Interview: Star Wars Outlaws Director, Concept Artist Talk Level Design

Interview: Star Wars Outlaws Director, Concept Artist Talk Level Design

As a lifelong Star Wars fan, I can hardly contain my excitement about the upcoming game and seeing how the characters we’ve created, like Kay and Nix, will be embraced by the community. It’s not something that’s on our minds every day, but when we see that first cosplay or piece of fan art, it’s a surreal moment.


Star Wars has made a significant journey from its initial film about a young man chasing a cryptic message carried by two unusual droids, to an extensive multimedia empire that includes novels, movies, TV series, comics, video games, theme park attractions, and more. The creative minds at Massive Entertainment are ecstatic to contribute to this vast universe with Star Wars: Outlaws, a open-world action-adventure game set during the timeline of the original trilogy. The team behind Star Wars: Outlaws aimed to pay tribute to the tales that preceded it while also introducing fresh elements to the franchise through characters like Kay Vess, her lovable sidekick Nix, and the daring heist they collaborate on.

Discussing their experience with Lucasfilm Games, Mathias Karlson (Star Wars Outlaws game director) and Samuel De Vos (lead concept artist) shared insights on designing characters Nix, Kay, their starship Trailblazer, and the open-world structure of the game. Excited about creating a fresh Star Wars title, both were eager to witness fan reactions, including cosplay, artwork, theories, and more. For this conversation, the transcript has been condensed for clarity and conciseness.

Working In The Star Wars Universe

Interview: Star Wars Outlaws Director, Concept Artist Talk Level Design

As a devoted Star Wars enthusiast, when I’m developing a game and I want to incorporate a healing mechanism for my character, I ponder if I should reach out to Lucasfilm for guidance. Since there are numerous Star Wars properties out there, I might consider discussing the nuances of my mechanic, comparing it with existing elements from games, movies, TV shows, or other related properties. However, it’s essential to maintain a balance between staying true to the Star Wars universe and offering something unique and engaging for the players.

Karlson: Overall, our collaboration is thriving, as they are essentially the guardians of what defines Star Wars, and they are highly knowledgeable in this area. Initially, we believed we knew everything about Star Wars; however, we soon discovered that there were intricate, subtle aspects we hadn’t fully grasped yet. Fortunately, they have been instrumental in guiding us through this learning process, helping us progress more quickly as we become more adept at understanding and replicating the essence of Star Wars.

In essence, their approach has always been about empowering you: “What’s your goal? We’re here to assist you in achieving it.” They haven’t imposed restrictions or said “no,” instead encouraging open dialogue. From our viewpoint, we’ve been able to maintain a clear focus on our objectives, and they’ve been instrumental in providing valuable insights without steering us in any specific direction. In summary, they’ve been more like helpful guides along our journey.

Creating Kay’s Companion Nix

Interview: Star Wars Outlaws Director, Concept Artist Talk Level Design

Question: Are you familiar with what other properties are up to? Is it a secret or do they share this information? If we’re considering a narrative involving a rogue character, and later a TV series based on the rogue emerges, what insights would you have gained?

As a fan, I can certainly attest to this: Although we, as followers, don’t possess all the knowledge, we’ve been fortunate enough to be skillfully led by them towards our desired goal. It feels fantastic to be at the creative helm, directing our own journey.

A: I’d be happy to discuss Nix with you for a moment. This character, who is unique in Star Wars yet essential to gameplay, is intriguing. Could you elaborate on how you went about creating the design for this character and integrating it into the game mechanics?

Voss: The team has truly outdone themselves with the creation of Nix, an extraordinary creature! It’s simply thrilling to observe the enthusiastic response from the audience, demonstrating that everyone adores Nix.

As a Star Wars enthusiast and gamer, I find Nix to be a captivating addition to the galaxy far, far away. This unique character was collaboratively crafted by Massive and Lucasfilm Games. Nix belongs to the species known as merqaals, and it’s a blend of various elements that make it both familiar and fantastical.

In my opinion, what makes the design intriguing is the interaction with Nix, Kay’s pet. It serves as an emotional support for both parties, and this is subtly shown through the soft fur on Nix’s belly. Conversely, the bulletproof scales on Nix’s back, reminiscent of a pangolin, suggest its usefulness.

Karlson: One question I was asked today is “what was the very first inception point of all the different reasons that Nix exists?” We knew when we were shaping Kay’s character that she’s had a rough past. She needs to be a little guarded. And we want to show that there’s a heart in there from the very beginning. And Nix was that chink in the armor.

As a gamer, I aimed to infuse an element of surprise and versatility into your gaming experience by allowing you to tackle situations in multiple ways – from sneaking around undetected to engaging in intense combat. This unique blend of styles found its perfect embodiment in the character Nix. In my mind, you should feel like you’re controlling two distinct characters, yet they are one. When you split them apart, Nix needs to be able to perform actions that wouldn’t make sense for the other character, Kay. I believe the size difference between them naturally supported this concept, as it allowed Nix to perform tasks that would seem unnatural for a smaller character like Kay.

A: In other words, you often suggest that it would be advantageous for the character Nix to move through vents in the context of gameplay.

Karlson: Yes, indeed. This understanding is crucial when considering level design. We must integrate it within the environment itself. The ultimate goal in gaming is to make the players instinctive, where they can naturally grasp what works and what doesn’t. When a player says “I can’t reach that, but Nix can,” or uses one of Nix’s abilities in tricky situations, it shows we’ve achieved this intuitive interaction. I believe all these elements came together to create the seamless experience you mentioned.

De Vos: Just a quick correction – in the context of Star Wars, “bulletproof” should be “blaster-resistant.”

Designing Open World Levels And Unique Starships

Interview: Star Wars Outlaws Director, Concept Artist Talk Level Design

Discuss strategies for creating game levels with multiple solutions and interactions, enabling players to build diverse reputations within various factions. This flexibility provides a sense of liberation, yet also complexity, as it prevents the players from being confined to a single path. Could you elaborate on designing levels and encounters to ensure this freedom is maintained?

Karlson suggests beginning with a broad, flexible game scenario as your foundation. From there, you can move on to more specific situations. In certain quests, you might decide to emphasize one aspect over another, and in other cases, do the opposite. This approach creates an engaging roller coaster ride when following the campaign’s progression.

But it all needs to come from the most open-ended situation. You make sure that you support every tool the player has, reflected not just in the level design, but also the enemy placement and their behaviors and their ability to act. From being completely un-alerted, to suspicious, to knowing where you are, to having just known where you are, but you’re now out of view, and they’re looking for you, all the way back to de-escalation. The journey really just needs to harmonize with your tool sets and your instincts as a player and how you want to approach it.

In an expansive setting such as Pyke’s domain, where one can choose their own path, it’s crucial to discern that charging straight ahead might lead to a specific kind of obstacle. Choosing another route may offer potential advantages, but those benefits often come with distinct challenges. Moreover, we strive to ensure this isn’t just repetition; each choice you make leads to unique experiences rather than repeating the same scenario over and over again.

Sure thing! “In the Star Wars universe, there are numerous types of spaceships. Would you be interested in learning about creating your very own starship and the design process involved?”

De Vos: The Trailblazer serves as Kay’s second home, even within the studio it has already become a highly recognizable vessel. The design team aimed to create a profile that feels authentically part of the universe yet also iconic and memorable. Some sources of inspiration for the Trailblazer are somewhat reminiscent of what we discussed regarding Nix: we mentioned our pets. For the Trailblazer, a turtle shell served as a significant influence on its design. Upon hearing this, it becomes quite apparent in the design’s appearance. Additionally, this design draws inspiration from the original Star Wars trilogy, particularly the designs of the ’60s and ’70s, especially those from the ’70s. For example, a monorail.

As a devoted fan, I believe the Trailblazer’s extraordinary functionality should be mirrored in its outward appearance. The agility you experience when driving it should not take you by surprise; from the moment I first laid eyes on the Trailblazer, its agility was evident. Kudos to the team for their outstanding job! I fervently hope that the players will come to see the Trailblazer as iconic, just as we do.

Karlson: Initially, we discussed it and agreed that it’s similar to a robust, versatile pickup truck. It should be swift, capable of traversing various terrains, and durable. However, it’s not a lorry, a truck, or a sports car. It falls into a category between these. I believe drawing inspiration from real-world situations or themes aids in creating the familiarity that forms the basis of the Star Wars universe. Things are recognizable, relatable, and then have an unexpected twist or unique feature.

The Fan Response To Star Wars Outlaws

Interview: Star Wars Outlaws Director, Concept Artist Talk Level Design

A: While developing this game, have you found yourself realizing that everything you’re producing is becoming part of the Star Wars universe? Do thoughts ever occur to you about these characters potentially appearing not only in future games or stories, but also in movies, TV shows, or even at Disneyland? Does it sometimes cross your mind that fans might dress up as Kay at Disneyland?

Karlson: Well, indeed, that would be a fantastic opportunity, wouldn’t it? But it’s not something we think about every day. Occasionally, like at an event or during a break, we get a chance to pause and contemplate. Oh, how thrilling it would be! If given the chance, we’d be absolutely ecstatic. To put it simply, we’ve felt a sense of responsibility mixed with excitement about this project. We want to make sure we do it right. And being able to combine the new with the classic and legendary in one game has been a wonderful experience.

In my opinion, there was a particular instance that stood out for me. As you mentioned, it’s not usually something one ponders daily. However, when we unveiled Kay and Nix to the public, it did cross my mind. And then, upon seeing that first cosplay, I thought, yes, it’s now available for others to interpret in their own way. They were creating stylish jackets adorned with pictures of either Kay or Nix on the back. This sparked a bit of imagination and allowed me to think, this creation has become an official part of the Star Wars universe.

Karlson: A handful of team members show great enthusiasm for our community, and they diligently search the internet for amusing fan art, cosplay, and other creative works, which they then print out. As a result, one of our development space walls at Massive is adorned with an evolving mosaic of these captivating prints, serving as a daily reminder upon entering. It’s quite impressive, to say the least.

Question: What aspect of the game are you most eager for players to encounter, and what are you looking forward to seeing from the community, such as costumes, artwork, conversations, or other related activities?

In my opinion, aside from satisfying the “rebellious” fantasy I shared with Kay, I believe if you scrutinize carefully and take note of numerous minute details in every location, particularly bustling cities like Mirogana or Myrra, our team has done an outstanding job at incorporating such intricate details. There are texts written in Aurebesh, markings referencing specific incidents, and I can’t wait for everyone to discover all of this, especially dedicated fans. I have confidence that these details will be translated, making them accessible to all. The effort our team has invested will become evident. Some secrets may remain hidden, but considering the diligence of Star Wars fans, the likelihood of that is quite slim.

Karlson: For me, it’s not just about selecting unique ingredients, but rather providing everyone with a vast, immersive Star Wars experience. This includes owning your own ship, traveling across galaxies via hyperjump, discovering various planets, smoothly landing and cruising around in your speeder, investigating planet surfaces, getting distracted along the way, finding yourself in a cantina playing cards. The goal is to create an authentic, intricately detailed Star Wars world that feels lived-in – the kind of Star Wars universe we’re proud to deliver.

Vos’ thoughts also lead him to consider that when we observe walkthrough videos, each person may have their unique version of Kay with a customized jacket. Perhaps Nix might appear slightly distinct. This difference would serve as an enjoyable reminder of the player’s agency, offering a visual representation of their gaming experience.

[END]

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2024-07-31 20:35