
Lego Star Wars: The Skywalker Saga
Release: April 2022 - PC, Xbox, PS4, PS5 and Switch.
Overview:
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During my time on the project I took three separate levels from concept to polish state while also working on multiple hub puzzles and pre levels simultaneously which are shown below. Being one of the earliest members of the team assigned to the project I had the opportunity to feedback and shape some of the new tools being developed for this title that the department would be using. Along with this I also helped shape how these would work with the departments pipeline while giving us new and exciting gameplay opportunities over previous lego titles. Working on the project from such an early stage also allowed me to be partly responsible for prototyping the aesthetic for some mechanics and working closely with other departments for how gameplay such as the “monster” fights (such as the Rancor) would play out. As I was closely working with the engine team to assist in shaping the tools for our proprietary engine (Ntt - pronounced Entity) I was also responsible for assisting fellow colleagues in learning these tools when required by creating and updating documentation on their implementation and use.
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The Empire Strikes Back
Episode 5 - Level 1 "Hoth and Cold"
Overview:
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This level is based on Star Wars Episode V: The Empire Strikes Back. It is a non-canon section of how Han Solo and General Rieekan search for and rescue Luke Skywalker from the Wampa's ice cave. This was done in order to create more gameplay around how Luke was found and initially included a “part a” level which is what exists in the released game in addition to a “part b” separate level that was a boss fight against the Wampa that ended up being cut from the final game.
Key elements of this level:
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Level is the size of a hub
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Non-linear gameplay style
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Unique non-canon gameplay
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First level where “monster” boss fight was prototyped and tested (later cut from the game, but used elsewhere)
Unlike a lot of levels featured in the game this level is a lot larger than any other the player can traverse around, with its size being similar to that of the “hub areas” players transition between before starting levels in the game. Because of the open world aspect the level gives the player the chance to complete the main objectives (to angle the three dishes to triangulate and find Luke's signal) in any order they wish, however is prompted to initially complete these in a clockwise fashion via the opening cinematic when the level starts.
Each satellite dish the player approaches has different gameplay in order to make each tower a unique experience for the player, with two utilising turrets in different ways and one heavily involving AI interaction. In addition to these each tower also supports both the default players achieving the goal, as one player has abilities (grapple hook) that the other doesn't.
As mentioned previously this level also originally featured a boss fight against the Wampa (as a separate part b level) however eventually was cut. Before this was cut it was the first implementation of a “monster” fight featured in the game. This involved a lot of coordination and cooperation between myself, programmers and artists in order to experiment and refine gameplay that would also be used in other levels. As this was cut the cutscenes were used to still explain the story of the Wampa getting buried in snow/ice before the characters escape and finish the level with an outro cinematic.
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Gameplay:

Return of the Jedi
Episode 6 - Level 1 "A Plan to Save Han"
Overview:
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This level is based on Star Wars Episode VI: Return of the Jedi, focusing on the part of Episode Six in which Leia and Chewbacca enter Jabba's palace to rescue Han Solo (who's encased in Carbonite) as also seen in the films. After completing the first section of the level and freeing Han Solo you then replay the level as Luke Skywalker and Bib Fortuna. During the second part the player goes through the same environment however can progress in several different ways thanks to the differing mechanics available to the player from the first playthrough. After both playthroughs of Jabba's palace the player then needs to fight the Rancor, which is a “monster” boss fight.
Key elements of this level:
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Same level environment is played twice with different characters and mechanics on both playthroughs to make them feel distinctly unique from each other
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Implemented complex scripting for resetting the level on the second playthrough, providing an in world effect and cause from the first playthrough
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Created aesthetic for gonk droid charge pad mechanic
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Features a part B “monster” boss fight vs the Rancor that features two ways to end the fight, by lowering its health or movie method of closing the door
The most unique element featured in this level is replaying the same environment with different characters. This presented unique and interesting challenges in how the mechanics would work and to ensure players had an enjoyable experience during both playthroughs. As a final touch to the main level I also ensured that whatever was destroyed in the first playthrough was presented in the same state for the second, as the story tells a short passing of time with a nice touch to see the players previous decisions affecting a second playthrough.
As mentioned previously the third part of this level follows the film with Luke and a Gamorrean guard fighting the Rancor. Sticking with the film Luke at this point doesn’t have his lightsaber, so it was important to make sure a lot of elements in this area were “force” objects that players could pick up and throw as part of the combat experience. The other key feature of this boss fight is the two different endings, one of which is if the players get the Rancors health to zero and the other if players decide to do a more film accurate ending before the Rancors health is at zero and triggers the door.
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Gameplay:

The Rise of Skywalker
Episode 9 - Level 3 "C-3P-Oh no!"
Overview:
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This level is based on Star Wars Episode IX: The Rise of Skywalker in which Poe, Fin, Rey and C3P0 are trying to find Babu Frik (a droidsmith). This level features a nice story-related twist in that it has two methods of being completed, the intended method is a stealthy manner in which players can sneak around and try and go undetected (more closely following the film) or the more likely smash and fight gameplay players are more used to.
Key elements on the level:
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Level features stealth mechanics (guards spot the player - triggering fights, search lights, player can hide in items such as crates)
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Took over some gameplay programmer responsibilities for controlling AI characters
In order to support stealth in this level enemies and search lights are presented to the player from the start of the level using hash patterns and is also highlighted in a cinematic I framed close to the start of this level to inform the player of the situation. In order to not be too harsh on the player the level is divided into sections, so if the player is seen only that area calls in reinforcements for the player to fight. This then culminates in the final area where if the player chooses not to sneak they will have to fight a UA-TT (AT-ST type vehicle).
Also mentioned above is the fact that this level wasn't able to have as much gameplay programming support due to the time required for the stealth elements implementation. In order to fill this gap I gladly accepted the challenge to take over more responsibility than usual in implementing AI and their behaviours which also benefited other levels and puzzles I subsequently worked on. This included setting up complex behaviour trees controlling AI animation and movement during all the in-game cutscenes and behaviours which ranged from scripting civilians hiding in their homes to sell the feel for the level to being responsible for controlling the knights of ren during all their cutscene appearances.
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Gameplay:





































































