Star Wars: Battlefront Online
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Star Wars: Battlefront Online title screen over a snowy battlefield
Role Game Designer
Studio Slant Six Games
Period 2010 (cancelled)
Platform Xbox 360, PS3

Star Wars: Battlefront Online

Online multiplayer third-person shooter (cancelled)

I worked on weapons tuning and level design iteration, building on my experience from SOCOM: Confrontation, and tuned the speeder bikes.

01What I owned

This entry in the Star Wars Battlefront series was being developed for the X360/PS3 and was cancelled while in production due to LucasArts restructuring back in 2010. It never shipped, so this page covers only my part of the work.

  • Level design iteration, building on similar work I had done on SOCOM: Confrontation
  • Reviewing and playtesting level design needs
  • Weapons tuning and general weapon balancing
  • Tuning the speeder bike mechanics, the only vehicles we had implemented at the time
  • Working out, with the engineer building the new vehicle physics system, what was required and which parameters were needed to achieve the feel we wanted, then tuning all of them

02The project

Battlefront Online was an online-only multiplayer third-person shooter.

The game was never officially announced. Concept art from it was published in December 2012, more than two years after the cancellation.

Concept art of soldiers fighting a lightsaber-wielding Jedi and a Sith in an ice cave
Concept art of a fight in an ice cave.

03Tuning the speeder bike

Speeder bikes were the only vehicles we had implemented at the time, and I recall taking forever to get them feeling 'right'.

Concept art of a trooper on a speeder bike flying low over a snowy battlefield under blaster fire
Concept art of a speeder bike in battle.

A lot of this was because it was an in-house engine and a new vehicle physics system needed to be implemented. There were a ton of discussions between myself and the engineer responsible for creating the system, to figure out what was required and what parameters needed to be created to achieve the feel we were looking to have.

Skills Applied

Vehicle Design Weapon Balancing Level Design Iteration Level Playtesting Engineer Collaboration Multiplayer Design