Kinect Star Wars was made for the Xbox 360 by Terminal Reality and LucasArts. I was assigned to this project near the end of production and was put on a team to create the entirety of the Kashyyyk and Felucia campaign levels including the large speeder bike portions. This required developing massive amounts of trees, rocks, 'wookie' architecture, alien plants, terrain, Star Wars tech and other art. Optimizing existing assets and creating accurate collision meshes fell under my responsibility as well. I was responsible for building the actual levels and populating the various environments inside 3DS Max and the Infernal Game Engine. I modeled and textured various hero vehicles and characters. We tested our work using Kinect Xbox 360 dev kits and used Perforce for source control.
Republic Cruiser - This was an existing asset that I remodeled heavily. I also created some high-poly elements for baking and created all of the textures (Diffuse, Normal, Spec, Reflect, Gloss, Glow). It is featured prominently in many cutscenes.
TC-38 Protocol Droid - This was an existing asset that I remodeled and UVed. I created some high-poly elements for baking and created all of the textures (Diffuse, Normal, Spec, Reflect, Gloss, Glow). He is a main character in the campaign and is featured in many of the cutscenes.
Kashyyyk and Felucia Campaign Levels - My primary responsibility on these levels was the actual construction of them, along with several other artists on my team. I had to model, UV, texture and create materials for many small and large art assets to populate all of the various areas in addition to creating terrain and directly playable areas. I also had to do a fair amount of art management. We used direct reference from the film, art books and concepts provided to us from LucasArts. All work had to be optimized and tested to run at target frame rate on the Xbox 360 using the Kinect.
Copyright Tanner Ellison 2014