Star Wars: Clone WarsThe Micro-series

There are a few experiences that change you as an artist, working under Gendy Tartakovsky (Dexter’s Lab, Samurai Jack) is one of those. Almost two decades ago, but the love, talent, and effort of the whole team are still unparalleled. This was the equal effort of more than a hundred talented artists from storyboard, character design, clean-up, background, painters and 3D modeling. The Clone Wars MIcroseries was something of a novel experiment for the Star Wars franchise and looking back, this Miniseries was the first experiment from LucasFilm that spanned several games and other series like Star Wars: Clone Wars, the animated series and the Star Wars: Rebels and The Mandalorian, currently under Disney’s Lucasfilm umbrella.

Structuring and implementing the Pipeline

To bring to life a Project like this -both financially and operationally- was literally out of this world! Saying the operations to run SWCW Miniseries were huge is an understatement! The system to keep everyone informed, on schedule and on budget was intense. Many times coordinating multiple (and simultaneous) creative lines involving stakeholders from Lucasfilm, Cartoon Network Studios, and Rough Draft Studios, in different zip codes and time zones, from Marin County (Skywalker Sound & Lucasfilm) to Burbank and Atlanta (Cartoon Network Studios) and VanNuys and Seoul in Korea (Rough Draft Animation Studios).

A creative assembly, of more than 400 people involved – from concept to delivery- was planned in detail. So everyone knew what, when and how exactly their task should be done, completed and delivered. We created & implemented processes and protocols for multiple teams, multiple skills and resources, human talent, hardware, and software required months of pre-production and planning, with specific tasks and time frame. We made space for the “unknown” and forecasted micro-delays in various scenarios to avoid ‘domino effect’ delays. As well as many meetings went down with marketing and finance over concepts and ideas so they could project a guestimate ROI before actual production started.

Building a world, one schedule at a time.

All the elements of this production, the story, script, storyboarding, concept art, rough animatics, character design, background design, 2D, 3D, layout, modeling, texture, rigging, VFX, lighting, rendering, motion capture, blue screen, color correction. And even the revolutionary technology of Stagecraft as the most sophisticated virtual filmmaking environment yet made. The talented team at Lucasfilm earned their reputation and the best in the industry.

I participated with them in other projects more related to game production, and collaborated with fashion designers in the clothing, texturing, and fabric design for each character. The same process we migrated to the gaming industry in my last game). As a creative, I’m amazing to imagine that I could call up a label such, for example, Dior and say, “Padme wears unique garments, but I need something fashion-forward. Will you design me an original, and we’ll sell it together as wearable merch?