The first version we used in the game was the 75257 model (1351 pieces). Physical toy sets do a great job of packaging the essence of a Star Wars location inside a box, but we often needed bigger assets than those that are available on store shelves.īut whenever possible, we added actual Lego sets in the game such as the Millennium Falcon (7541 pieces) and the Mos Eisley Cantina (3187 pieces).Īn interesting anecdote about the Falcon: There are many Lego sets of the Falcon. To maintain this level of authenticity, there was a big challenge of replicating the scale. But at the same time, we wanted to be truthful with the scale of the locations as portrayed in the movies. All of the game’s environments are 100 per cent built with Lego bricks, which fully immerse players in a Lego world. What was the biggest challenge or setback you had to overcome during development?ĭurand: I would say there were two major unique challenges we wanted to tackle. Lee Kaburis: The development of the game took about two years with a dev team of about 50 people in Gameloft’s Montréal studio - with additional help from various support teams such as audio, engine, localisation and QA. How long did development take, and how many people worked on the game? We worked very hard to design a world made entirely of Lego bricks, which is a challenge in itself, but we’re confident we made something really special. This led us to start thinking about the art direction. At the beginning of the project, we asked ourselves how to make the visually iconic Lego system be front and center in the game. The brick is at the heart of the Lego brand experience. We worked very hard to design a world made entirely of Lego bricks Jacques Durandįinally, I would highlight the art direction. Throughout the development of the game, we worked closely with Lucasfilm’s story team to flesh out the backstory, establish the main characters, and more. After all, this was the first Lego Star Wars game that would introduce a new piece of lore in the Star Wars Universe, including a new planet, new cast of characters, and an ancient civilisation. They wanted a Lego Star Wars game with unique social features and new types of gameplay, and with our experience working with each organisation, we were a perfect fit.įor the narrative, Lucasfilm Games had an outline of a clear storyline. Jacques Durand: A few years ago, Apple, Lego, and Disney introduced us to Lucasfilm Games with an idea that is now today Lego Star Wars: Castaways. : Where did the initial idea for Lego Star Wars: Castaways come from? This week, we spoke to Gameloft Montréal senior producer and creative director, Lee Kaburis and Jacques Durand, about how Lego Star Wars: Castaways was built "from the ground up" for Apple Arcade and the challenges that came along. To highlight the extensive work that goes unseen in the background, is reaching out to developers to learn more about the process of releasing a video game, with our ' Making Of' series. No matter the size of the game or how long it ultimately takes to make, each new title involves a lot of hard work, tough decisions, and a little bit of luck before it even gets out the door and onto devices.Īnd that's only the first step to making the title succeed.
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