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Gaming's next episode: LucasArts and ILM bridge the gap between films and games with Star Wars Bounty Hunter. (backdrop).(Jon Knoles interview)(Interview)

Computer Graphics World

| February 01, 2003 | LoPiccolo, Phil | COPYRIGHT 2003 PennWell Publishing Corp. This material is published under license from the publisher through the Gale Group, Farmington Hills, Michigan.  All inquiries regarding rights should be directed to the Gale Group. (Hide copyright information)Copyright

Q Is the new Star Wars Bounty Hunter game a breakthrough in terms of collaboration between film and game studios?

A Definitely, in terms of the relationship between LucasArts and Industrial Light & Magic. We learned a lot from each other on this project, technically and creatively. And most of all, we discovered how easily and how well we could work together.

Q What did LucasArts learn from ILM?

A We learned valuable lessons on how to streamline our production process for creating rendered cinematics, including all the sequences involving the starships, as well as some 56 in-game cinematics. ILM also helped us trim the fat from our storyboarded script to tell our story more dynamically, and showed us how to organize shots and scenes and make the iterative process more efficient.

Q How big a role do the cinematics play?

A Of the 20 or so hours it takes to play the game, about one hour is made up of story sequences, about half of which were created by each studio. The visuals in these sequences help move the story along briskly, compelling players to see it through to the end.

Q Did LucasArts and ILM share the same tools and assets?

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