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drawers, cupboards, boxes –

wherever you look there seems to

be something else to see. Some of

these things definitely show their

age, but the staff that work there

are doing an incredible job of

preserving these items.”

It’s been well documented that

DICE used a technology known as

photogrammetry, a system that

is based on taking many pictures

with DSLR cameras from various

angles. These photos are then,

according to character artist Björn

Arvidsson, “stitched together

in a photogrammetry software

program that rebuilds the images

into 3D meshes."

“After that step it becomes

a 'regular' game asset creation

– lowpoly meshes and then, of

course, baking and texturing

before it shows up in the

game,” adds Arvidsson.  

“Photogrammetry is in

no way a magic method

that solves all your

problems and doesn’t

create completed polished assets

from a few photos.

“It’s still a lot of work to get

them working and into the game

engine. The traditional way of

doing assets was still used in

the game, where we didn’t have

source material from the archives,

but what photogrammetry really

does for you is that you get a

really nice base (most of the time

at least) to start from.”

Design director Niklas Fegraeus

is also quick to outline that using

photogrammetry to capture the

models, equipment and props

at Skywalker Ranch had its

limitations.

“With photogrammetry, you

need to be able to get around

can create some issues if the

model is mounted.

“And the lighting can be

a big problem too. If you get

a lot of shadows it’s very

difficult to calculate the 3D

model, so you need very, very

good smooth lighting. If it’s

bright sunlight it’s going to be

problematic. If it’s too dark it’s

going to be problematic.

“So, that’s another thing

when you use photogrammetry

outdoors, lighting becomes this

issue. You like overcast. That’s the

best lighting you can have.”

The photogrammetry system

was also used to capture many of

the iconic locations players fight

through in the game. Obviously

expense was a major factor in

visiting these locations, so the

team had to get it right the first

time. Destinations included

the scorching deserts of Death

Valley for Tatooine, the Redwood

forests of California for Endor, the

snow-filled landscapes of Finse in

Norway for Hoth, and the barren

tundras of Iceland for Sullust. The

team took literally hundreds of

thousands of photos.

Environment artist Andrew

Hamilton was part of the team

who travelled to the locations for

the shoots.

“Capturing out in nature

introduced many unforeseen

differences from capturing in the

This is actually the third major Star Wars: Battlefront release.

Temuera Morrison voiced the Clone Troopers in the original

Star Wars:

Battlefront

Free Radical Design had begun work on

Star Wars: Battlefront III

but the game

was scrapped in 2008..

The

Star Wars: Battlefront

beta was played by nine and a half million players.

As a result of the beta, DICE added over 100 changes to the game.

Lucas Archives, such as the

varying weather and lighting

conditions,” says Hamilton.

“We first had to mentally

break down the environments

into smaller pieces to

understand how we could

reconstruct the environment

back home in Frostbite (game

engine). We would pick assets to

capture that would translate well

into the game, with bold shapes,

walls that could be repeated,

varying surface types, etc.

“By capturing the major

elements within the environments,

we could successfully recreate

the feeling and impression of

the environments while not

necessarily recreating it down to

the finest details.”

Once the photogrammetry was

completed (over a period of a

few weeks), the arduous task of

uploading the photos from the

location shoots and Skywalker

Ranch into the 3D engine began.

It took months to complete.

But to visit the locations and

to gain unlimited access to the

archives were experiences that the

team would never forget, eclipsing

all the hard work that followed in

creating the most authentic Star

Wars game yet to be released.

“On my second visit [to

Skywalker Ranch], we had a lot

more time to actually comprehend

where we were and what we were

actually doing,” recounts character

artist Björn Arvidsson.

“It was then that it hit me,

how amazing the place actually

is and what a once in a lifetime

experience this was. I will

definitely cherish this memory

forever.”

the object to get all the angles,

so, if there’s something like, for

example, the underside of a car,

then you are going to need to lift

the car up to get good pictures,”

he

says. “It’s the same with

capturing spaceships and the

like, and that obviously

27

GAMES

FEATURE