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By Jon Blossom and Collette Michaud
Gamasutra
August 13, 1999

This article originally appeared in the August, 1999 issue of:
Game Developer

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Features

 

Contents

Introduction

What Went Right

What Went Wrong

Success

Success

However it sells or doesn't sell, we consider DroidWorks a huge success. We succeeded in creating a product that uses Star Wars in an engaging, non-violent way to teach basic physical concepts in an open-ended interactive environment that competes in production value and fun value with its entertainment-oriented peers. We succeeded, in the eyes of the press, in the eyes of players who have written us fan mail, and in the eyes of teachers who have developed lesson plans around the product, in creating a product with broad appeal. We succeeded in pulling together a great team of talented people, producing a quality game on time and on budget, and launching a brand new company, all at the same time.

DroidWorks
LucasLearning
San Rafael, Calif.
(415) 444-8800
http://www.lucaslearning.com

Release date: October 1998

Intended platform: Windows 95/98, Macintosh 7.5.5

Project length: 19 months

Team size: 15, including three programmers, four artists, and three level designers

Critical development hardware: Pentium 200MHz 60MB RAM

Critical development software: Form•Z, Softimage, 3D Studio Max, and Adobe Photoshop

Project leader Collette Michaud and lead programmer Jon Blossom were two of the first employees at LucasLearning. They designed and built Star Wars DroidWorks with the help of an incredible team. Collette can be reached at collette@lucaslearning.com, Jon at blossom@aya.yale.edu.


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