When I last left you I gave a rundown of the germination of the idea for Star Wars: The Force Unleashed and that it wasn't our first idea for the game we're now making. But as much as the process is about putting ideas down on paper and brainstorming what we want the experience to be, it's the actual visualization of those ideas that sometimes helps sell the pitch.
Take the first film, Star Wars, for example. As many of you know from watching the documentaryNow, you're probably thinking "Didn't the pre-viz serve that purpose?" Yes it did, as I mentioned in the second diary. But before the team could get buyoff from the executive staff to even create the pre-viz, there needed to be art to help pitch the concept. The first piece that showed the Force unleashed was created by artist Greg Knight, and in it was a depiction of Force Push (to the right). As you can see from the picture, a Jedi is using the amped up power to push a hapless stormtrooper through not one, not two, but three stone columns with incredible velocity -- as if he were hit with a cannonball and blasted backwards. The use of this particular Force power in this way is decidedly different than the use of the power as seen in the movies. The second image, also created by Greg, shows a new Force power created for the game, Force Repulse. This power works similarly to Force Push, but it is more of an area effect that can take out enemies in a radius around the player. As the art illustrates, it is very over the top and very unleashed, which is exactly the intention.
Be here for our next installment as I continue our spotlight on concept art from outstanding artist Amy Beth Christenson.























