27:39,290
- We get a lot of the first obvious
- feedback from these internal play tests.
- 504
- 00:27:39,290 --> 00:27:40,291
- [ Laughter ] What happened?
- 505
- 00:27:43,294 --> 00:27:47,932
- <Jeff> Well that went pretty good,
- I think for - except for that one spot.
- 506
- 00:27:47,932 --> 00:27:49,367
- One spot is a disaster.
- 507
- 00:27:50,669 --> 00:27:53,905
- With a game this size and with
- this many people working on it
- 508
- 00:27:53,905 --> 00:27:56,541
- and with the polish level
- that we want to hit for when
- 509
- 00:27:56,541 --> 00:27:59,644
- we play test the game,
- there is just a lot left to do.
- 510
- 00:27:59,644 --> 00:28:02,714
- <Stig> When it works,
- I like it, but it seems like it works -
- 511
- 00:28:02,714 --> 00:28:04,449
- it's broken more than its working.
- 512
- 00:28:04,849 --> 00:28:06,217
- <Nathan> Right now, yes.
- 513
- 00:28:06,217 --> 00:28:10,188
- If we want him to have this
- kind of motion, some of the pivot -
- 514
- 00:28:10,188 --> 00:28:12,223
- it feels like the pivot
- is actually occurring too easily now,
- 515
- 00:28:12,223 --> 00:28:14,759
- in my mind, and I want to
- pull back on them some now.
- 516
- 00:28:15,360 --> 00:28:16,594
- The more we pull back on them,
- 517
- 00:28:16,594 --> 00:28:19,064
- the less they're going to start
- triggering what you don't want them to trigger.
- 518
- 00:28:19,064 --> 00:28:22,133
- The pivots are just to sell the idea that
- 519
- 00:28:22,133 --> 00:28:27,005
- if you're turning hard then
- you get an animation response to that.
- 520
- 00:28:27,005 --> 00:28:30,241
- Bruce and Fabrice had
- started developing this system
- 521
- 00:28:30,241 --> 00:28:35,280
- that would allow this high fidelity
- animation, but not sacrifice responsiveness.
- 522
- 00:28:35,280 --> 00:28:37,916
- And it is up to me to make that animation,
- 523
- 00:28:37,916 --> 00:28:40,552
- sort of reassemble itself
- appropriately inside the engine.
- 524
- 00:28:40,552 --> 00:28:44,489
- A lot of games that are as
- responsive as ours, aren't quite as nuanced.
- 525
- 00:28:44,489 --> 00:28:46,658
- It's difficult to pull off the animation fidelity
- 526
- 00:28:46,658 --> 00:28:50,295
- but still have them move at
- these super human speeds and reactivity.
- 527
- 00:28:50,695 --> 00:28:52,297
- <Stig> How do you really
- find something that's fun?
- 528
- 00:28:52,297 --> 00:28:54,432
- I don't really know that there's an answer
- 529
- 00:28:54,432 --> 00:28:56,768
- to that other than
- just you keep on trying.
- 530
- 00:28:56,768 --> 00:28:57,736
- You keep on iterating.
- 531
- 00:28:57,736 --> 00:29:00,205
- It's usually good to have
- some type of guiding light.
- 532
- 00:29:00,205 --> 00:29:02,240
- I'm just a sucker for
- David versus Goliath.
- 533
- 00:29:02,240 --> 00:29:04,542
- Cal going up against the entire Empire
- 534
- 00:29:04,542 --> 00:29:09,080
- and the entire galaxy, he's also going
- up against these giant mythical beasts.
- 535
- 00:29:09,380 --> 00:29:13,518
- So this is the gigantic
- blind bat boss fight on Dathomir.
- 536
- 00:29:13,518 --> 00:29:16,020
- It's a three phase boss
- fight that we've got lined up.
- 537
- 00:29:16,020 --> 00:29:18,623
- Basically, as the player's
- going through Dathomir,
- 538
- 00:29:18,623 --> 00:29:21,526
- you'll get some previews of a bat
- flying by and some stuff happening.
- 539
- 00:29:21,526 --> 00:29:23,328
- Picking up Night Bros
- and things like that.
- 540
- 00:29:23,328 --> 00:29:26,064
- Eventually, the path kind of
- narrows you down into this kind
- 541
- 00:29:26,064 --> 00:29:30,101
- of a section and then this is kind of
- where we - you first encounter the bat.
- 542
- 00:29:30,368 --> 00:29:32,837
- All of the sudden, BOOM.
- 543
- 00:29:32,837 --> 00:29:34,873
- Huge gigantic bat comes in.
- 544
- 00:29:34,873 --> 00:29:36,608
- <Orion> Are we introducing boss names?
- 545
- 00:29:36,608 --> 00:29:39,277
- When they pop up, are you going
- to say "Big Blind Bat" on the screen?
- 546
- 00:29:39,277 --> 00:29:41,146
- <Stig> Yeah.
- 547
- 00:29:41,146 --> 00:29:43,114
- <Marcus> Yes we are! Good question!
- 548
- 00:29:43,114 --> 00:29:43,681
- <Crosstalk> Plan on it.
- 549
- 00:29:43,681 --> 00:29:47,051
- Well we call them wow moments,
- we basically want people's jaw
- 550
- 00:29:47,051 --> 00:29:50,622
- to drop to the floor, they pick it
- back up, and it falls back down again.
- 551
- 00:29:52,457 --> 00:29:53,591
- <Bat> *screams*
- 552
- 00:29:53,591 --> 00:29:56,728
- So the story is that, hey you're
- hurting him, he doesn't like this <bleep>.
- 553
- 00:29:56,728 --> 00:29:58,329
- His hands are a little bit wounded.
- 554
- 00:29:58,329 --> 00:30:00,165
- He'll crawl out and you think you're safe.
- 555
- 00:30:00,165 --> 00:30:00,832
- Hey, cool.
- 556
- 00:30:00,832 --> 00:30:02,634
- And then, lo and behold, boom.
- 557
- 00:30:02,634 --> 00:30:04,569
- Bat flies by a little bit wounded.
- 558
- 00:30:04,569 --> 00:30:06,571
- He's not a fan of yours right now.
- 559
- 00:30:06,571 --> 00:30:10,008
- And he's like, "I couldn't kill you
- in this cave, but out here, I win."
- 560
- 00:30:10,008 --> 00:30:12,343
- Eventually, he snatches
- you off of that mountain.
- 561
- 00:30:12,343 --> 00:30:13,077
- He crashes into stuff and
- 562
- 00:30:13,077 --> 00:30:15,280
- you actually become
- disconnected from him, in midair.
- 563
- 00:30:15,280 --> 00:30:18,316
- You enter this kind of free
- fall, Patrick Swayze awesomeness.
- 564
- 00:30:18,316 --> 00:30:19,751
- [ Laughter ]
- 565
- 00:30:19,751 --> 00:30:20,485
- And BOOM.
- 566
- 00:30:20,485 --> 00:30:21,486
- Latch back on.
- 567
- 00:30:22,086 --> 00:30:25,256
- So he jumps out and as the bats
- just free flying, just flying around.
- 568
- 00:30:25,256 --> 00:30:28,560
- So you have to steer around and
- then grab him in order to kind of use him.
- 569
- 00:30:28,560 --> 00:30:31,930
- So you use the bat to get
- down off of this gigantic mountain
- 570
- 00:30:31,930 --> 00:30:34,098
- that you had been
- scaling and fighting him on.
- 571
- 00:30:34,465 --> 00:30:37,202
- <Stig> Why is there a cut
- every single time he attaches?
- 572
- 00:30:37,202 --> 00:30:39,571
- To reorganize the world,
- because there's so much variance,
- 573
- 00:30:39,571 --> 00:30:42,140
- because the player can kind of steer
- themselves around to grab onto the bat.
- 574
- 00:30:42,140 --> 00:30:44,242
- So we have to reorganize
- them in order to get that next shot.
- 575
- 00:30:44,242 --> 00:30:45,743
- <Crosstalk> That's a lot of cuts.
- 576
- 00:30:45,743 --> 00:30:47,478
- Yeah, there's one
- every time that he grabs on.
- 577
- 00:30:47,478 --> 00:30:48,613
- So there's three.
- 578
- 00:30:48,613 --> 00:30:51,249
- <Stig> Is there a way that
- we can fix that? When you latch back on?
- 579
- 00:30:51,249 --> 00:30:52,517
- <Jason> Especially
- when you're so close to him.
- 580
- 00:30:52,517 --> 00:30:53,918
- You're right there. And then we just...
- 581
- 00:30:53,918 --> 00:30:54,919
- If you wanna...
- 582
- 00:30:54,919 --> 00:30:57,055
- <Stig> We can't interpolate that?
- 583
- 00:30:57,055 --> 00:30:59,490
- Yeah, I mean, the problem
- is that when the players falling
- 584
- 00:30:59,490 --> 00:31:02,060
- and we have control, he's got
- a cone where he can be kind of anywhere.
- 585
- 00:31:02,060 --> 00:31:04,195
- So he can grab the
- bat over here or over here.
- 586
- 00:31:04,195 --> 00:31:06,397
- There's not a really a way for me
- to say, okay where's he at,
- 587
- 00:31:06,397 --> 00:31:07,732
- play the animation at this point,
- 588
- 00:31:07,732 --> 00:31:10,301
- at this world location,
- based on where you grab on.
- 589
- 00:31:10,301 --> 00:31:11,970
- Have you involved a coder with this?
- 590
- 00:31:11,970 --> 00:31:12,437
- Yeah.
- 591
- 00:31:12,437 --> 00:31:13,504
- We don't have camera cuts.
- 592
- 00:31:13,504 --> 00:31:14,772
- You have to see that whole thing.
- 593
- 00:31:14,772 --> 00:31:17,775
- That epic Vader come
- marching down, murdering 15 people;
- 594
- 00:31:17,775 --> 00:31:20,812
- that's like 18 cuts to make
- it look as beautiful as it can.
- 595
- 00:31:21,412 --> 00:31:23,715
- So we've got to be able to
- take that and make it in such a way
- 596
- 00:31:23,715 --> 00:31:24,983
- that no matter where the camera is,
- 597
- 00:31:24,983 --> 00:31:27,919
- and no matter who's
- controlling it, it still looks that good.
- 598
- 00:31:27,919 --> 00:31:30,221
- And they've set
- a really high bar for that.
- 599
- 00:31:30,221 --> 00:31:33,992
- That's what we're doing, is making
- sure that we keep up to that bar as well.
- 600
- 00:31:37,428 --> 00:31:40,632
- <Fabrice> Designers will
- use Legos to make levels.
- 601
- 00:31:40,632 --> 00:31:42,901
- We make the Lego bricks.
- 602
- 00:31:42,901 --> 00:31:45,270
- That's what a programmer does.
- 603
- 00:31:45,270 --> 00:31:48,072
- <Dustin> I spend a lot of time
- looking at the Star Wars films,
- 604
- 00:31:48,072 --> 00:31:51,542
- trying to get the kind of look
- and feel of what Star Wars looks like.
- 605
- 00:31:51,542 --> 00:31:54,145
- I found some references
- from the old camera lenses
- 606
- 00:31:54,145 --> 00:31:58,149
- that were used in those original
- Star Wars films, which were Panavision.
- 607
- 00:31:58,149 --> 00:31:59,851
- So there were anamorphic.
- 608
- 00:31:59,851 --> 00:32:03,955
- So that all the things
- like the depth of field,
- 609
- 00:32:03,955 --> 00:32:07,392
- even down to our film grain,
- everything gets that scaling and stretching.
- 610
- 00:32:07,392 --> 00:32:09,794
- Which gives it that kind of filmic look.
- 611
- 00:32:10,528 --> 00:32:12,597
- Really makes it just a
- little bit closer to the films.
- 612
- 00:32:17,402 --> 00:32:19,337
- Respawn wanted a Force slow ability
- 613
- 00:32:19,337 --> 00:32:21,606
- as a foundation
- for their combat for the game.
- 614
- 00:32:21,606 --> 00:32:23,408
- So we worked with them to translate
- 615
- 00:32:23,408 --> 00:32:26,444
- that ability to make it fit
- within the Star Wars Universe.
- 616
- 00:32:27,712 --> 00:32:29,981
- Cal, his main power is
- slowing something down.
- 617
- 00:32:29,981 --> 00:32:31,649
- That's something we went
- back and forth with Lucas.
- 618
- 00:32:31,649 --> 00:32:32,884
- Oh he doing this too fast.
- 619
- 00:32:32,884 --> 00:32:34,152
- He's casting too fast.
- 620
- 00:32:34,152 --> 00:32:36,220
- Yeah, cause that's
- what feels good in gameplay.
- 621
- 00:32:36,220 --> 00:32:38,623
- So we had to kind of
- come to this compromise
- 622
- 00:32:38,623 --> 00:32:40,658
- where we hold a button down for 3 seconds
- 623
- 00:32:40,658 --> 00:32:43,695
- then he'll Force slow longer, right?
- 624
- 00:32:43,695 --> 00:32:45,930
- Someone will be slowed longer.
- 625
- 00:32:45,930 --> 00:32:48,499
- Cal has to show that he's exerting himself
- 626
- 00:32:48,499 --> 00:32:50,301
- and his ability to control the Force.
- 627
- 00:32:50,301 --> 00:32:51,302
- Use the Force.
- 628
- 00:32:51,302 --> 00:32:53,938
- Really straining and really
- being strong with his hand.
- 629
- 00:32:53,938 --> 00:32:56,174
- We want to make sure
- whenever he uses power, it's not magic.
- 630
- 00:32:56,174 --> 00:32:58,076
- He's actually - his physical ability
- 631
- 00:32:58,076 --> 00:33:01,312
- and his skill with the Force is
- allowing him to do this manifestation.
- 632
- 00:33:02,947 --> 00:33:08,319
- Colors and everything that you've
- applied in the break up all seems correct.
- 633
- 00:33:08,319 --> 00:33:10,455
- So that - the detail's there.
- 634
- 00:33:10,455 --> 00:33:12,290
- <Chris> You're concern
- here is more about getting the
- 635
- 00:33:12,290 --> 00:33:14,792
- helmet shape to fit right and then
- getting the collar to fit around the helmet.
- 636
- 00:33:14,792 --> 00:33:16,694
- Yeah, so he feels intimidating.
- 637
- 00:33:16,694 --> 00:33:18,262
- If you take this straight down
- 638
- 00:33:18,262 --> 00:33:20,365
- and you incorporate this going around,
- 639
- 00:33:20,365 --> 00:33:24,469
- and you get those
- straight shoulders really pinhead.
- 640
- 00:33:24,469 --> 00:33:25,770
- I think it's cool.
- 641
- 00:33:25,770 --> 00:33:28,573
- It's just pulling in the final edits,
- 642
- 00:33:28,573 --> 00:33:30,208
- and we call it a day.
- 643
- 00:33:30,208 --> 00:33:31,175
- Awesome.
- 644
- 00:33:31,175 --> 00:33:32,510
- Shake hands, high five. [ Laughter ]
- 645
- 00:33:35,980 --> 00:33:39,250
- I work alongside concept
- and the game design to
- 646
- 00:33:39,250 --> 00:33:41,252
- flesh out the overall look and feel
- 647
- 00:33:41,252 --> 00:33:42,920
- of the planet and the environment.
- 648
- 00:33:42,920 --> 00:33:44,989
- When we get approval from LucasFilm
- 649
- 00:33:44,989 --> 00:33:48,226
- on something that I've
- created, it's really - makes my day.
- 650
- 00:33:48,226 --> 00:33:50,728
- You know, Hez or
- something comes in and then
- 651
- 00:33:50,728 --> 00:33:52,296
- says like, "Oh that looks really awesome."
- 652
- 00:33:52,296 --> 00:33:53,965
- or "That's such a great Star Wars moment."
- 653
- 00:33:53,965 --> 00:33:55,533
- I mean, that feels really good right?
- 654
- 00:33:55,533 --> 00:33:57,068
- Cause you're like, "Oh I nailed it."
- 655
- 00:33:57,068 --> 00:33:59,737
- <Hez> This is - right here is beautiful.
- 656
- 00:34:00,405 --> 00:34:04,308
- Sometimes its finding ways to
- support different peoples' opinions
- 657
- 00:34:04,308 --> 00:34:08,413
- and making sure their - what they start
- you make sure it goes through.
- 658
- 00:34:08,413 --> 00:34:13,217
- And talking through it just helps cause
- we have - we're all lifting Star Wars up,
- 659
- 00:34:13,217 --> 00:34:15,686
- but by doing that, we have to
- support what Star Wars is as well.
- 660
- 00:34:15,686 --> 00:34:17,655
- And finding those elegant solutions
- 661
- 00:34:17,655 --> 00:34:20,358
- for - we always say -
- complex Star Wars problems,
- 662
- 00:34:20,358 --> 00:34:23,361
- is what we can do by working together.
- 663
- 00:34:25,463 --> 00:34:26,898
- <Stig> What are we going to look at today?
- 664
- 00:34:26,898 --> 00:34:29,000
- <Justin> So we have Force Targeting,
- 665
- 00:34:29,000 --> 00:34:32,470
- which got updated and is now showing
- a highlight, so we should talk about that.
- 666
- 00:34:33,137 --> 00:34:38,810
- Something we're trying is -
- it's just an outline on these guys.
- 667
- 00:34:38,810 --> 00:34:41,245
- It's pretty subtle.
- 668
- 00:34:43,047 --> 00:34:45,316
- <Stig> I don't know if I want
- 669
- 00:34:45,316 --> 00:34:49,087
- an outline around every enemy that
- you're engaging with in the entire game.
- 670
- 00:34:50,488 --> 00:34:53,724
- I don't know if I've
- felt like I've needed this.
- 671
- 00:34:53,724 --> 00:34:56,694
- What are we doing wrong
- that other games don't have that?
- 672
- 00:34:56,694 --> 00:34:59,730
- I mean we have Force powers
- that other games don't have but like…
- 673
- 00:34:59,730 --> 00:35:00,665
- <Justin> Right.
- 674
- 00:35:00,665 --> 00:35:04,368
- My thinking right now
- is that we should take this to UXR
- 675
- 00:35:04,368 --> 00:35:06,137
- and see what the feedback is.
- 676
- 00:35:06,137 --> 00:35:07,105
- <Stig> Can I play a little bit?
- <Justin> Yeah.
- 677
- 00:35:16,981 --> 00:35:19,283
- To be honest, when I'm playing
- it's not really bothering me as much,
- 678
- 00:35:19,283 --> 00:35:20,852
- because it is a really subtle effect.
- 679
- 00:35:20,852 --> 00:35:25,089
- But if it's so subtle, is it
- even doing anything for us?
- 680
- 00:35:25,089 --> 00:35:31,963
- It seems like it could be off
- for 90% of the game, so...
- 681
- 00:35:31,963 --> 00:35:33,197
- That's kind of what I'm getting at.
- 682
- 00:35:33,197 --> 00:35:35,733
- We're going to turn
- something on for 100% of the game that
- 683
- 00:35:35,733 --> 00:35:38,236
- that could really
- be off for 90% of the game?
- 684
- 00:35:38,236 --> 00:35:40,338
- I don't know if that's...
- 685
- 00:35:40,338 --> 00:35:42,640
- <Blair> Stig doesn't come in and dictate.
- 686
- 00:35:42,640 --> 00:35:46,043
- It's more he can come in and be
- like ok well here's what I'm seeing
- 687
- 00:35:46,043 --> 00:35:49,814
- for the game from a bigger vision
- than what just the story, just the art.
- 688
- 00:35:49,814 --> 00:35:52,083
- So how can we make it all work.
- 689
- 00:35:53,151 --> 00:35:55,219
- A lot of compromising, yeah.
- 690
- 00:35:55,620 --> 00:35:59,157
- That will trigger
- the cinematic the first time
- 691
- 00:35:59,157 --> 00:36:07,031
- and we go into this cinematic
- where you save the two rebels or partisans.
- 692
- 00:36:07,031 --> 00:36:09,534
- <Jeff> Do you kill people in a cinematic?
- 693
- 00:36:09,534 --> 00:36:11,435
- We don't do that anywhere.
- 694
- 00:36:11,435 --> 00:36:13,137
- Is this the one that you and Aaron
- 695
- 00:36:13,137 --> 00:36:15,039
- were talking about a couple weeks
- ago when we were going through cuts?
- 696
- 00:36:15,907 --> 00:36:18,609
- Yeah he said we were going to do
- this in gameplay not in a real cinematic.
- 697
- 00:36:18,609 --> 00:36:20,511
- Like we're going to find
- a different way to do this.
- 698
- 00:36:20,511 --> 00:36:21,812
- We can't kill somebody in a cinematic.
- 699
- 00:36:21,812 --> 00:36:22,713
- Yeah.
- 700
- 00:36:22,713 --> 00:36:25,049
- <Jason> If we just want
- to go from enemy to enemy and
- 701
- 00:36:25,049 --> 00:36:27,785
- feel like you're in real time,
- taking out five guys in a row,
- 702
- 00:36:27,785 --> 00:36:29,420
- but if there's an intro cut scene
- 703
- 00:36:29,420 --> 00:36:33,724
- or some kind of like long
- delayed moment, that breaks that pacing?
- 704
- 00:36:33,724 --> 00:36:36,127
- Then to some players
- that's going to be a bad reaction.
- 705
- 00:36:36,127 --> 00:36:39,463
- But we're making a Star Wars game
- that's very story driven and cinematic.
- 706
- 00:36:39,463 --> 00:36:41,299
- So that's kind of the new wrinkle.
- 707
- 00:36:41,299 --> 00:36:43,968
- Well we should sync
- back with Aaron on this one.
- 708
- 00:36:43,968 --> 00:36:45,403
- Aaron and John have been working
- 709
- 00:36:45,403 --> 00:36:50,608
- really hard to get all of the PCAP
- going and getting all our scenes shot,
- 710
- 00:36:50,608 --> 00:36:54,378
- but there's a huge task of
- implementing all of those in game.
- 711
- 00:36:54,378 --> 00:36:57,415
- <Stig> Cinematics is something that
- we started later than everything else.
- 712
- 00:36:57,415 --> 00:36:58,616
- Getting a script through,
- 713
- 00:36:58,616 --> 00:37:00,785
- LucasFilm is just
- completely dialed in to this.
- 714
- 00:37:00,785 --> 00:37:03,154
- This is a Star Wars story
- and it took a long time.
- 715
- 00:37:03,154 --> 00:37:04,422
- It took a ton of effort.
- 716
- 00:37:04,422 --> 00:37:06,657
- The team was just kind of
- focused on making a game.
- 717
- 00:37:06,657 --> 00:37:08,025
- I think we all kind of miscalculated
- 718
- 00:37:08,025 --> 00:37:09,694
- how long it was going
- to take to make the story.
- 719
- 00:37:09,694 --> 00:37:12,263
- We have mountainous
- cinematics that we have to get in the game.
- 720
- 00:37:12,263 --> 00:37:13,531
- Each one is challenging.
- 721
- 00:37:13,898 --> 00:37:15,700
- <Jeff> A lot of cut scenes take place,
- 722
- 00:37:15,700 --> 00:37:18,769
- while we're doing planet
- hopping, while we're streaming
- 723
- 00:37:18,769 --> 00:37:21,973
- in and out different levels, while
- we're loading things in the background.
- 724
- 00:37:21,973 --> 00:37:23,908
- There's a lot of complex game logic
- 725
- 00:37:23,908 --> 00:37:27,345
- and complex technical things
- that go on during these cinematics.
- 726
- 00:37:27,345 --> 00:37:29,013
- So to get all of these at the highest
- 727
- 00:37:29,013 --> 00:37:31,415
- fidelity that we want,
- the time is running out.
- 728
- 00:37:31,682 --> 00:37:34,719
- <Stig> I know the team that's
- working on it is extremely dedicated.
- 729
- 00:37:34,719 --> 00:37:36,687
- They've been on a - basically a mission.
- 730
- 00:37:36,687 --> 00:37:38,022
- Just shooting all the PCAP.
- 731
- 00:37:38,022 --> 00:37:40,925
- I know this story's good,
- but it comes down to execution.
- 732
- 00:37:42,860 --> 00:37:46,631
- What goes into here is such
- heart and such soul, such work.
- 733
- 00:37:46,631 --> 00:37:47,999
- You have to capture the reality.
- 734
- 00:37:47,999 --> 00:37:49,567
- You have to capture the truth.
- 735
- 00:37:49,567 --> 00:37:51,602
- You have to capture the transparency.
- 736
- 00:37:51,602 --> 00:37:53,371
- You will be tested.
- 737
- 00:37:54,305 --> 00:37:55,273
- Yeah.
- 738
- 00:37:56,440 --> 00:37:57,241
- But I'm ready for this.
- 739
- 00:37:57,241 --> 00:37:58,643
- I don't mean just here.
- 740
- 00:37:59,677 --> 00:38:01,445
- Every Jedi faces the Dark Side,
- 741
- 00:38:02,580 --> 00:38:04,448
- and it's very easy to fail.
- 742
- 00:38:05,549 --> 00:38:09,353
- <Tom> One of the biggest themes
- in this is nobody is perfect,
- 743
- 00:38:09,353 --> 00:38:14,592
- and maturing and trusting the
- Force means you have to allow mistakes.
- 744
- 00:38:14,592 --> 00:38:18,262
- You even have to allow
- that maybe the mistakes are ok.
- 745
- 00:38:18,763 --> 00:38:20,131
- You're still struggling.
- 746
- 00:38:20,898 --> 00:38:23,434
- <Cameron> Even after
- cutting yourself off from the Force.
- 747
- 00:38:23,934 --> 00:38:27,972
- Failure is something that
- we tend to define ourselves by
- 748
- 00:38:27,972 --> 00:38:32,443
- and we tend to hold onto failure,
- stronger than nearly any other emotion.
- 749
- 00:38:32,443 --> 00:38:34,779
- It's what creates change within us.
- 750
- 00:38:36,213 --> 00:38:37,782
- <Debra> You will always struggle,
- 751
- 00:38:38,916 --> 00:38:40,785
- but that is the test.
- 752
- 00:38:43,521 --> 00:38:47,391
- It's the choice to keep
- fighting that makes us who we are.
- 753
- 00:38:49,226 --> 00:38:51,162
- <Aaron> So when
- Cere hands him her lightsaber,
- 754
- 00:38:51,162 --> 00:38:55,466
- it's on the one hand a functional thing
- because we want the hero's lightsaber
- 755
- 00:38:55,466 --> 00:38:58,602
- to eventually have
- ingredients from Jaro Tapal's
- 756
- 00:38:58,602 --> 00:39:00,504
- his former dead master's lightsaber
- 757
- 00:39:00,504 --> 00:39:04,008
- and then ingredients from Cere Junda's,
- his new mentor's lightsaber as well.
- 758
- 00:39:04,008 --> 00:39:07,511
- From a character perspective,
- Cere's warning him. She's saying,
- 759
- 00:39:07,511 --> 00:39:09,347
- even if you succeed here on Ilum,
- 760
- 00:39:09,347 --> 00:39:11,582
- even if you succeed tomorrow, next month,
- 761
- 00:39:11,582 --> 00:39:13,651
- there's a challenge every day you wake up.
- 762
- 00:39:13,651 --> 00:39:17,054
- And it's really easy to fail and when
- you do fail there can be consequences.
- 763
- 00:39:17,054 --> 00:39:18,489
- So it's kind of a word of warning.
- 764
- 00:39:18,489 --> 00:39:21,325
- Even though she is encouraging him to
- go out there and get back on the horse,
- 765
- 00:39:21,325 --> 00:39:22,393
- find a Kyber Crystal,
- 766
- 00:39:22,393 --> 00:39:25,796
- she's saying there will
- never not be hills and challenges.
- 767
- 00:39:25,796 --> 00:39:27,932
- It never gets easier.
- You just get stronger.
- 768
- 00:39:30,434 --> 00:39:31,435
- And cut!
- 769
- 00:39:32,970 --> 00:39:35,606
- They will give us something like this.
- Very, very rough.
- 770
- 00:39:35,606 --> 00:39:37,942
- We'll start timing out
- the edit and action,
- 771
- 00:39:37,942 --> 00:39:40,811
- make sure everything
- flows, and get it approved.
- 772
- 00:39:40,811 --> 00:39:43,180
- And then it will go to
- the actual animation team.
- 773
- 00:39:45,583 --> 00:39:46,650
- <Stig> Tomorrow's lock.
- 774
- 00:39:47,051 --> 00:39:51,422
- Yeah I mean, really it's like
- however late people work tonight,
- 775
- 00:39:51,422 --> 00:39:52,690
- it's tomorrow morning's lock.
- 776
- 00:39:52,690 --> 00:39:56,694
- Things are always breaking
- but once we lock things down
- 777
- 00:39:56,694 --> 00:39:58,596
- it becomes easier to track
- what's breaking with what.
- 778
- 00:39:58,596 --> 00:40:00,297
- So tomorrow we're
- going to lock things down.
- 779
- 00:40:00,297 --> 00:40:01,665
- You know people have a lot invested,
- 780
- 00:40:01,665 --> 00:40:05,002
- so they're trying to get the
- things that we know are bugs,
- 781
- 00:40:05,002 --> 00:40:07,671
- that we want to get
- in but also - or polish -
- 782
- 00:40:07,671 --> 00:40:09,306
- but also things individually that people
- 783
- 00:40:09,306 --> 00:40:11,142
- want to get in, to
- make it as good as it can be.
- 784
- 00:40:14,211 --> 00:40:17,381
- Bugs let you know what
- you need to fix to ship the game.
- 785
- 00:40:17,381 --> 00:40:20,317
- Bugs is the friction
- that players will experience
- 786
- 00:40:20,785 --> 00:40:22,753
- and you want to reduce
- as much friction as possible.
- 787
- 00:40:24,755 --> 00:40:28,893
- From what I've heard, the build
- has become progressively more unstable.
- 788
- 00:40:28,893 --> 00:40:33,697
- So we locked at 4PM and now the
- focus is just trying to get a stable build.
- 789
- 00:40:33,697 --> 00:40:35,800
- Its - everyone is just
- kind of on fire right now.
- 790
- 00:40:35,800 --> 00:40:38,302
- So we'll see how it goes.
- 791
- 00:40:39,270 --> 00:40:43,607
- <Rhonda> Blair is the person -
- he is the producer tracking all of UXR.
- 792
- 00:40:45,609 --> 00:40:47,278
- <Blair> First comes stability.
- 793
- 00:40:47,278 --> 00:40:49,580
- So anything that
- actually just breaks the game
- 794
- 00:40:49,580 --> 00:40:52,450
- from a progression standpoint,
- we call a zero and it has to get fixed.
- 795
- 00:40:52,450 --> 00:40:55,820
- Because the player - you can't beat
- the level or the creature, whatever it is.
- 796
- 00:40:55,820 --> 00:40:57,555
- Closer and closer you
- get to the deadline,
- 797
- 00:40:57,555 --> 00:40:59,089
- you just start to triage things out
- 798
- 00:40:59,089 --> 00:41:01,091
- that aren't as important
- to the player experience.
- 799
- 00:41:01,091 --> 00:41:02,827
- And then I work with the QA lead
- 800
- 00:41:02,827 --> 00:41:06,030
- and the Lead Level Designer
- to be like, of these ten things
- 801
- 00:41:06,030 --> 00:41:09,600
- on you or on your team,
- which do you think's the most important.
- 802
- 00:41:09,600 --> 00:41:11,869
- He's taking a look at
- the whole list of bugs
- 803
- 00:41:11,869 --> 00:41:14,738
- and goes in and prods
- people and asks them like progress.
- 804
- 00:41:15,706 --> 00:41:19,410
- <Blair> So we're waiting honestly,
- to fix one more change she has to...
- 805
- 00:41:19,410 --> 00:41:21,011
- <Director> So you're like twiddling
- your thumbs waiting for her to finish?
- 806
- 00:41:21,011 --> 00:41:24,548
- Yeah, she's like - yeah just essentially
- waiting so we can kick off the build.
- 807
- 00:41:24,548 --> 00:41:25,316
- We have one left.
- 808
- 00:41:25,316 --> 00:41:26,784
- One bug left.
- 809
- 00:41:27,151 --> 00:41:28,018
- <Director> One bug left?
- 810
- 00:41:28,018 --> 00:41:29,019
- <Director> And that's the one to ship?
- 811
- 00:41:29,019 --> 00:41:31,088
- Yep, that's it.
- 812
- 00:41:31,088 --> 00:41:32,590
- Yeah, down to one.
- 813
- 00:41:32,590 --> 00:41:33,157
- <Director> Down to one.
- 814
- 00:41:33,157 --> 00:41:33,958
- So I'm gonna have to uh..
- 815
- 00:41:33,958 --> 00:41:34,892
- <Director> Wait, so who's working on it?
- 816
- 00:41:34,892 --> 00:41:35,526
- Manasi
- 817
- 00:41:35,526 --> 00:41:36,460
- <Director> Can we look from afar?
- 818
- 00:41:36,460 --> 00:41:37,394
- You cannot.
- 819
- 00:41:37,962 --> 00:41:39,930
- She just needs to - she's a programmer.
- 820
- 00:41:39,930 --> 00:41:41,265
- She's in the zone.
- 821
- 00:41:44,802 --> 00:41:46,170
- Production update, yay!
- 822
- 00:41:46,170 --> 00:41:48,772
- I actually just wanted to thank everybody.
- 823
- 00:41:48,772 --> 00:41:50,107
- I know I've been bothering,
- 824
- 00:41:50,107 --> 00:41:54,211
- I think everybody here almost -
- except Aaron- about UXR stuff.
- 825
- 00:41:54,211 --> 00:42:00,684
- I originally set what I thought
- was - I essentially set us up to fail.
- 826
- 00:42:00,684 --> 00:42:03,454
- I put too much in the
- UXR build kind of knowingly.
- 827
- 00:42:03,454 --> 00:42:05,055
- Just to see how far we could push stuff.
- 828
- 00:42:05,723 --> 00:42:08,259
- You guys got it all in and its working
- 829
- 00:42:08,259 --> 00:42:12,930
- and it's a huge amount of game
- and sets us up for alpha amazingly.
- 830
- 00:42:12,930 --> 00:42:17,468
- I've never been more proud to be a
- part of a team of such amazing developers.
- 831
- 00:42:17,468 --> 00:42:21,205
- You closed 750 bugs over 3 weeks.
- 832
- 00:42:21,205 --> 00:42:22,540
- So thank you.
- 833
- 00:42:22,540 --> 00:42:26,310
- I know there's lots of learnings for
- how we can make this easier and better.
- 834
- 00:42:26,310 --> 00:42:28,579
- I'm sure not everybody
- is super happy with me right now
- 835
- 00:42:28,579 --> 00:42:30,681
- but you did something really amazing.
- 836
- 00:42:30,681 --> 00:42:33,217
- So thanks. Thanks!
- 837
- 00:42:33,217 --> 00:42:37,187
- [ Applause ]
- 838
- 00:42:37,187 --> 00:42:39,990
- <Crosstalk> Oh that's it there,
- just wait until you're discovered.
- 839
- 00:42:40,824 --> 00:42:42,593
- <Crosstalk> 100% is a secret.
- 840
- 00:42:44,094 --> 00:42:46,063
- <Crosstalk> How many players
- are there playing the game right now?
- 841
- 00:42:47,097 --> 00:42:49,800
- <Brandon> I think its 35 or so.
- 842
- 00:42:52,870 --> 00:42:56,507
- A lot of the stuff narrative
- has done is in this build,
- 843
- 00:42:56,507 --> 00:42:58,442
- and people are playing the first time,
- 844
- 00:42:58,442 --> 00:43:00,477
- so it's kind of
- our first wave of feedback.
- 845
- 00:43:00,477 --> 00:43:03,047
- Watching UXR is a great way
- to see how this is developing.
- 846
- 00:43:03,047 --> 00:43:04,014
- So I'm desperate -
- 847
- 00:43:04,014 --> 00:43:09,420
- I'm starving for that stuff cause
- this is what really matters - is the game, game.
- 848
- 00:43:09,420 --> 00:43:11,689
- <Crosstalk> There it is! Boom!
- 849
- 00:43:11,689 --> 00:43:13,157
- [ Laughter ]
- 850
- 00:43:13,157 --> 00:43:15,125
- <Marcus> It's good because
- it's a good milestone, right?
- 851
- 00:43:15,125 --> 00:43:19,029
- Everything's culminated to this
- moment, so it's the kind of breather spot.
- 852
- 00:43:19,029 --> 00:43:21,031
- So you get to kind of sit back and do it,
- 853
- 00:43:21,031 --> 00:43:23,734
- but you can't exactly
- enjoy it at the same time
- 854
- 00:43:23,734 --> 00:43:26,103
- because you know that
- there's more work coming from it.
- 855
- 00:43:26,103 --> 00:43:27,771
- But also you get to feel gratified
- 856
- 00:43:27,771 --> 00:43:31,241
- because, "Oh that looked great and
- they had fun doing this thing I made."
- 857
- 00:43:31,241 --> 00:43:33,110
- So that's super gratifying as well.
- 858
- 00:43:33,110 --> 00:43:35,646
- No matter what the results
- are - good or bad - you know.
- 859
- 00:43:35,646 --> 00:43:37,448
- If it's great, you know
- what's good to enhance on.
- 860
- 00:43:37,448 --> 00:43:39,316
- If it's bad, you know
- what to start trimming from.
- 861
- 00:43:39,650 --> 00:43:42,486
- Is the very first time
- you open the planet map,
- 862
- 00:43:42,486 --> 00:43:44,688
- when all three of these planets are there?
- 863
- 00:43:44,688 --> 00:43:45,556
- <Crosstalk> Yes.
- 864
- 00:43:45,556 --> 00:43:46,557
- Oh that's not great.
- 865
- 00:43:47,324 --> 00:43:48,926
- I mean we decided very early on
- 866
- 00:43:48,926 --> 00:43:51,028
- that we wanted to do multiple planets
- 867
- 00:43:51,028 --> 00:43:54,465
- and traveling in your
- space ship between planets.
- 868
- 00:43:54,465 --> 00:43:57,301
- Because that would
- make it feel very Star Wars.
- 869
- 00:43:57,301 --> 00:43:59,703
- That was a pretty recent change
- 870
- 00:43:59,703 --> 00:44:02,473
- that we allow you to go
- to Dathomir right after Bogano.
- 871
- 00:44:02,473 --> 00:44:06,076
- The plan used to be that
- you would have to go to Zeffo
- 872
- 00:44:06,076 --> 00:44:08,379
- and then you would
- unlock Kashyyyk and Dathomir
- 873
- 00:44:08,379 --> 00:44:12,716
- at the same time, but opening it
- up earlier, makes the game open up earlier.
- 874
- 00:44:12,716 --> 00:44:15,352
- Which is kind of fun
- to see, but it's hard, so.
- 875
- 00:44:15,352 --> 00:44:17,521
- We'll see how much people like it.
- 876
- 00:44:17,521 --> 00:44:19,723
- <Aaron> It's that
- classic game design thing.
- 877
- 00:44:19,723 --> 00:44:22,860
- Let the player go to Mordor right
- off the bat, get their ass kicked.
- 878
- 00:44:22,860 --> 00:44:24,395
- I think that's Dathomir.
- 879
- 00:44:24,395 --> 00:44:26,897
- It's that, kind of, skill check.
- 880
- 00:44:26,897 --> 00:44:29,033
- <Crosstalk> Oh I bet he'll do a backflip...
- 881
- 00:44:30,200 --> 00:44:32,803
- [ Laughter ]
- 882
- 00:44:34,972 --> 00:44:36,974
- <Crosstalk> What is happening here?
- 883
- 00:44:37,408 --> 00:44:40,077
- I mean I think the
- greatest part of it is individual -
- 884
- 00:44:40,077 --> 00:44:45,983
- each individual has their task and
- they believe that they can get it done.
- 885
- 00:44:45,983 --> 00:44:48,252
- They look at the schedule and
- they believe they can get it done.
- 886
- 00:44:48,252 --> 00:44:50,087
- But they're skeptical.
- 887
- 00:44:50,087 --> 00:44:52,723
- It's natural for them to
- not know if other people
- 888
- 00:44:52,723 --> 00:44:56,794
- are in the same place because they're
- not as connected to other people's work.
- 889
- 00:44:56,794 --> 00:44:59,930
- So they might feel like, "Hey I'm doing
- everything I can to make my part good"
- 890
- 00:44:59,930 --> 00:45:02,332
- but it can't be good
- if other people's parts aren't good."
- 891
- 00:45:02,332 --> 00:45:04,802
- Then that just comes
- down to communication.
- 892
- 00:45:04,802 --> 00:45:08,405
- It becomes really hard to communicate
- what everybody is doing all the time.
- 893
- 00:45:08,405 --> 00:45:09,406
- Like I said, its natural that,
- 894
- 00:45:09,406 --> 00:45:11,809
- until we've gone through this
- together and people are able to see,
- 895
- 00:45:11,809 --> 00:45:14,111
- Oh wow everybody
- else lifted their own weight
- 896
- 00:45:14,111 --> 00:45:17,247
- and got it done and this
- product is shining together.
- 897
- 00:45:17,247 --> 00:45:18,549
- People will remember that.
- 898
- 00:45:24,855 --> 00:45:28,092
- The game is looking kick-ass.
- 899
- 00:45:28,092 --> 00:45:30,127
- <Audience> Woo!
- 900
- 00:45:30,127 --> 00:45:32,496
- That's it. Have a good weekend.
- 901
- 00:45:32,496 --> 00:45:38,602
- [ Applause ]
- 902
- 00:45:45,442 --> 00:45:49,580
- For me I still try to - if there's
- things that really shouldn't go in after lock,
- 903
- 00:45:49,580 --> 00:45:52,716
- but people want to get them in
- and I want to get them in -
- 904
- 00:45:52,716 --> 00:45:56,887
- I try to work with code
- and production to make a case for
- 905
- 00:45:56,887 --> 00:45:58,789
- why we should try to get these things in.
- 906
- 00:45:58,789 --> 00:46:00,224
- Next Tuesday, we're branching.
- 907
- 00:46:00,224 --> 00:46:01,859
- So we'll open up the tree again,
- and everyone can start
- 908
- 00:46:01,859 --> 00:46:05,162
- dumping all their normal work in
- and the game will break again.
- 909
- 00:46:05,162 --> 00:46:06,897
- But we'll have one branched
- version of the game again,
- 910
- 00:46:06,897 --> 00:46:09,967
- that we can be really very
- careful about what we're inserting then.
- 911
- 00:46:09,967 --> 00:46:12,536
- Because we're just going to
- be chasing stability at that point.
- 912
- 00:46:12,536 --> 00:46:14,404
- The branch is what we'll use for E3.
- 913
- 00:46:15,272 --> 00:46:18,809
- E3, for several decades
- now, has been one of the most
- 914
- 00:46:18,809 --> 00:46:22,212
- important moments in the
- calendar year for the video game industry.
- 915
- 00:46:22,212 --> 00:46:25,215
- EA Play happens the
- weekend before E3 officially starts.
- 916
- 00:46:25,215 --> 00:46:27,718
- So we kind of get ahead
- of all the noise and are able
- 917
- 00:46:27,718 --> 00:46:32,589
- to show people our games and get their
- reactions and get that conversation going.
- 918
- 00:46:32,589 --> 00:46:34,725
- Gamers now-a-days aren't
- going to make up their mind
- 919
- 00:46:34,725 --> 00:46:37,294
- and form a definitive opinion
- until we show them gameplay.
- 920
- 00:46:37,294 --> 00:46:40,597
- So this is going to be the
- biggest inflection point in terms
- 921
- 00:46:40,597 --> 00:46:42,666
- of sentiment in our entire campaign.
- 922
- 00:46:42,666 --> 00:46:44,268
- We want to show them what they want.
- 923
- 00:46:44,268 --> 00:46:48,839
- This is a raw unedited demo that's
- going to prove that we're delivering the goods.
- 924
- 00:46:48,839 --> 00:46:50,974
- Pretty much everybody
- I've talked to about it was like,
- 925
- 00:46:50,974 --> 00:46:54,211
- Do not show the AT-AT for
- the first thing that we ever show.
- 926
- 00:46:54,211 --> 00:46:55,479
- Because we don't want to give
- 927
- 00:46:55,479 --> 00:46:59,216
- the impression that we're just
- some climbing around Laura Croft game.
- 928
- 00:46:59,216 --> 00:47:00,450
- That's not what we are.
- 929
- 00:47:00,450 --> 00:47:02,986
- This is a moment in our game, but most
- 930
- 00:47:02,986 --> 00:47:05,756
- of what you're doing is going
- around and kicking ass with a lightsaber.
- 931
- 00:47:05,756 --> 00:47:10,527
- And I worry when I hear that
- there's - basically the first thing
- 932
- 00:47:10,527 --> 00:47:15,799
- that anybody is going to see is not
- going to represent 99% of our game.
- 933
- 00:47:15,799 --> 00:47:16,600
- <Neel> Right, right.
- 934
- 00:47:16,600 --> 00:47:19,369
- For EA Play, really wanted to give
- people what we thought they wanted.
- 935
- 00:47:19,369 --> 00:47:21,438
- It was the first time we
- were going to do live gameplay.
- 936
- 00:47:21,438 --> 00:47:24,441
- We didn't take sections of the videos.
- 937
- 00:47:24,441 --> 00:47:28,145
- It was essentially me in room for the
- weekend, and I played it until I nailed it.
- 938
- 00:47:28,145 --> 00:47:30,347
- And then I played it
- again until I nailed it again.
- 939
- 00:47:30,347 --> 00:47:31,748
- We sent those two off.
- 940
- 00:47:31,748 --> 00:47:32,716
- And it was like, thumbs up on that.
- 941
- 00:47:32,716 --> 00:47:35,519
- This is video that would
- feel like straight gameplay.
- 942
- 00:47:35,519 --> 00:47:38,155
- There is no one on stage
- playing, but it's not like
- 943
- 00:47:38,155 --> 00:47:41,925
- there are a bunch of cuts and edits
- jumping ahead or back or anything like that.
- 944
- 00:47:41,925 --> 00:47:44,194
- It straight from meeting Saw,
- 945
- 00:47:44,194 --> 00:47:47,965
- continuous all the way
- through to the purge trooper fight.
- 946
- 00:47:47,965 --> 00:47:48,866
- <Crosstalk> Yes.
- 947
- 00:47:48,866 --> 00:47:49,833
- Cool.
- 948
- 00:47:49,833 --> 00:47:53,837
- That start was made for the
- first thing for us to show the public.
- 949
- 00:47:53,837 --> 00:47:55,706
- It was supposed to be at EA Play.
- 950
- 00:47:55,706 --> 00:47:56,707
- It has a purpose.
- 951
- 00:47:56,707 --> 00:48:00,444
- Just because we have to
- get booking for E3 stuff,
- 952
- 00:48:00,444 --> 00:48:04,648
- are you guys 100% sure we
- don't want to let press have hands on?
- 953
- 00:48:05,349 --> 00:48:08,352
- From the very inception
- of our E3 demo, the plan -
- 954
- 00:48:08,352 --> 00:48:11,421
- what I always wanted to do - and I
- messaged it very clearly to the team
- 955
- 00:48:11,421 --> 00:48:12,489
- is that its hands-on.
- 956
- 00:48:12,489 --> 00:48:17,094
- But then as the realities of game
- making really start to take effect,
- 957
- 00:48:17,094 --> 00:48:19,363
- being hands-on
- becomes a little bit riskier.
- 958
- 00:48:19,363 --> 00:48:22,966
- And it's risky because it's
- gotta be nearly bulletproof.
- 959
- 00:48:23,100 --> 00:48:25,102
- It's gonna be
- considerable greater resources
- 960
- 00:48:25,102 --> 00:48:30,374
- and bug fixes and testing to just let
- anybody get their hands on the game.
- 961
- 00:48:30,374 --> 00:48:33,010
- As someone who's been marketing
- Respawn games for a while,
- 962
- 00:48:33,010 --> 00:48:35,579
- there's so much
- that's hard to communicate
- 963
- 00:48:35,579 --> 00:48:38,849
- about how controls feel
- that you just can't get across.
- 964
- 00:48:39,383 --> 00:48:42,452
- If I could tell you a million
- times, it feels really great to play.
- 965
- 00:48:42,452 --> 00:48:44,121
- It feels like you
- forget the controller's there.
- 966
- 00:48:44,121 --> 00:48:46,990
- Everyone we brought in
- to actually play with this thing,
- 967
- 00:48:46,990 --> 00:48:49,293
- even UXR, is like, "Oh <bleep>".
- 968
- 00:48:49,293 --> 00:48:52,195
- We're going to be planning
- these big E3 media events.
- 969
- 00:48:52,195 --> 00:48:53,430
- We better be careful.
- 970
- 00:48:53,430 --> 00:48:54,598
- And I don't want us
- getting into this situation
- 971
- 00:48:54,598 --> 00:48:55,866
- where we have to cancel something
- 972
- 00:48:55,866 --> 00:48:58,302
- that we spent a lot of money
- and put a lot of investment into,
- 973
- 00:48:58,302 --> 00:48:59,836
- if we're just not
- going to be able to do it.
- 974
- 00:48:59,836 --> 00:49:02,806
- <Charlie> I know it's - I know it
- will be like a late last minute call,
- 975
- 00:49:02,806 --> 00:49:05,175
- but I need to put that value out there.
- <Blair> I like it.
- 976
- 00:49:05,175 --> 00:49:06,910
- There was just no way that we could
- 977
- 00:49:06,910 --> 00:49:09,546
- guarantee that we're
- going to go hands-on with this.
- 978
- 00:49:09,546 --> 00:49:12,282
- It looked like the only time
- we were really gonna get clarity
- 979
- 00:49:12,282 --> 00:49:15,018
- on that would be maybe
- a week or two before E3.
- 980
- 00:49:15,218 --> 00:49:17,788
- We're just going to get
- a behind the closed doors room,
- 981
- 00:49:17,788 --> 00:49:19,256
- for press and judges to get hands-on,
- 982
- 00:49:19,256 --> 00:49:22,559
- but if we don't use them,
- we'll just use them for interview rooms.
- 983
- 00:49:22,559 --> 00:49:23,927
- <Crosstalk? Yes. I think
- that's how we'll do it.
- 984
- 00:49:23,927 --> 00:49:26,096
- It might be more
- expensive, but then, that's fine.
- 985
- 00:49:26,096 --> 00:49:27,264
- <Stig> I could get behind that.
- 986
- 00:49:27,931 --> 00:49:28,932
- <Stig> New game.
- 987
- 00:49:28,932 --> 00:49:30,634
- Biggest IP in the world.
- 988
- 00:49:30,634 --> 00:49:32,169
- First time we're showing gameplay.
- 989
- 00:49:32,169 --> 00:49:33,837
- One thing this team has shown
- 990
- 00:49:33,837 --> 00:49:36,773
- and proven through history
- is they come through at the end.
- 991
- 00:49:41,011 --> 00:49:44,748
- So E3, we're trying to get
- a finished version of the game
- 992
- 00:49:44,748 --> 00:49:46,483
- and we're not yet at that point.
- 993
- 00:49:46,483 --> 00:49:49,086
- So we're trying to get a
- representation that feels natural.
- 994
- 00:49:49,086 --> 00:49:53,623
- The purpose of Kashyyyk is to show the
- juxtaposition of the virus of the Imperial.
- 995
- 00:49:53,623 --> 00:49:55,892
- Destroying all of the planet Kashyyyk
- 996
- 00:49:55,892 --> 00:49:57,728
- and its natural beauty is trying to fight back.
- 997
- 00:49:57,728 --> 00:49:59,529
- Right now we're just
- working on optimization.
- 998
- 00:49:59,529 --> 00:50:02,699
- We're trying to make sure it all
- runs and looks good at the demo.
- 999
- 00:50:04,334 --> 00:50:07,237
- We're kind of in that phase of
- the project that we're in optimization.
- 1000
- 00:50:07,237 --> 00:50:09,673
- Basically people come
- into my office and say,
- 1001
- 00:50:09,673 --> 00:50:12,175
- Hey do you want to see
- something? And it's always something bad.
- 1002
- 00:50:12,175 --> 00:50:13,443
- And I go and fix it.
- 1003
- 00:50:13,443 --> 00:50:16,980
- So we can see with this view
- how many triangles we're using in places.
- 1004
- 00:50:16,980 --> 00:50:19,416
- So anywhere that we start to
- get these really dense clusters,
- 1005
- 00:50:19,416 --> 00:50:21,752
- that's something we
- need to look at and think,
- 1006
- 00:50:21,752 --> 00:50:24,454
- we're spending too many triangles here,
- so we might want to reduce the amount.
- 1007
- 00:50:24,454 --> 00:50:25,956
- When we get to that point for E3,
- 1008
- 00:50:25,956 --> 00:50:27,858
- we have to make sure
- we have all of our graphics
- 1009
- 00:50:27,858 --> 00:50:30,627
- all up and running and all looking
- good enough to show to the public.
- 1010
- 00:50:30,627 --> 00:50:33,230
- Then you get a little glimpse of
- what the game's going to look like,
- 1011
- 00:50:33,230 --> 00:50:34,531
- when it comes out at the end of the year.
- 1012
- 00:50:35,899 --> 00:50:39,102
- <Bruce> Today I'm making sure
- the climb animation looks good.
- 1013
- 00:50:39,102 --> 00:50:40,771
- There's a request coming from design,
- 1014
- 00:50:40,771 --> 00:50:44,107
- that some of those moves are
- just too slow and I'm speeding it up.
- 1015
- 00:50:44,107 --> 00:50:46,076
- Right now, I'm looking
- at the jumps. They take,
- 1016
- 00:50:46,076 --> 00:50:50,280
- too much time recovering from jump
- to actual navigation on the wall.
- 1017
- 00:50:50,280 --> 00:50:54,651
- It needs to feel right,
- otherwise it's not a game, it's a movie.
- 1018
- 00:50:55,152 --> 00:50:57,354
- I think we're going to be able to
- go hands-on with the whole thing.
- 1019
- 00:50:57,354 --> 00:50:58,955
- Not just a fraction of the demo.
- 1020
- 00:50:58,955 --> 00:51:01,958
- As much as we wanted to
- polish and make it look pretty
- 1021
- 00:51:01,958 --> 00:51:05,228
- and make it feel like it's the final
- game, we also needed to make sure
- 1022
- 00:51:05,228 --> 00:51:09,766
- that nothing is breaking when we
- hand the controller over to these press.
- 1023
- 00:51:09,766 --> 00:51:12,002
- In regards to what's riding
- for this demo, everything.
- 1024
- 00:51:12,002 --> 00:51:15,806
- All the hard work that the
- entire team's putting into this game.
- 1025
- 00:51:16,807 --> 00:51:19,943
- If we <bleep> up, it's all for nothing.
- 1026
- 00:51:19,943 --> 00:51:21,878
- It's a meaty demo.
- 1027
- 00:51:21,878 --> 00:51:24,915
- It's not just a small section
- of gameplay, which was important to us
- 1028
- 00:51:24,915 --> 00:51:28,518
- we wanted people to really see,
- the game isn't just this small section.
- 1029
- 00:51:28,518 --> 00:51:31,788
- It's like - this is like all of
- our main systems working,
- 1030
- 00:51:31,788 --> 00:51:35,325
- and people can project how
- that expands into a much larger game.
- 1031
- 00:51:35,325 --> 00:51:39,196
- So this impression is
- incredibly important.
- 1032
- 00:51:39,196 --> 00:51:41,298
- If we bomb it,
- 1033
- 00:51:41,298 --> 00:51:43,200
- it could be devastating.
- 1034
- 00:51:47,304 --> 00:51:48,271
- Start it over.
- 1035
- 00:51:48,271 --> 00:51:49,172
- Yep.
- 1036
- 00:51:49,172 --> 00:51:50,907
- We're trying to get one contiguous take.
- 1037
- 00:51:50,907 --> 00:51:52,209
- So it's all real.
- 1038
- 00:51:52,209 --> 00:51:53,443
- No edits, no cuts.
- 1039
- 00:51:53,443 --> 00:51:54,945
- We're just trying to do it in one take.
- 1040
- 00:51:54,945 --> 00:51:56,913
- So getting all those perfect combats
- 1041
- 00:51:56,913 --> 00:51:59,549
- in one play-through, is a
- little bit more challenging.
- 1042
- 00:51:59,549 --> 00:52:02,652
- Really want it to represent -
- this is the game how it is now.
- 1043
- 00:52:03,687 --> 00:52:05,555
- <Angela> Tomorrow is our big reveal day.
- 1044
- 00:52:05,555 --> 00:52:08,525
- Saturday morning, one hour prior,
- 1045
- 00:52:08,525 --> 00:52:10,927
- our second social teaser
- goes live in social.
- 1046
- 00:52:11,661 --> 00:52:16,700
- And then 9:30, we take
- center stage and we open EA Play.
- 1047
- 00:52:18,101 --> 00:52:20,537
- By the way, I don't know if I'm
- going to be able to make it to EA Play.
- 1048
- 00:52:22,005 --> 00:52:23,440
- <Crosstalk> Like on Saturday at all?
- 1049
- 00:52:23,874 --> 00:52:25,242
- I didn't register. [laughter]
- 1050
- 00:52:28,245 --> 00:52:29,613
- Ugh <bleep>.
- 1051
- 00:52:30,714 --> 00:52:32,082
- Start over.
- 1052
- 00:52:32,682 --> 00:52:34,784
- I start with asking people on the team
- 1053
- 00:52:34,784 --> 00:52:37,821
- who's content I'm going to play through,
- what do you want to show off?
- 1054
- 00:52:37,821 --> 00:52:39,055
- But when you start playing,
- 1055
- 00:52:39,055 --> 00:52:42,826
- it's a live game and our A.I. works
- how our A.I. works for the real game.
- 1056
- 00:52:42,826 --> 00:52:44,694
- I'm trying to do a cool move
- 1057
- 00:52:44,694 --> 00:52:47,531
- but during that a spider
- jumps on me and breaks the flow.
- 1058
- 00:52:47,531 --> 00:52:49,166
- The longer the demo goes the more risk.
- 1059
- 00:52:49,166 --> 00:52:50,467
- The guy that's next to the door.
- 1060
- 00:52:50,467 --> 00:52:52,369
- You can sprint and do a,
- 1061
- 00:52:52,369 --> 00:52:53,336
- [ Lightsaber sound ] like uppercut on him.
- 1062
- 00:53:02,612 --> 00:53:06,850
- <Both> Ohhhhhh!
- 1063
- 00:53:06,850 --> 00:53:09,753
- God, that's the kind of thing
- that's just a heartbreaker.
- 1064
- 00:53:09,753 --> 00:53:12,122
- There's other things that can happen
- that have nothing to do with the game.
- 1065
- 00:53:12,122 --> 00:53:14,591
- Like you could just have a really
- weird itch or something like that.
- 1066
- 00:53:14,591 --> 00:53:15,725
- You're in the middle of something.
- 1067
- 00:53:15,725 --> 00:53:17,494
- It's like you've got to scratch this.
- 1068
- 00:53:22,399 --> 00:53:23,800
- Woo!
- 1069
- 00:53:30,340 --> 00:53:31,808
- I just want to -
- 1070
- 00:53:31,808 --> 00:53:35,779
- I want to show this to the team and
- have them be like, "Oh <bleep> sick".
- 1071
- 00:53:35,779 --> 00:53:38,081
- You know its ok to just play.
- 1072
- 00:53:38,081 --> 00:53:41,551
- Just go in and just like,
- "I'm playin the game."
- 1073
- 00:53:47,257 --> 00:53:48,792
- Its EA Play.
- 1074
- 00:53:48,792 --> 00:53:50,560
- We're about to unveil
- our gameplay to the world.
- 1075
- 00:53:50,994 --> 00:53:52,028
- I just hope everybody loves it.
- 1076
- 00:54:24,995 --> 00:54:27,797
- <Announcer> What's up EA Play?
- 1077
- 00:54:27,797 --> 00:54:29,899
- We've got the head of
- Respawn, Vince Zampella.
- 1078
- 00:54:29,899 --> 00:54:33,870
- And the director of Star Wars:
- Jedi Fallen Order, Stig Asmussen.
- 1079
- 00:54:33,870 --> 00:54:35,338
- Everybody give it up for Vince and Stig!
- 1080
- 00:54:35,338 --> 00:54:36,339
- Come on!
- 1081
- 00:54:37,507 --> 00:54:39,576
- Let's keep it going!
- They're making a Star Wars game.
- 1082
- 00:54:39,576 --> 00:54:42,612
- [ Applause ]
- 1083
- 00:54:42,612 --> 00:54:44,948
- Guys, welcome to EA Play.
- 1084
- 00:54:44,948 --> 00:54:48,351
- Yeah this is something that Stig
- and I have been envisioning for years.
- 1085
- 00:54:48,351 --> 00:54:50,687
- To see it come to life
- and be able to show you guys
- 1086
- 00:54:50,687 --> 00:54:53,023
- 15 minutes of gameplay today.
- 1087
- 00:54:53,023 --> 00:54:55,759
- [ Applause ]
- 1088
- 00:54:55,759 --> 00:54:56,760
- Uncut.
- 1089
- 00:54:57,460 --> 00:54:58,428
- Alright, alright.
- 1090
- 00:54:58,428 --> 00:55:01,097
- So everybody's anxious to see
- what this 15 minutes is going to be.
- 1091
- 00:55:01,097 --> 00:55:02,232
- They'd like to see the game.
- 1092
- 00:55:02,232 --> 00:55:03,266
- We've gone on long enough.
- 1093
- 00:55:03,266 --> 00:55:04,467
- <Announcer> We're not going to drone on.
- <Stig> Let's do it.
- 1094
- 00:55:04,467 --> 00:55:06,136
- Vince! Would you like to kick us off?
- 1095
- 00:55:06,136 --> 00:55:07,537
- Let's go!
- 1096
- 00:55:20,650 --> 00:55:21,651
- Ohhh!
- 1097
- 00:55:23,720 --> 00:55:24,721
- Yes!
- 1098
- 00:55:24,888 --> 00:55:26,256
- More of that!
- 1099
- 00:55:27,691 --> 00:55:28,692
- Cool. Ah!
- 1100
- 00:55:31,795 --> 00:55:32,796
- Nice.
- 1101
- 00:55:34,531 --> 00:55:35,832
- <Cal> Gonna need to get through here.
- 1102
- 00:55:39,803 --> 00:55:41,471
- <Announcer> What do we think?
- 1103
- 00:55:41,471 --> 00:55:42,605
- What do we think EA Play?
- 1104
- 00:55:42,605 --> 00:55:44,007
- [ Applause ]
- 1105
- 00:55:48,712 --> 00:55:52,415
- I didn't get any sense that there
- was anything going wrong at EA Play.
- 1106
- 00:55:53,450 --> 00:55:55,652
- But I start reading
- all the different articles
- 1107
- 00:55:55,652 --> 00:55:57,921
- that were a little confused
- on what we showed.
- 1108
- 00:55:57,921 --> 00:55:59,723
- <Jeff> With the EA Play gameplay reveal,
- 1109
- 00:55:59,723 --> 00:56:02,926
- there was a bit of
- misconception over what our game was.
- 1110
- 00:56:02,926 --> 00:56:04,427
- The gameplay we saw at E3
- 1111
- 00:56:04,427 --> 00:56:07,030
- underwhelmed some people,
- who thought it looked fairly generic.
- 1112
- 00:56:07,030 --> 00:56:08,932
- Yeah it felt like a pretty
- standard linear action game.
- 1113
- 00:56:08,932 --> 00:56:12,535
- Maybe even a little Uncharted-ish,
- with lots of climbing and melee combat.
- 1114
- 00:56:12,902 --> 00:56:14,771
- We wanted to showcase
- every ability we could show off.
- 1115
- 00:56:14,771 --> 00:56:16,072
- And show off all the cool moves.
- 1116
- 00:56:16,072 --> 00:56:17,574
- In hindsight, probably should've
- 1117
- 00:56:17,574 --> 00:56:20,810
- just put it on hard cause it did
- make the game seem a lot easier.
- 1118
- 00:56:21,544 --> 00:56:22,946
- <Jeff> We wanted
- to hit a slice of the game
- 1119
- 00:56:22,946 --> 00:56:26,616
- that showed off the core lightsaber
- elements, but in doing so,
- 1120
- 00:56:26,616 --> 00:56:31,221
- we kind of missed the opportunity to
- show everyone our non-linear structure,
- 1121
- 00:56:31,221 --> 00:56:34,090
- our Metroidvania level design,
- our planet hopping,
- 1122
- 00:56:34,090 --> 00:56:36,826
- interactions with the crew,
- these big set piece moments.
- 1123
- 00:56:37,594 --> 00:56:40,130
- The only way you could
- feel how good the game is,
- 1124
- 00:56:40,130 --> 00:56:41,798
- is to get your hands on the controls.
- 1125
- 00:56:41,798 --> 00:56:43,400
- That's the only way.
- 1126
- 00:56:46,269 --> 00:56:48,238
- E3 2019.
- 1127
- 00:56:48,238 --> 00:56:50,206
- I am going to be behind closed doors,
- 1128
- 00:56:50,206 --> 00:56:56,045
- giving demos and hands-on to
- various press people and potential E3 judges.
- 1129
- 00:56:56,045 --> 00:56:58,448
- I hope everybody just loves
- 1130
- 00:56:58,448 --> 00:57:00,150
- the authenticity we're
- trying to bring to Star Wars.
- 1131
- 00:57:00,150 --> 00:57:03,052
- Hopefully the time and the
- effort we put into this game is shown,
- 1132
- 00:57:03,052 --> 00:57:04,621
- so people respect that.
- 1133
- 00:57:04,621 --> 00:57:05,588
- That's the goal.
- 1134
- 00:57:08,124 --> 00:57:09,092
- I was skeptical.
- 1135
- 00:57:09,092 --> 00:57:10,059
- I won't deny that.
- 1136
- 00:57:10,059 --> 00:57:13,396
- But Respawn definitely is
- amazing gameplay and with story.
- 1137
- 00:57:13,396 --> 00:57:15,698
- So I mean, who even
- knows what it's going to be like.
- 1138
- 00:57:15,698 --> 00:57:16,866
- I'm hooked. I'm into it.
- 1139
- 00:57:17,700 --> 00:57:21,404
- <Kasumi> We're having press,
- like IGN, Game Informer.
- 1140
- 00:57:21,404 --> 00:57:23,907
- It's basically 30 minutes block of time,
- 1141
- 00:57:23,907 --> 00:57:27,277
- and we're just getting
- press in to try out the game.
- 1142
- 00:57:29,979 --> 00:57:31,815
- It does feel good to play.
- 1143
- 00:57:31,815 --> 00:57:34,651
- So there is a lot
- of depth to the combat system.
- 1144
- 00:57:34,651 --> 00:57:37,987
- I do not think the combat in this
- game is going to get boring anytime soon.
- 1145
- 00:57:39,389 --> 00:57:42,125
- <Jeff> Once anyone
- gets their hands on the game,
- 1146
- 00:57:42,125 --> 00:57:43,726
- they fall in love with it.
- 1147
- 00:57:43,726 --> 00:57:44,961
- The biggest take-away I got
- 1148
- 00:57:44,961 --> 00:57:47,297
- from the brief hands-on experience I had,
- 1149
- 00:57:47,297 --> 00:57:50,300
- was that the
- combat is very satisfying and challenging.
- 1150
- 00:57:51,100 --> 00:57:53,403
- <Kasumi> Everything
- has been very very positive.
- 1151
- 00:57:53,803 --> 00:57:56,105
- You see people
- walk in looking pretty tired
- 1152
- 00:57:56,105 --> 00:57:59,876
- and exhausted, and they walk
- out with a huge smile on their face.
- 1153
- 00:57:59,876 --> 00:58:01,377
- So that's what we want to see.
- 1154
- 00:58:04,647 --> 00:58:06,416
- <Game Informer Show>
- The combat feels great.
- 1155
- 00:58:06,416 --> 00:58:08,184
- It's like what you
- would expect from Respawn.
- 1156
- 00:58:08,184 --> 00:58:10,253
- It seems like there's
- a lot of growth in his abilities.
- 1157
- 00:58:10,253 --> 00:58:12,422
- You will get new Force
- powers as the game goes on.
- 1158
- 00:58:12,422 --> 00:58:13,423
- I can't wait to see where it goes.
- 1159
- 00:58:16,292 --> 00:58:18,261
- So many people have walked
- 1160
- 00:58:18,261 --> 00:58:21,331
- out of here going like "Okay,
- I see where we're going with this."
- 1161
- 00:58:24,434 --> 00:58:27,804
- When you actually play the
- game flows exceptionally well.
- 1162
- 00:58:27,804 --> 00:58:32,408
- Although we only played for 5 minutes,
- I found the demo to be extremely fun.
- 1163
- 00:58:32,408 --> 00:58:35,345
- I feel like once you get your
- hands on it, you'll feel as I do.
- 1164
- 00:58:37,347 --> 00:58:40,416
- <Jeff> Whenever I run
- into any of my co-workers,
- 1165
- 00:58:40,416 --> 00:58:43,820
- I've been trying to tell
- them how well it is going.
- 1166
- 00:58:43,820 --> 00:58:47,223
- because they might just be reading
- those online threads still, and that's it.
- 1167
- 00:58:48,591 --> 00:58:51,361
- <Blair> It's been exciting to see
- people finally get their hands on it.
- 1168
- 00:58:51,361 --> 00:58:52,962
- Get real reactions.
- 1169
- 00:58:52,962 --> 00:58:54,731
- Don't look at me, look at that!
- It's so good.
- 1170
- 00:58:57,500 --> 00:58:59,736
- <Stig> It's been a wild week.
- 1171
- 00:58:59,736 --> 00:59:03,840
- Still trying to process it and
- it feels really good right now.
- 1172
- 00:59:04,741 --> 00:59:08,545
- These last 3 days,
- I've been fully focused on E3
- 1173
- 00:59:09,946 --> 00:59:11,214
- but tomorrow, I'm back to work.
- 1174
- 00:59:12,815 --> 00:59:15,084
- We've got to finish the game.
- 1175
- 00:59:22,292 --> 00:59:23,660
- <Narrator> This is it.
- 1176
- 00:59:23,660 --> 00:59:26,396
- The final stretch of a four year journey.
- 1177
- 00:59:30,767 --> 00:59:31,768
- I'll be working on the lightsaber
- 1178
- 00:59:31,768 --> 00:59:35,505
- probably until the day that
- they tell me I can't work on it anymore.
- 1179
- 00:59:35,672 --> 00:59:37,373
- This project has been a little different.
- 1180
- 00:59:37,373 --> 00:59:38,541
- We've been working in harmony
- 1181
- 00:59:38,541 --> 00:59:41,044
- with all the other departments,
- going up until the end of the project.
- 1182
- 00:59:41,044 --> 00:59:45,315
- So we've gotten in a lot earlier than
- normally might happen in a game pipeline.
- 1183
- 00:59:45,315 --> 00:59:46,983
- Making the lightsaber feel authentic.
- 1184
- 00:59:46,983 --> 00:59:49,452
- It's basically a
- glowing tube when it's still.
- 1185
- 00:59:49,452 --> 00:59:52,789
- But when its moving,
- is a lot of the iconic look.
- 1186
- 00:59:52,789 --> 00:59:55,558
- So it's getting the right pie
- slice, having the right angle -
- 1187
- 00:59:55,558 --> 00:59:58,728
- not like a flag - and then having
- the atmospheric glow around it.
- 1188
- 00:59:58,728 --> 01:00:00,163
- Working closely with combat obviously,
- 1189
- 01:00:00,163 --> 01:00:02,532
- the lightsaber interactions
- stuff, that's got a lot of our focus.
- 1190
- 01:00:02,532 --> 01:00:05,001
- It's a lightsaber game, so it has to be (perfect).
- 1191
- 01:00:06,636 --> 01:00:10,540
- We are putting the final details, the final finesses
- 1192
- 01:00:10,540 --> 01:00:12,842
- on all the elements we can.
- It's all wrapping up and it's exciting.
- 1193
- 01:00:12,842 --> 01:00:16,379
- So things that were minor
- months ago, are now major.
- 1194
- 01:00:16,379 --> 01:00:18,214
- Cool. Yeah, yeah. So right now
- I'm just trying to figure out
- 1195
- 01:00:18,214 --> 01:00:21,417
- how to get this graphic
- design to match this image.
- 1196
- 01:00:21,417 --> 01:00:25,755
- So I did get to do a pass on the logo.
- 1197
- 01:00:25,755 --> 01:00:28,324
- These added manual streak
- and wear and tear by hand.
- 1198
- 01:00:28,324 --> 01:00:29,325
- <Chris> Awesome, nice job.
- 1199
- 01:00:29,325 --> 01:00:30,960
- Yeah, no problem. Of course.
- 1200
- 01:00:32,061 --> 01:00:34,197
- When Cal is doing -
- when he's holding Prauf,
- 1201
- 01:00:34,197 --> 01:00:36,165
- I don't know if the Force
- feedback can rumble harder?
- 1202
- 01:00:36,165 --> 01:00:38,167
- <Stig> We can do that.
- We can make a sound.
- 1203
- 01:00:38,167 --> 01:00:39,869
- So it feels like I'm holding Prauf,
- 1204
- 01:00:39,869 --> 01:00:42,772
- now I'm holding the barge,
- and I'm really straining here.
- 1205
- 01:00:42,772 --> 01:00:45,508
- Sitting five weeks away from boxing the
- 1206
- 01:00:45,508 --> 01:00:50,480
- game up and sending it off, one
- word that comes to mind is tired.
- 1207
- 01:00:50,480 --> 01:00:52,215
- But also, proud.
- 1208
- 01:00:52,215 --> 01:00:53,950
- Really, really proud.
- 1209
- 01:00:54,651 --> 01:00:57,687
- UI team as a whole, we're
- stressed but we're excited.
- 1210
- 01:00:57,687 --> 01:01:00,590
- We have these schedules
- that we follow.
- 1211
- 01:01:00,590 --> 01:01:03,226
- It's like, oof that's ambitious,
- 1212
- 01:01:03,226 --> 01:01:05,795
- but we know we can do it,
- but oof that's ambitious.
- 1213
- 01:01:07,697 --> 01:01:09,766
- I see smiling nods.
- 1214
- 01:01:12,669 --> 01:01:15,104
- <Stig> Are there any bugs
- right now that you guys
- 1215
- 01:01:15,104 --> 01:01:17,540
- are tracking down
- regarding the motion model?
- 1216
- 01:01:17,540 --> 01:01:20,276
- <Nathan> Joe was saying in certain cases,
- 1217
- 01:01:20,276 --> 01:01:25,782
- when you hit the corner of a
- wall, he can feel like he gets held up.
- 1218
- 01:01:26,215 --> 01:01:28,084
- <Stig> Yeah I'm having
- a really hard time breaking this.
- 1219
- 01:01:28,084 --> 01:01:29,285
- It's good.
- 1220
- 01:01:29,285 --> 01:01:30,286
- It's great.
- 1221
- 01:01:30,286 --> 01:01:31,754
- You guys did it.
- 1222
- 01:01:33,156 --> 01:01:34,490
- I'd say stick a fork in it.
- 1223
- 01:01:35,058 --> 01:01:37,827
- <Crosstalk> Yeah.
- 1224
- 01:01:37,827 --> 01:01:38,828
- At this point right now.
- 1225
- 01:01:40,663 --> 01:01:41,664
- <Bruce> Let's try not to break it.
- 1226
- 01:01:41,664 --> 01:01:43,633
- Let's try not to break it, yeah.
- 1227
- 01:01:44,567 --> 01:01:46,436
- We've been looking at this closely,
- 1228
- 01:01:46,436 --> 01:01:48,471
- it's been under the
- microscope for like a year now.
- 1229
- 01:01:50,373 --> 01:01:51,240
- So congrats.
- 1230
- 01:01:57,246 --> 01:02:00,283
- <Cere> You survived, Cal.
- 1231
- 01:02:02,719 --> 01:02:04,587
- And you're not alone.
- 1232
- 01:02:04,587 --> 01:02:05,988
- Not anymore.
- 1233
- 01:02:05,988 --> 01:02:09,192
- <Greeze> We're coming
- up on our destination.
- 1234
- 01:02:18,501 --> 01:02:21,738
- Biggest hopes for the game,
- you know there's a lot of them.
- 1235
- 01:02:21,738 --> 01:02:25,208
- I would say that when we started
- this, we wanted to make
- 1236
- 01:02:25,208 --> 01:02:28,878
- this Star Wars action adventure story game
- 1237
- 01:02:28,878 --> 01:02:30,780
- that we haven't seen for a long time.
- 1238
- 01:02:30,780 --> 01:02:33,616
- And we wanted to make the best
- one that we could possibly make.
- 1239
- 01:02:33,616 --> 01:02:35,384
- I really hope we do that.
- 1240
- 01:02:35,384 --> 01:02:38,621
- My biggest hopes are a
- lot more basic than that.
- 1241
- 01:02:38,621 --> 01:02:40,289
- I just want the whole team,
- 1242
- 01:02:40,289 --> 01:02:43,693
- to have all this energy that they put into it
- 1243
- 01:02:43,693 --> 01:02:46,395
- and their love for Star Wars
- to be worth something
- 1244
- 01:02:46,395 --> 01:02:49,432
- and for this to be a game
- that they're really proud of.
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