"Before working on Star Wars we were working on a different game and it had basically the same pillars that we have in this game, which is thoughtful combat, agile exploration--you know, beyond human--and Metroidvania level design," he said.
"And that's something that when we were working on this other game and we demoed it, people [at] EA saw it and said, there's something in there that you could see easily see it turning into a Star Wars game. My background is melee action, so when they came to us and were like, 'We really like the game you're working out and we want to do at some point, but how would you guys feel about doing Star Wars?' we were like, great.
"And [a lot] of the core functionality that we were building for the other game, a lot of the fundamentals, were able to transition over. So we always start with, 'What is the game? How does it feel? How does it play? What are the mechanics?' before really figuring out the story. It just so happened this thing that we were working on translated really well."