At
E3 2018, David Polfeldt, then-CEO of
Ubisoft's
Massive Entertainment, expressed interest in working on projects based on
Disney franchises, including
Star Wars, during discussions with Disney representatives. Disney had already included the studio on their shortlist of developers they wanted to collaborate with. Meanwhile, Massive, eager to move beyond the
games as a service model used in their previous titles, sought to expand their creative opportunities. In 2020, the studio pitched a "scoundrel fantasy" concept to
Lucasfilm Games, a subsidiary of Disney's
Lucasfilm, envisioning a seamless open world gameplay. The idea was well-received by Lucasfilm, leading to the development of
Star Wars Outlaws. This marked the first
Star Wars project developed without
Electronic Arts' involvement since Disney's 2013 agreement granting the company exclusive rights to produce
Star Wars games. A team of approximately 600 developers from eleven Ubisoft studios, including Massive, participated in the development of
Outlaws. It was led by creative director Julian Gerighty, known for his work on ''
Tom Clancy's The Division (2016) and its 2019 sequel, along with game director Mathias Karlson. They were joined by narrative director Navid Khavari, whose previous projects included Far Cry 5 (2018) and Far Cry 6 (2021), and lead writer Nikki Foy, known for Watch Dogs: Legion (2020) and downloadable content for Far Cry 6
. Lucasfilm Games provided additional support. The team aimed to integrate canonical Star Wars
elements with their own ideas, adhering to the design principles of Ralph McQuarrie, the conceptual designer for the original trilogy. Their research encompassed a range of Star Wars'' media, including
animated series and
books. Furthermore, the developers drew inspiration from the sources that influenced
George Lucas, such as
spaghetti Westerns, the
works of
Akira Kurosawa, and classic
war films, in addition to McQuarrie's concept art,
Joe Johnston's storyboards, and
Phil Tippett's creature designs. Lucasfilm proposed the time gap between
The Empire Strikes Back (1980) and
Return of the Jedi (1983) as the setting for
Outlaws. This period was deemed a "perfect starting point" as it allowed the story to shift away from the
Rebel Alliance and instead focus on the criminal underworld, a subject not deeply explored in the franchise before. In the early stages of development, Massive compiled a list of planets for the game, including established
Star Wars planets like
Kijimi and new locations like Toshara, which was inspired by African savannas, particularly those of Tanzania. Despite the challenges presented by the existing
Star Wars material about the planet, the team also decided to incorporate
Tatooine. They relied on
Dorling Kindersley's
Star Wars visual guides to recreate the city of
Mos Eisley and the planet's distinctive dunes and canyons. The studio aimed to present the protagonist, Kay Vess, as a "resourceful underdog," contrasting with the trained soldier archetype seen in their
The Division series.
Star Wars characters such as
Han Solo and
Lando Calrissian, along with characters from other franchises like
Jack Sparrow,
Indiana Jones, and
James Bond, influenced Kay's persona. At the same time, the developers wanted to make Kay more relatable by emphasizing her inexperience. Gerighty stated that Kay's story arc was a
coming-of-age journey, transforming her from a "street thief to a fully-fledged scoundrel who is well known and kind of respected and feared by the syndicates."
Martin Scorsese's 1985 film
After Hours served as one of the inspirations for Kay's storyline. Her appearance, including her clothing and physical attributes like her broken nose and scars, was designed to visually convey her life experiences. {{Multiple image |align=right |direction=horizontal |total_width=350 Massive and Lucasfilm introduced the merqaal, a new species to the franchise, with Kay's companion, Nix, being one of them. The developers envisioned Kay and Nix as the main characters, emphasizing their synergy. Their goal was to integrate them organically with existing franchise characters while avoiding
fan service. Humberly González provided both the
motion capture and voice for Kay, while
Dee Bradley Baker voiced Nix. González had previously worked with Ubisoft on
Far Cry 6, and Baker is known for his numerous roles in
Star Wars media, including the animated series
The Clone Wars (2008–14, 2020) and
The Bad Batch (2021–2024). Gerighty stated that González was chosen for her ability to embody the multifaceted nature of Kay's character. The team aimed to create gameplay that felt cinematic and seamless. They sought to evoke a "matinee action" atmosphere and employed visual techniques such as
vignetting,
film grain,
lens effects, and
ultrawide resolution, drawing inspiration from the visual style of
Rogue One (2016). The developers focused on creating the game's open world that expanded gradually and felt "conscious," rather than simply being large in scale. Its design was particularly inspired by
Ghost of Tsushima (2020). The team aimed to create combat that offered diverse tactical approaches, avoiding a narrow focus on "precisely taking cover and taking headshots." Gerighty said that they wanted to convey the experience of a clever scoundrel rather than a trained soldier. To enhance Nix's usefulness as a companion, the developers drew inspiration from lemurs and monkeys, granting Nix abilities like object manipulation. They also incorporated reptilian features to highlight Nix's "tough side" and reflect the character's corresponding skills. The speeder movement was inspired by
motocross. To develop space combat, Massive collaborated with other Ubisoft studios experienced in arcade
flight and
combat simulators. Their goal was to make starship controls intuitive while fostering deeper, more intense space combat through a slower pace. The space aspects were inspired by both
Starlink: Battle for Atlas (2018) and the space sequence in
Call of Duty: Advanced Warfare (2014).
Outlaws was developed using the
Snowdrop engine, which had been enhanced to support Massive's three core design pillars: densely populated, dynamic cities; expansive landscapes with various activities; and outer space exploration. The developers chose to handcraft each game environment, deciding against using
procedural generation. The visual design was inspired by the aesthetics of the 1970s and 1980s, which Gerighty described as "timeless." For instance, Kay's simplistic starship design drew inspiration from 1970s toys. Kay's speeder was modeled after a Swedish motocross bike, featuring a simplified and
retrofuturistic style. Nix's design combined features of the developers' pets with those of wild animals such as
armadillos and
axolotls. To capture Nix's movements, a puppet was used, while the character's 3D model used shaders that mimicked latex. When developing
accessibility options, the team collaborated with players with disabilities, consultants, and conducted user research. They also worked closely with Descriptive Video Works to implement
audio description for cutscenes, making
Outlaws the first Ubisoft game to feature this. The game offers 60 accessibility options, including audio cues, visual aids, and customizable controls. == Marketing and release ==