— Ch. 1 · Project Genesis And Development —
Star Wars: Shadows of the Empire (video game).
~6 min read · Ch. 1 of 6
Late 1994 marked the start of work on Shadows of the Empire, a project designed to tell a side story between The Empire Strikes Back and Return of the Jedi. Developers at LucasArts initially considered using main movie characters but chose Dash Rendar instead to gain creative freedom. Jon Knoles, the senior artist and animator, proposed placing this new narrative between the two films. The team used the level editor from the Jedi engine, which had previously powered Star Wars: Dark Forces and Outlaws. Programming relied on the C language throughout the build process. Nintendo Power reported that the original plan included 19 levels before it was reduced to 12 and finally settled on 10 for release.
LucasArts became an early adopter of the Nintendo 64 because company leaders feared missing revenue opportunities on game consoles. When development began, Silicon Graphics and Nintendo had not yet finalized the console hardware. SGI approximated performance using an Onyx supercomputer with RealityEngine2 graphics subsystems and Performer 3D API. Two developers already possessed extensive experience with the SGI platform, allowing them to prototype the game for approximately 18 months until final hardware arrived. Eventually, Nintendo 64 hardware cards were released for SGI Indy workstations and given to the team to replace software-based profiles. Because of their expertise, they ported the game to the console in three days while continuing development on Indy systems. For testing, they received a modified SNES controller with a primitive analog joystick and Z trigger designed by Konami. Under strict nondisclosure agreements, the core team could not speak about the project or hardware, keeping the prototype controller hidden inside a cardboard box.
Gameplay Mechanics And Design