It was a ride. It was also a stressful, demanding period in all of the team members' lives, but still an exciting experience that probably nobody on the team would have missed for anything in the world - so long as it's guaranteed not to be repeated anytime soon.
I seen a team so dedicated to a game project than the Star Wars: Rogue
Leader team. Everybody had just one aim: make the best game possible.
Working in a small company without any major bureaucratic overhead also
definitely helped to keep everybody going at full speed.
We couldn't have done it without help, though.
The full and unconditional support from Lucas Arts was essential in keeping everybody focused on the task. You don't want to worry too much about your relationship with your publisher when you have a plate as full with other tasks as we had.
The Ison Corridor fight, featuring volumetric fog.
Also, working on a tight schedule made having a good test department all
the more valuable. Lucas Arts' test department really supported us, even
moving into our offices to further optimize the process. Nothing beats
the productivity resulting from testers always being available on a moment's
Last but not least, we enjoyed the professional and dedicated support of both Nintendo Technology Development and Nin-tendo's Software Developer Support Group. I can't stress enough how important their input was in getting us up to speed on the new hardware.
Looking at the response the game has triggered so far, we seem to have done a pretty good job. In the end, only time will tell whether the game lives up to what people expected from it.
Lucas Arts Entertainment