Back in November, the Xtreme Network conducted an interview with LucasArts level designers Kevin Schmitt and Ryan Kaufman. The interview was to go up the same week, but strangely enough, it got lost during the "Christmas" rush. Now XN brings back this lost interview with some details about what happened with Rogue Squadron, as well as some of the first mentions of Obi-Wan by LucasArts last year. Here's a clip of it, the first question, and you'll need to visit them for the rest:
Jacob: Many people have mistaken LucasArts' relation with the development Rogue Squadron. Not only did LucasArts publish Rogue Squadron, but you also did in fact take part in the development phase of Rogue Squadron, with Factor 5. Could you describe to us what your feelings are on this mis-conception that many gamers had, as well as what part LucasArts took in the development of the game?
Kevin: It's a common mis-conception and one that is easy to make. You can't really blame the public. It was never really described what the roles were. We were two companies working toward a common goal bringing our respective expertise to the table. For Factor 5, it was their amazing technical abilities for console games. They pulled off some beautiful things that I never thought possible for the N64 (and wait until you see what's coming next!) For us, it was a strong story and design along with fun gameplay. Mark Haigh-Hutchinson, the Project Leader, laid out the basic mission parameters (destroy a stockpile, defend a town, etc.) The rest of the level team and I took those ideas and combined them into a story that tied into the universe, while spicing up the basics with Star Wars based ships, characters, and planets. It always helps if you as much of a Star Wars geek as some of us are.
Ryan: We developed the Luke Skywalker storyline after Licensing recommended focusing on him a little. As you can imagine, one of our original designs centered around Wedge and the post-ROTJ Rogue Squadron we know from the comics. That still might be a fun timeline to explore at some future date. The specific levels and weapons largely came from us, as well. We dragged out our Star Wars encyclopedia and searched for a bunch of planets with interesting locales and environments (lava, snow, all the cool stuff you want in a console game), then came up with a loose storyline to tie them all together. I say "loosely" because Mark and F5 kept emphasizing, and rightly so, that this was not a story-based game.