Oh to have been a fly on the wall during this meeting. Game Informer recently had the awesome privilege of sitting in on one of the design meetings conducted by Respawn to address a certain aspect of Star Wars Jedi: Fallen Order. Whether you’re a video game enthusiast or not, there’s no denying the sheer wow factor that accompanies having the opportunity to witness the development of new Star Wars content in person.
Star Wars Jedi: Fallen Order is set to arrive on November 15 for PlayStation 4, Xbox One, and PC. For more information and to place your pre-order, visit the game’s official website.
While visiting Respawn to learn more about Star Wars Jedi: Fallen Order for this month’s cover story, we had a unique opportunity to do something I personally had never done despite having visited various game studios for assorted features and cover stories during my seven or so years with Game Informer.
Alongside our filming, interview, and hands-on opportunities, Respawn also invited us to sit in on a design meeting for one area in Star Wars Jedi: Fallen Order. We can’t describe in detail what the level looked like, its enemies, or what the planet was called (they wouldn’t tell us anyway, despite us lobbing guesses at them), but we can say that it was a much darker, potentially creepier location than what we have seen from the game so far.
Andrew Reiner, Leo Vader, and I sat in the meeting interjecting as little as possible while the team discussed what was working with the level, what they wanted to change, and how they predicted players would react to the level’s layout and enemy encounters. It offered interesting insight into Respawn’s game design process, so Leo Vader and I decided to talk about the meeting and what we took away from it.