• Deadlocked war-torn battlefields where the player turns the tide
  • Valleys and plateus separated different gameplay regions
  • Helped spawning team with the encounters planet wide
  • Implemented encounter cover points
Developed with four other designers, the team made a planet under seige. The backstory involved a stalemate war between the Republic backed Balmorrans and Empire. The player enters, and thru their story, turns the fate of the planet.

This area in front of the Balmorran Arms factory was themed after World War II trenches. It was my intent to convey the story behind Balorra's war-torn past. The arms factory was the last stronghold of Republic supported resistance which had been defending against the Empire for some time.

I remembered making Unreal Tournament deathmatch maps where players could see one another moving amongst barrels, but getting a clean shot was difficult. I wanted to give patroling MOBs a similar feel. From above players could pick their fights while MOBs would patrol the trenches. More static targets awaited the players on the top levels.
The shattered world of Taris
Tatooine cinematics designed for E3
Balmorra over-and-under gameplay
Alderaan merchant row
Voss Nightmare Lands gameplay pockets
Sarlaac Pit stretch goal on Tatooine
Quest with a view
Nar Shaddaa Hutt party barge
Echo Base Homage on Hoth
All rights reserved © 2011 Kyle Garner and The Guildhall at SMU.