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Lucasfilm

CompanyUnited States

8 documents in the library are about Lucasfilm, from writers such as Game Developers Conference, The Game Business and Extra Credits. Each has a summary and key insights with the page they come from.

Documents
8
newest 30 Oct 2026
Steam revenue
$114.6M
estimate, its games

Connections

Each row is a game or company named alongside Lucasfilm, each column a document, oldest first. A mark means that document names it. Select a row to see those documents.

On Steam

Steam estimates as of 9 Oct 2026. Revenue is premium revenue on Steam only: game sales, without DLC.

Revenue as publisher
$114.6M
44 games
Revenue as developer
$116K
3 games
Units sold
14.0M
as publisher or developer
Headquarters
United States

Lucasfilm’s best-selling games on Steam

GameReleasedShare of the best sellerRevenueUnits
Star Wars: Battlefront 2 (Classic, 2005)Publisher2009$17.9M2.7M
STAR WARS™ Knights of the Old Republic™ II: The Sith Lords™Publisher2005$16.6M2.5M
STAR WARS™ Empire at War: Gold PackPublisher2010$15.3M1.1M
LEGO® Star Wars™: The Complete SagaPublisher2009$12.0M937K
STAR WARS™ Knights of the Old Republic™Publisher2009$9.6M1.5M
LEGO® Star Wars™ III: The Clone Wars™Publisher2011$7.1M539K
STAR WARS™: The Force Unleashed™ IIPublisher2010$5.6M427K
STAR WARS™: The Force Unleashed™ Ultimate Sith EditionPublisher2009$5.5M422K
STAR WARS™ Republic CommandoPublisher2009$5.2M794K
STAR WARS™ Jedi Knight: Jedi Academy™Publisher2003$3.8M582K

Documents about Lucasfilm

Cover of The Real Reason EA Shut Down BioWare
33 min
Jason Schreier33 min

The Real Reason EA Shut Down BioWare

EA's closure of BioWare and the cancellation of Mass Effect are presented as the result of financial pressure and corporate priorities rather than cultural controversy.

  • EA's roughly $18 billion in debt from a leveraged buyout, with over $1 billion per year in interest, reportedly drove the company to redirect resources away from BioWare toward a new Star Wars Battlefront game.
  • BioWare's team was stretched across Dragon Age: The Veilguard while Mass Effect was years from completion, and a run of underperforming releases (Anthem, Mass Effect: Andromeda, Veilguard) compounded the pressure.
  • Veilguard reportedly missed sales expectations by about half, and in early 2025 BioWare was gutted and shut down with roughly 400 layoffs across EA.
Jason SchreierOct 2026
Cover of Fixing Call of Duty: Inside Activision’s Modern Warfare 4 comeback plan
64 min
The Game Business64 min

Fixing Call of Duty: Inside Activision’s Modern Warfare 4 comeback plan

Activision is fundamentally restructuring its approach to the Call of Duty franchise in response to declining player engagement and a 50 percent drop in European launch sales for recent titles.

  • Activision is restructuring the Call of Duty franchise to address declining player engagement and a 50 percent drop in European launch sales for recent titles.
  • The strategy for Modern Warfare 4 prioritizes long-term brand health over immediate sales by shifting to a grounded, cinematic experience and reintroducing popular modes like DMZ.
  • The U.S. gaming hardware market has reached its lowest August sales levels since 2013, with all major console manufacturers reporting double-digit declines.
The Game BusinessOct 2026
Cover of How come Fuse Games gets to make a Star Wars racing game?
28 min
The Game Business28 min

How come Fuse Games gets to make a Star Wars racing game?

Fuse Games, a UK-based independent studio founded three years ago by former leaders from EA’s Criterion Games, is currently developing Star Wars: Galactic Racer.

  • Fuse Games, a 75-person independent studio founded by former Criterion Games leaders, is developing 'Star Wars: Galactic Racer' using Unreal Engine.
  • The studio employs a distributed development model, partnering with other UK studios to scale capacity and avoid the industry's traditional cycle of project-based hiring and layoffs.
  • The game aims to revitalize the racing genre by blending 4K 60fps visuals with 'racing adventure' elements that allow players to inhabit canonical Star Wars characters.
The Game BusinessFeb 2026
Cover of How Angry Birds reached the stars
81 min
PocketGamer.biz81 min

How Angry Birds reached the stars

The Angry Birds franchise serves as a definitive case study in transforming a mobile game into a global transmedia powerhouse.

  • Angry Birds achieved the first-ever 1 billion download milestone in the mobile gaming sector, providing a massive ecosystem that facilitated high-profile partnerships for subsequent titles.
  • Strategic partnerships with major entertainment entities like 20th Century Fox (Angry Birds Rio), NASA (Angry Birds Space), and Lucasfilm (Angry Birds Star Wars) allowed Rovio to leverage external marketing muscle and distribution channels without relying on a traditional internal marketing budget.
  • The Angry Birds Star Wars licensing model set a premium industry standard by charging a 28% total royalty rate—14% for Rovio and 14% for Lucas Arts—while managing over 1,200 partnership opportunities to maintain brand exclusivity.
PocketGamer.bizJan 2026
Article

Irrelevant Play

The gaming industry’s role in major Hollywood acquisitions is increasingly marginal, as evidenced by the recent multi-billion dollar bidding war between Netflix and the Paramount-Skydance consortium.

  • Rising demand for AI-related processing chips is driving memory costs upward through 2027, forcing the next generation of consoles to prioritize conservative technical specifications and aggressive pricing.
  • Traditional media firms like Netflix struggle to integrate gaming because their passive, auteur-driven models conflict with the collaborative, live-service requirements of successful game development.
  • While 51 percent of Netflix subscribers have engaged with its gaming offerings, the company’s simultaneous shuttering of internal studios highlights a fundamental disconnect between Hollywood acquisition strategies and the operational needs of the gaming sector.
SuperJoostDec 2025
Cover of Classic Game Postmortem: 'Star Wars Galaxies'
57 min
Game Developers Conference57 min

Classic Game Postmortem: 'Star Wars Galaxies'

Star Wars Galaxies represents a landmark experiment in early 2000s massively multiplayer online game design, prioritizing player agency and sandbox freedom over traditional quest-driven progression.

  • Star Wars Galaxies suffered from a rushed development cycle, with the team forced to launch the game after only two years and nine months of production, resulting in a poor initial user experience and high player churn.
  • The game pioneered advanced technical features for 2003, including a procedural terrain generation system that allowed for runtime building placement and a character customization system utilizing morph targets.
  • The game's economy was entirely player-driven, requiring users to bootstrap resources from nothing, which created deep engagement but caused significant database stability issues.
Game Developers ConferenceNov 2021
Cover of Classic Game Postmortem: Maniac Mansion
59 min
Game Developers Conference59 min

Classic Game Postmortem: Maniac Mansion

Maniac Mansion, released in 1987 by Lucasfilm Games, represents a foundational shift in the adventure game genre.

  • The 1987 release of Maniac Mansion by Lucasfilm Games revolutionized the adventure genre by replacing text parsers with a visual, verb-based interface and introducing the cinematic cutscene.
  • The development of the SCUMM (Script Creation Utility for Maniac Mansion) engine provided a multitasking scripting language that enabled efficient memory management on the Commodore 64 and served as the technical foundation for future adventure titles.
  • The game introduced high replayability through a character-selection system, allowing players to choose three out of seven available characters, each with unique abilities that required different puzzle-solving strategies.
Game Developers ConferenceMar 2017
Cover of What to Look for in 2016 - Industry Developments to Watch - Extra Credits
7 min
Extra Credits7 min

What to Look for in 2016 - Industry Developments to Watch - Extra Credits

The gaming industry in 2016 faces several pivotal shifts that, while not immediately transformative, serve as indicators for long-term structural changes.

  • The gaming industry faces a potential acquisition bubble, as multi-billion dollar valuations for assets like Minecraft and King are being tested against the standards of major entertainment franchises like Marvel and Lucasfilm.
  • The performance of high-profile acquisitions in 2016 will determine if the industry faces a market correction that could significantly tighten future venture capital and funding opportunities.
  • Chinese capital is shifting from an initial 'gold rush' phase of acquisitions toward a more strategic, measured approach regarding the management and integration of Western developers.
Extra CreditsFeb 2016