The initial idea for Bogano was to start with a flat plane for long sightlines across the planet and then dig trenches and caves into it for gameplay. This led us to add some memorable landmarks like the Vault and the giant Binog creature 2/9
Retraversing back to the Vault after acquiring wallrun was a delicate moment to pull off and went through a lot of iteration. We ended up solving it by adding some memorable statues and making the player path more straightforward as well as using it as a map teaching moment. 3/9
In the Tomb of Eilram I added an Easter Egg that had my original blockmesh versions of some of the game’s creatures including Boglings, the Binog and Wallrun Lizards. In retrospect I wish I had also included the original Skungus! 4/9
Here’s a screenshot of said Easter Egg. I leave it to you to look up how to find it (it was found within 24 hours of the game’s release!) To be clear, Yoda was never going to be in JFO. But why does this gorgeous designer blockout Yoda model exist...? 5/9
Sometimes during the blockmesh phase there are critical story moments that we know we’re going to revisit later with collaboration from our Lucasfilm partners. The Jaro Tapal flashback that took place during Force Push acquire is an example of this 6/9
However, for internal playtests I felt it was important to have a memorable moment happen to make acquiring Force Push feel special and memorable. Enter Placeholder Giant Space Yoda 7/9
And finally I’ll leave you with #OggdoBlockdo. He didn’t initially have the name #OggdoBogdo but he always left an impression! 8/9
Special shoutout to the other designers, artists, animators and developers, too many to name here, whose work is also represented in these videos 9/9
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