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Posts with tag Level-Design

Artcraft Level Design Part 4 features Nagrand

Part four of the latest series of Artcraft was released this week, and this time, five different level designers are featured in the segment, all talking about the development of Draenor's version of Nagrand. Nagrand is pretty unique in that Outland's version of the zone is one of the most pristine parts of Outland -- it's been virtually untouched by corruption, although chunks of the zone have obviously broken off and floated away. Which makes for the interesting task of keeping those familiar landmarks of Outland's Nagrand, while seamlessly adding those missing areas that were lost in the Twisting Nether.

All of the designers talk about that particular hurdle, as well as delivering a lot of other really interesting facts about Nagrand and the Highmaul Raid included on the western edge of the zone. The development of Highmaul and the Highmaul ogres vs. the Warsong orcs is particularly cool. This is the final installment of this particular series of Artcraft -- honestly I think it's been one of my favorites to date, simply because it highlighted so much of the stuff behind those zones we spend all our time in, but hardly ever think about in terms of how they came to be. You can check out the final installment on Blizzard's website, as well as all other posts in the series.


Filed under: Blizzard, News items, Warlords of Draenor

Artcraft continues with a look at development tools

The excellent Artcraft series continues with a look at the tools used to develop zones, as well as how the Level Design team works with Environment Artists to craft a zone's many areas and make them all seem like natural parts of an area.

Artcraft - Level Design Part 3
The environment artists make the models and textures, and the level designer sculpts and paints the terrain, places the trees, rocks, and bushes-all the while considering gameplay and both the art and design direction. A typical day for our level designers will include decisions about the overall look and feel of a zone, as well as paying finite attention to detail, like how one plant looks when placed next to another plant in the scene.


So far this has been one of my favorite Artcrafts - while it was fun to get to see the various new models for playable races, getting to see the tools that craft the World of Warcraft we experience as players is nothing short of amazing and I'm very much looking forward to part four. Just getting to read about how they vary the shade of green to bring out different elements of the zone has me super excited. Nagrand is beautiful and diverse, and we're getting to see how elements of the game we've already known are referenced and incorporated in its creation.

Filed under: Analysis / Opinion, Blizzard, News items, Warlords of Draenor

Artcraft continues with Nagrand and level design

One of my favorite zones to just look at in The Burning Crusade was Nagrand, it was a beautiful zone with just enough strangeness to feel alien and different. Now in the latest installment of Artcraft by senior level designer Michael McInerney, we're getting a look at how Blizzard's level designers created a Nagrand that felt like the natural predecessor to the zone we already know.

Artcraft - Level Design Part 2
Nagrand also had some equity we wanted to explore; players have experienced a shattered version of the zone in Outland, and this was a unique opportunity to provide a contrasting look. Giving places a sense of history is high on the list of zone design philosophies. Some of the more obvious ways to tell a zone's history are with ruins, when they make sense. The Highmaul ogres were once a great power in Nagrand. Now they are on the edge of oblivion. All that's left of their once great civilization is scattered remnants, as evidenced by their crumbling towers and roads you find throughout the zone. It's not a coincidence that the area they occupy in the zone doesn't exist in Outland.


How'd they do? Well, having been there on the beta, I have to say the new Nagrand is magnificent and definitely feels like it could have been the place we know, before the destruction of Draenor. Mister McInernery's point about the various races in the zone telling a story by how they interact with the environment is also spot on - you can tell a lot about the various people you encounter in Nagrand by how they live.

Head on over to the official site for more, it's definitely worth a read.

Filed under: Analysis / Opinion, Blizzard, News items, Warlords of Draenor

Latest Artcraft covers exterior level design


One of the things I love about the Artcraft series is how it covers an aspect of World of Warcraft that's critically important and yet often overlooked, namely the look of the game. This week, Blizzard has a new Artcraft for us, covering level design out in the world. As presented by Julian Morris, lead level designer for World of Warcraft's exterior level design team, we get a glimpse into what goes in to giving us the lush visuals of zones like Shadowmoon Valley or Nagrand.
Artcraft - Level Design Part 1
Exterior level design is the process of designing and constructing the zones of World of Warcraft, from Azeroth to Draenor and everything in between. Our team has planned, plotted, and designed the rise and fall of ancient cultures, as well as shaped mountains, forests, seas, lakes, rivers, roads, ruins, and every land feature imaginable. In addition to the land itself, we also design and create cities, towns, and Battlegrounds (with the random exterior dungeon or two in there every now and then, too).


One of the things I remember thinking when I first arrived in Shadowmoon Valley on the beta was how amazing it was that they managed to create a zone that actually felt like a living place, yet you could believe it could become the ruined hellscape of Outland's SMV. Reading about how the level design team works with artists and designers from all over WoW to create these zones is something we've not really gotten much exposure to in the past, so I'm very excited to see how the series continues.

Filed under: Analysis / Opinion, Blizzard, Arts and Crafts, Warlords of Draenor

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