ROGUE ONE: SCARIF EXPANSION ARRIVES FOR BATTLEFRONT – INTERVIEW

Via Starwars.com:

STARWARS.COM CHECKS IN WITH LUCASFILM’S MATT FILLBRANDT ABOUT THE MAKING OF BATTLEFRONT’S NEW ROGUE ONE DLC.

Rogue One: Scarif, the final expansion for Star Wars Battlefront, arrived yesterday and it’s something of a landmark release. It’s closing out Battlefront with content from the first stand-alone Star Wars movie, coming later this month, including a new planet: its namesake, Scarif, a beach-world unlike anything previously seen in Star Wars. It’s pushing the game forward, with new weapons and characters and experiences. (Let me just say — you have not blasted a Rebel until you’ve done so with Krennic’s revolver-style DT-29.) And it’s a product of the continued collaboration across companies and departments ensuring a previously unheard-of Star Wars authenticity, from the sight of walkers in the distance to the detailing on Jyn’s vest. So, yes, landmark. But the road traveled here was not an easy one.

“Making a game based on film content that is still in development is a very difficult undertaking,” says Matt Fillbrandt, executive producer on the Lucasfilm games team. “Especially when you are coming out ahead of the film and want to make sure that you get as many details as possible accurate.” That meant filmmakers, the Lucasfilm games team, asset management, and the developers at EA DICE all working together on Star Wars elements that were essentially brand new. That meant they’d really be introducing the world to a new Star Wars locale.

That meant they had to get it right.

“Our Lucasfilm games production team, based at Lucasfilm’s office in San Francisco, got very early access to 2D and 3D reference,” Fillbrandt explains. “The Lucasfilm Digital Asset Management team is a critical resource for us to tap into for early looks at what characters, vehicles, and weapons look like from the movie. We would send as much 2D and 3D reference as we could to the team at DICE very early in development, so they could start working on formulating a design and building assets. We were also very lucky to get time with the ILM team that was working on the Scarif battle sequences in parallel with our development. We were able to see early layouts for how the location on Scarif was going to be shot out, so we could be as accurate as possible without contradicting anything.”

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