Last Friday Jedi Knight Revan – a character you may have played embodied in Star Wars™: Knights of the Old Republic (KotOR) 2i6s2p
DESIGN INTENT – CG_TopHat (Live Producer)
Revan is one of the Jedi Knight Revan.
Jedi Knight Revan Early Concept Turnaround
JEDI KNIGHT REVAN VISUAL APPEARANCE – Derek Smith (Art Director) & Ryan Yokely (Art Development Director)
DS: game multiple times in preparation for creating this character.
One of the toughest things about deg Revan is that there’s no masked version of Revan which is not only incredibly cool, but also completely unique to Revan.
We also needed an outfit that made sense for a Star Forge Robes as a base.
This outfit is acquired in game only if the player successfully completes the game as a light side Jedi – so it narratively fit our needs as well. It also conveniently has a hood that we decided to raise to add to the “cool factor” and to bring light side Revan more in line with how we’ve seen Revan later on as Darth Revan in Star Wars™: The Old Republic.
THE STAR FORGE ROBES
RY: We wanted this version of Jedi Revan to be a symbol of the characters’ light side self, much in the same way that the reward from the Star Forge is dependent on your light side and dark side choices in KotOR.
Star Forge Robes reference
REVAN’S MASK
RY: We chose to use the mask and hood for a few reasons. We didn’t want to give Revan a specific face because we felt it was more genuine to the KotOR experience where Revan’s look was determined by the player. Working within the limitations of our current system, we thought the truest way to reflect this choice would be to give Revan the iconic mask and hood and modify the Star Forge robes to accommodate it – leaving the mystery of Revan’s identity intact, but still capturing the essence of who the character is.
Revan’s Mask Reference
PROCESS
Jedi Knight Revan – Modeling
Jedi Knight Revan – Color
Jedi Knight Revan – Rigging/Skinning
Jedi Knight Animation Concept
Jedi Knight Revan Animation Concept
Revan Event Art Process GIF
EVENT ENVIRONMENT – JOE GOMES (Sr. Artist/External Art Manager)
JG: We strive to keep the player’s memories of their experience in KotOR intact as we design new locations for SWGOH. Our goal is to update them and keep some of the elements that made them so memorable to begin with. With these particular environments for the Revan event – Taris – we worked especially hard to give them the right mood and convey the eeriness of these areas.
In-game Environment: Taris Sewers
JG: The way we expanded on the KOTOR environments was to take some of the essential Sith architecture from the past games and update them to feel more unified with the current Sith architecture you might guide the players eye to points of interest.
In-game Environment: Korriban Tomb
JG: We are fully aware of the model and texture limitations Bioware/Obsidian had to deal with when making KotOR – and we similarly have our own set of restrictions and limitations as well when making SWGOH – but our goal is to make these environments as amazing as possible, without distracting from the characters and battle.
We hope you’ve enjoyed this behind the scenes look at the making of Jedi Knight Revan – and enjoy the event – as much as we’ve enjoyed making them! To learn about the required characters and event details, click here