Star Wars: The Old Republic Interview
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How do you approach a voiceover project that big? Even for a studio that's done a lot of that already, this is an unusual scale.
RM: Well, it's been integrated into our production pipeline right from the beginning. Again, it's definitely not an afterthought or something we're tacking on. It's a core part of how we're developing the story and the narrative, and the tools are all enabling this as well.
We have people who are pretty familiar with building large games in terms of the amount of voiceover -- getting that localized and making sure it all fits together really well. We joked that this is like Knights of the Old Republic 3, 4, 5, 6, 7, 8, 9, and beyond, and it really is, in terms of the amount of content, the amount of story, and the number of worlds to explore and things you get to do.
If you look at it from that perspective, we've done this kind of thing before. This is certainly an order of magnitude more complicated, but 15-plus years of experience is certainly helping us get there. And LucasArts, again, is a great partner. They have great audio capabilities and a lot of experience in crafting worlds in Star Wars.