Star Wars Rogue Squadron II: Rogue Leader - Development

Development

When Factor 5 received early GameCube prototype hardware in mid-2000, the development team then working on Star Wars: Episode I: Battle for Naboo decided they next wanted to create a direct sequel to Factor 5's most successful game to date—Star Wars: Rogue Squadron. With LucasArts' approval, the team immediately began developing a tech demo to exhibit at Space World, a Nintendo-hosted trade show. In 19 days, Factor 5 produced an introductory cutscene that emulated a scene from Star Wars and a playable demo, which then premiered alongside Nintendo's GameCube hardware at the show. According to GameSpot, the cutscene "wowed audiences", and IGN described the demo as "drop-dead gorgeous".

As with Rogue Squadron and Battle for Naboo, Rogue Leader was again co-developed by Factor 5 and LucasArts, however the bulk of the game's development was done by Factor 5. Unlike past co-development efforts, the bulk of the level design, which was traditionally handled by LucasArts, was created by Factor 5 in addition to the game's engineering and programming. Factor 5's in-house development team consisted of 25 members plus two freelance employees. One level designer as well as the game's lead artist were employed by LucasArts. Development of the game's art started that same year. In anticipation of the project, modelers immediately began building high-polygon models of the playable craft using Maya and in-house tools, and usable art was pulled from the archives. In late December, 2000, mission designers met with director Julian Eggebrecht and producer Brett Tosti to start planning the game engine. The team eventually completed Battle for Naboo, and full-time development of Rogue Leader began in February 2001.

Draw distance, much improved over the first Rogue Squadron and Battle for Naboo, was drawn out as far as possible. A small amount of haze was deliberately added to create a sense of distance, but not to actually hide the drawing. The game also has three levels of detail; The closer the player comes to objects, the more detailed they become. By utilizing the GameCube's Graphics processing unit's TEV pipeline, Factor 5 was able to create the shader needed to produce the visual effect employed by the game's targeting computer. The developers tried to make the game as close to the movies as possible, studying Industrial Light & Magic's special effects, using some of the same sound effects, music and voice acting from the films. The original actor, Denis Lawson, was also hired to record new lines for Wedge Antilles.

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