At LucasArts, I served as a Senior Environment Artist, initially working on Sam and Max. Midway through, I was asked to jump in on Republic Commando, creating levels for a project that the team had already been refining for quite some time. The steep learning curve presented a real challenge, requiring me to quickly adapt and meet the high standards already set by the team. Despite the intense pace, I ultimately created a level that I’m proud of, though it definitely pushed me to my limits.
Star Wars: Republic Commando is a first-person shooter game set in the Star Wars universe, developed by LucasArts and released in 2005. It focuses on tactical squad-based gameplay, where players control Delta Squad, an elite unit of clone commandos from the Grand Army of the Republic. Players step into the role of RC-1138, also known as “Boss,” the squad leader. Boss is accompanied by three other commandos—Fixer, Scorch, and Sev—each with specialized abilities that contribute to team dynamics and strategy.
The game is notable for its gritty tone, immersive environments, and unique tactical elements. Rather than just following a straightforward shoot-and-move format, Republic Commando emphasizes teamwork and squad commands, allowing players to order their team members to perform specific tasks, like breaching doors, setting explosives, or providing sniper support. The story is set during the Clone Wars, with missions taking players to key Star Wars locations like Geonosis and Kashyyyk, and facing off against a variety of enemies, including battle droids, Trandoshan slavers, and more.
Critically acclaimed for its innovative mechanics, Republic Commando stood out for its darker tone, more mature themes, and emphasis on the brotherhood among the clones. While a sequel was planned, it was ultimately canceled, leaving the game a standalone experience in the Star Wars gaming legacy. Over time, it has developed a loyal fan base and is remembered as one of the standout Star Wars titles for its unique take on the universe.