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Postmortem: Factor 5's Star Wars Rogue Leader: Rogue Squadron II
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Postmortem: Factor 5's Star Wars Rogue Leader: Rogue Squadron II

May 1, 2002 Article Start Previous Page 4 of 4

Final Thoughts

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.

Never have 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 notice.

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.

Rogue Leader

Publisher: Lucas Arts Entertainment

Number of full-time developers: 30

Number of contractors: 2

Estimated budget: $3.5 million

Length of development: 9 months

Release date: November 8, 2001

Platform: Nintendo Gamecube

Development hardware used: GDEV & 1GHz PC, running Windows 2000

Development software used: SN Systems for Gamecube, Slickedit, Maya

Notable technologies: MusyX 2.0

Project size: 14.2MB of source in 859 files, in-game source data 6.4GB in 10,075 files




Article Start Previous Page 4 of 4

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