EXPLORING MUSTAFAR
We’re giving a look at how Vader Immortal: A Star Wars VR Series came to be in our written series titled “Exploring Mustafar.” From a digital artbook written by StarWars.com contributor Kelly Knox, we’ve shared the contents out across four online pages to provide insight into how Vader Immortal was brought to life when it was created in 2019, back when ILM Immersive was still ILMxLAB.
“A word of advice. Do not anger Vader.” —Admiral KariusAs Vader Immortal begins, you find yourself in the shoes of a ship captain making your way through the galaxy with your trusty droid companion, ZO-E3, at your side. Your ship, the Windfall, shudders as it’s abruptly dragged out of hyperspace. The Galactic Empire has found you. You’re escorted to the surface of Mustafar, a volcanic planet in the Outer Rim. In the gloom of a prison in the depths of a foreboding fortress, you meet the imposing Admiral Karius. Then, Darth Vader himself steps out of the shadows in a heart-pounding encounter you’ll never forget. “We got a glimpse of Vader’s castle in Rogue One. What is he up to there? What is he going through there?” said Director Ben Snow. “We get to sneak around and zoom in on some moments that you wouldn’t normally get to see.” The Dark Lord of the Sith tasks you with unlocking a one of a kind artifact. As the configuration opens, it identifies you as a descendant of Lady Corvax, a Force-sensitive ruler of the once thriving planet who lived centuries ago. She stole the Mustafarians’ Bright Star, a powerful and sacred object, to bring her husband Dorwin Corvax back to life. The result was catastrophic.
STORYBOARD
THE WINDFALL
Exterior
The captain and ZO-E3 call the Windfall home. The small ship has seen its fair share of adventures but is well cared for and expertly maintained. It also boasts plenty of storage for completely legitimate business opportunities.
The Windfall is pieced together with makeshift parts. “We did as much as we could visually to separate it from its Imperial surroundings,” said Concept Artist Stephen Todd. “We had cool lighting in the hangar and an earth-toned, beaten up scrapy- ard-assembled ship that was out of place. The two different worlds clash.”
Interior
“Early in Episode I is the only time we get to really get into who you are, where you come from, and your relationship with ZO-E3,” said Executive Producer Mark S. Miller. “The objects we have in your personal quarters, which you get a few moments to look at, give the backstory of where you’ve just come from and where you were heading before you’re so rudely grabbed out of hyperspace.”
Concept Artist Stephen Todd found just the right balance between the character and person controlling them in these ship interior pieces. “We wanted the ship to reflect not the personality of the player, but what their job was,” he said. “They were someone who was scrappy, a collector of things that might not be what most people collect, and made do with what they have. The fun part was creating things that look like they have a purpose, but they really don’t.”