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Associate Producer Talks ROTS Game

Posted By Joshua on May 4, 2005

STAR WARS: EPISODE III REVENGE OF THE SITH
INTERVIEW WITH JUSTIN LAMBROS, ASSOCIATE PRODUCER

Q: Tell us about your time with Nick Gillard.

Justin Lambros: Nick Gillard, the stunt coordinator from the film, took a whole week training our animators in the art of lightsaber combat, which has been an amazing help since the focus of our game is providing that authentic lightsaber combat. In that same week that Nick was here, Hayden Christensen also came to visit to give us insight into Anakin?his movements, how he acts, and how he portrayed him.

So you got to work both with the lightsaber guy and Anakin Skywalker himself, huh?

Yeah, it was an amazing experience for the whole team to be able to work side-by-side with Nick Gillard and see how he constructs a lightsaber action sequence?to see the basic movements and everything that he actually taught our animators how to do his job. To build different combat sequences?that was amazingly important. We saw how they did their job, so we?re able then to emulate in our version of the film what they were doing.

Nick Gillard?s teachings to the animators helped us be able to actually know and feel the physicality of being in a lightsaber fight. The animators actually can feel when a block is right and what movement, and when they?re open to attack and when they?re not. So the combat will be more realistic and appear much closer to the film because they?ll know it and they?ll be able to feel it. Many animators film themselves doing specific movements that they?re animating. We took a bunch of reference footage of our animators working with Nick, running through sequences?you know, being Jedi, being battle droids, and how they would attack and defend and all that stuff. So now our animators will actually know and feel what?s right as they animate it.

So the development team at The Collective actually fought with lightsabers?

Yeah, one of the fun things about Nick being at ILM was he let us experiment with the actual stunt sabers from the film. So, we had a group of animators and combat scripters squaring off against one another, practicing the moves Nick taught us. Also, we would set up elaborate situations against multiple enemies, and Nick would show us how he takes them down with a variety of moves. So, we were able to not only hold the sabers and take each other on, but we also had plenty of instruction from Nick on how it?s really done in the films.

That had to be fun. Any funny stories from that experience?

One of the funniest things that happened while Nick & Hayden were here was that after a few days of training, one of our animators started instinctively blocking Nick, even when he wasn?t supposed to. But it showed that Nick was teaching us well both offensively and defensively, just like a good Jedi Master should.

Did Nick lend his Jedi Master expertise in any other ways?

We walked Nick Gillard through our team area and showed him each sequence of the game so he?d understand what we?re focusing on and the main objectives of our game. We also sat him down with some of our different animators and showed him the work that we were doing, and he was able to comment and praise us on what we were doing right, and he?d correct us when we were going astray.


And how much help was Hayden?

When Hayden came to visit, he was very helpful in showing us what was going on inside his mind as Anakin Skywalker through the film. How the character evolves, how his actions change, and how he becomes as he falls to the dark side?how that changes him as a character and his actions and his movements, which we?ll then be able to show in the game.

Hayden?s input was invaluable throughout his visit both in elaborating and expanding upon what Anakin is as a character. We?ll see two hours of that in the film, but we?re going to have many more hours of Anakin in the game. So just from how the character evolves from early on, as he gains more power he becomes much more cocky, and instead of even blocking lightsaber attacks he just leans out of the way one way or the other. And in fact, one of the things that I really excited to see in the game is Hayden put a combination of dodging lightsaber attacks with his ability to twirl the lightsaber, and so he made this really great combo where he?s able to dodge attacks as they come in, and then spin his lightsaber behind his back, and really kind of show off how he is the most powerful Jedi that there is.

So then, what exactly are your plans in the game for the evolution of Anakin Skywalker from Jedi hero to Sith villain?

The evolution of Anakin as a character in the game is going to be one of the most dynamic and exciting parts of it. You?ll start working side-by-side with Obi-Wan Kenobi as you have been for years in the Clone Wars, and you?ll be very similar. You?ll fight together as a team, you?ll use your lightsaber similarly, and you?ll kind of be the standard Jedi heroic general that fought in the Clone Wars. But as it progresses and Anakin gives into the dark side, then he?s able to tap into a whole ?nother side of the Force, and he?s able to use powers that are much more dynamic and powerful and sinister and deadly. And so, as he evolves in the game, he ends up being much different than Obi-Wan. Obi-Wan stays true to the light side of the Force, and Anakin then becomes the maelstrom of power that we see in that is feared throughout the galaxy.

What are your top priorities regarding the production of the game?

My top priority is to make sure that we stay on top of the film?s development, every last little detail, every scene that changes, every editing sequence. Every time there?s a change in the digital mattes in the background or the droids or anything that?s changed, I want to make sure that we?re on top of that because we?re essentially making the game as ILM is making the film, so two different digital versions of these sequences are being created at the same time. And my job is to make sure that they match and they?re accurate and we?ve got all the details correct because we want the game and the film to work together and mesh perfectly as one larger entity, not two separate products based on one story.

What?s the hardest part about making an Episode III videogame?

For me, there are two hardest parts that go hand-in-hand. First is that the movie and the game are being developed at the same time. The film has so many digital effects that nearly all of the environments are partially, if not all, digital assets. So, it was really hard keeping up with the myriad of work that ILM was producing for the film and getting the most recent and accurate reference to our development team. It was a constant struggle, since they each have their own production schedules and limitations, and, at times, we were creating the same digital environments concurrently. So, we?d have to go back and check with ILM constantly to see how things were evolving.

Second is the extreme pressure, not only from our audience, but from the development team ourselves to make everything as authentic to the film as possible. So, from the combat system, to character animations, voice acting to cutscenes, and especially environmental art, we were our toughest critics because we knew the high expectations everyone had for this film, and also for the game.

The game comes out two weeks before the movie. Would you recommend playing the game first or playing the game after you see the film?

I would recommend doing both, actually. The game does a great job telling the film's central conflict, but it?s more visceral and very exciting to live it interactively. But we were very careful not to spoil key moments of the film. In fact, there?s so much emotion and character development in Episode III that we?d never be able to cover that in a single game. And it's important to note that we're not just re-creating the movie scene-for-scene in 3D. It's important that the game serves its medium, not just retell the film. So, we expand on the film in several key areas, and I think playing through the story mode of our game is a great taste of that emotional core which will leave you wanting more and, hopefully, heighten your anticipation for seeing the film. But after you get back from the theater, I think it?d be worth playing through the story mode again, this time with all the plot details fully revealed to you. So, you?ll be able to see and feel more completely the path of Obi-Wan and Anakin in the game, making the action even more intense. You'll also understand how the events you're controlling in the game affect the rest of the galaxy.

So just how closely will the game follow the movie, then?

Our game follows the plot of the film very closely, but it really focuses on?and in many cases expands?the central characters Obi-Wan Kenobi and Anakin Skywalker and their developing conflict. So, we really concentrated on bringing their key action moments to life in the game. Our game runs the full spectrum from re-creating action sequences blow for blow and room for room, to delivering the full impact of sequences that are just introduced, or hinted at, by the film. In fact, we?ve actually included levels based on scenes that were written and shot for the film, but won?t make the final cut. Our integration with George Lucas from early on really allowed us to expand on the film in ways that stay true to his original vision.

Tell us more about what?s in the game but not he film.

What we wanted to do was expand upon ideas and scenes that were maybe cut short or just, you know, through the editing process don?t appear very long in the film. We?re able to then expand and fully realize different environments and attacks and events that may just be a minute or two in the film sequence, but then we?ll get to show Anakin and Obi-Wan in their fullest, their most powerful, and give players then a chance to relive all those big exciting action sequences even larger and bigger than what is seen in the film.

So is there any particular scene you think is really cool?

The sequences at the end of the game once Anakin has fully realized his dark side power?that?s when the player?s going to have the widest array of movements and the most dynamic combo attacks and Force powers. Those will really be some of the most spectacular lightsaber combat we?ve ever seen in a game, and that?s what I?m really excited to see. Even expanding upon what we see in the film as we see him turn dark and sinister, we?re going to take that and we?re going to really run with it. And really make you understand why Darth Vader is this icon, this villain, this man who has helped control the galaxy.

You mentioned Force powers. Can you expand upon how the Force comes into play in the game?

The Force powers are the complementary piece to the lightsaber to complete the Ultimate Jedi Action Experience. In the game you?ll have a variety of unique and upgradeable Force powers that allow you survive all of the trials and tribulations of the game?s story. From shoving droid units off of catwalks to using pieces of the environment as weapons, using mind tricks to stun your opponents to making your lightsaber fly like a boomerang through enemies, or, giving in to the dark side and electrocuting anyone in your path with Force lightning, this game has it all. We wanted to integrate these Force powers into lightsaber combat, making them easy to use and control, as well as accessible from the get go. But you?ll really need your command of all of your powers if your going to survive the lightsaber boss duels in this game.

And dueling against a friend is pretty cool, too, isn?t it?

Yeah, one of the greatest aspects of this game is its fluid and deep combat system. What makes that combat system even more fun is using your mastery of it to school your buddies in the ways of the Jedi. As you fight your way through the plethora of intense lightsaber duels in the game, you will unlock enemies that you?ve defeated in a two-player versus duel mode. So, once you finish the game you?ll have a bunch of cool Jedi and Sith from Episode III to battle with against your friends. In fact, there may be a surprise or two waiting for you in that mode as well. It?s a fun and addictive addition to the single-player story mode, and since the control scheme for duels and adventure levels are the same, you?ll be practicing to beat your friends as you live the story of Episode III.

Of course, the biggest duel in the game is the climactic fight between Obi-Wan and Anakin. Will it be as epic as the one in the film?

The lightsaber duel between Obi-Wan and Anakin in the movie is going to be one of the most extreme action sequences ever filmed. It?s the greatest Jedi lightsaber duel ever, and we hope to take that and fulfill that dynamic, kinetic feeling of that film but then also a lot of the players who live it and expand upon it. And there?ll be new areas, and new movements, new actions to really fulfill and play off all the energy and the power that?s going between these two best friends turned bitter enemies. And so once we can really play off what we see the film and go a whole ?nother level of player involvement in that sequence. So it won?t just be watching it up on a screen, it?ll be reacting to Obi-Wan or Anakin?s fighting and feeling their attack and feeling the ebb and flow of the battle. That?s what I?m really excited about. We?ll hopefully not only match the intensity, but then bring it up another level through interactivity.

How different are the fighting styles of Anakin and Obi-Wan?

Visually, the characters are very different in how they move, attack, defend, and even use the Force, but there is a common, basic control scheme between the two. They each have a variety of unlockable combos and upgradeable Force powers that allow you to customize them to your unique tastes individually as the progress through the game. So, depending on the player, they may end up quite differently. But even if you make the same choices upgrading both characters, their core personalities will shine through. Anakin is flashy, incredibly powerful, and, eventually, unabashedly wicked. Obi-Wan, on the other hand, is the consummate hero. It?s his speed, precision, and unshakeable focus that allow him to handle challenges that Jedi more powerful than him could never face.

How does combat differ as you progress through the game?

There?s a wide variety of combat that you see in the film, and we want to represent that and make it even more diverse in the game. So when you?re fighting the battle droids, the Jedi are able to cut through them, as they?re not very strong. And then when you fight the clones?and the clones are a much more organized?more tactical, heavier firepower, and they?re able to think and react to your attacks and your movements, so they?ll be a much more difficult and more strategic opponent to battle. And then when you?re fighting Jedi, that?s a whole ?nother level. The powers, the skills and the things that they?re able to do, as well as battling against a lightsaber, which is the most powerful weapon in the galaxy. So we?re going to see a wide variety of combat, and each will have its own niche and its own strategic element that you?ll have to, as a player, know, learn and repeat to be able to get through from one level to the next.

Episode III connects the dots between the prequel and classic films. Which classic connection are you most looking forward to?

When Darth Vader and Obi-Wan meet on the Death Star for their famous duel in the first Star Wars film, Darth Vader?s you know famous line is ?the circle is now complete.? Well, we?ve now going to be able to see, and actually live, the completing of that circle. The events that led up to this fateful duel and all of the emotion and baggage that comes with that, we?re going to actually be able to not only show that onscreen but live that. We?ll get the player to be able to see how Darth Vader became what he is today, and how Obi-Wan played a major part in that. And so we want to really get the back story to complete that circle and show that that sequence in the Death Star was what that was all about.

How is this game different from other Star Wars games you?ve worked on?

This game is different from any other Star Wars game that I?ve worked on before in the fact that it?s working so closely with the filmmakers, and we wanted to create that level of authenticity that is directly from the film. The game and the movie are one cohesive unit. They?re not a couple separate things. We?re not trying to just create a version of the Star Wars universe to live in?we?re trying to tell intricate parts of the Star Wars film Episode III and let you live those different sequences. Let you really feel what?s going on in Anakin and Obi-Wan?s minds as they go through this galaxy-changing event.

Did you look to any past Star Wars games for inspiration?

Yes, definitely. Jedi Knight II: Jedi Outcast and Jedi Academy had some really terrific saber fighting, so we looked at that. Our game was going to be very different, but we wanted to pull some of the strongest aspects of how that game made you feel like a Jedi and work them into our game, and then dial them up a few notches. The development team played Knights of the Old Republic, Jedi Power Battles, Clone Wars, Bounty Hunter and any other Star Wars game we could get our hands on to try and identify the best ?Star Wars? moments and ideas from those games.

What sets this game apart in terms of how it?s being made?

What sets this game apart from any other Star Wars game that we?ve made has been how closely we?ve been working with ILM and Lucasfilm and Skywalker Sound, and being able to integrate all of the assets and everything that they?re working on in production with the film. We?ve been able to get early versions of 3D models and characters and animations and sounds and edits of sequences, so we?re able to use those things so as we construct our game and elaborate on the film and add to the sequences. We?re able to use the authentic movie assets. And what?s really going to shine through is we?re going to have the most authentic, most realistic Star Wars experience that we?re able to create and deliver.

What makes Episode III stand out from other movie-based videogames?

Several things, but first and foremost is the incredible level of involvement from everyone at all of the Lucasfilm companies, from members of the film?s cast and crew, the concept artists at JAK, the digital wizards at ILM, the audiophiles from Sky Sound, and our biggest champions, our partners at Lucasfilm Licensing. Starting at the very beginning, we got to meet with George Lucas to get his synopsis of the story before he even finished writing the first draft of the script, and his involvement continued through the concept art phase, through principal photography and into post-production.

Also, Episode III Producer Rick McCallum promised us ?whatever we needed,? and working with ILM and Lucasfilm Licensing, he totally delivered. From getting the latest in-process digital assets to getting to see the practical models they build first hand, to playing early versions of our game with Visual Effects Supervisor John Knoll, we got unprecedented access and support from ILM, without slowing down their incredible production rate.

Of course, Stunt Coordinator Nick Gillard schooled our development team on lightsaber combat and let us work with his star student, Hayden Christensen. And Skywalker Sound is handling all of the sound work to the large collection of in-game cutscenes, and delivering movie assets for all of the film footage sequences in the game. It?s this kind of involvement and support that has let our game developers make a fully authentic and exciting Episode III game that expands on the movie based upon information and ideas by the film?s creators and contributors themselves.

What is the collaboration process like between LucasArts and ILM?

We?re actually working very closely with ILM. They?re the creators of all the digital assets for the film, so we get a chance to sit in on dailies, see the different scenes that they?re working on, the different models that are coming to completion. And then we?re also able to use the 3D models and the other images that they create, see the scenes as they?re working on them so we can match the stuff that we?re going to do in the game. And then also elaborate on it so we know where the game flows, how the characters move, that sort of thing. So we get a tremendous amount of insight and answers from the ILM team and their visual effects team there.

And with Lucasfilm?

We were able to see the art department?s work?the early concept work they did. We?ve been able to shape our characters and know what we?re going to be putting into the game just as they?re doing that for the film. And also we?ve been able to have editorial visits with Lucasfilm, and that?s been extremely important. We?ve been able to see the film change and evolve how sequences play out, and we?re able to match that then in the game.


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