

Like we build the levels and do whatever, but somebody else is doing Hollywood-level lighting and somebody is else is a scripter that has you know 20 years of experience doing it so we kind of spread a lot of those tasks out so it means a lot more communication has to happen."īiessman pointed out that when he started at Raven, the company numbered just 13 people. A lot of times now we’re a little more segmented. "I built levels, I was in charge of the design team but I also had to light levels, I was scripting, and we were doing all the continuity of everything and we were helping Eric make sure that when the dialogue went it, that it all made sense give what we had to change around." "One of the things we talk about is back then, we wore a lot of hats," Foster explained.



When asked about the biggest differences between working on Jedi Outcast and their current work in game development, the team of veterans agreed that in the last 17 years, their roles in the game industry have become far more specialized, and their work on Jedi Outcast stretched far beyond their official titles. Here are a few select stories that writer Eric Biessman, game programmer gameplay programmer Mike Gummelt, lead designer Chris Foster and lead programmer James Monroe shared about the original game's design concepts that highlight how much game development has changed, and how the team shipped a cinematic Star Wars game with the tech they had at the time. To mark the game's rerelease, A handful of Jedi Outcast developers (who are still at Raven working on Call of Duty games) dropped by the GDC Twitch channel to share some classic stories from developing the original 2002 game.
