I, as a long-time fan of this game, am thrilled to pieces about the upcoming additions to the Cenarion family! Having witnessed the careful design and thoughtfulness put into each and every mini, I can’t help but be in awe of the flexibility and depth that these new units bring to the table.
The seventh season of Warcraft Rumble has begun, even though certain elements won’t be accessible until July 24. This new season brings the largest batch of minis since the game’s launch, including Cenarius, Onu, Ancient of War, Moonkin, and Bog Beast.
As a longtime fan of the Warcraft universe, I’m thrilled to learn about the latest additions to Warcraft Rumble and how they’ll shape the game meta. Having followed the series since its inception, I can only imagine the amount of creativity and hard work that goes into bringing these new characters to life.
The Art and Design of Warcraft Rumble Families
Q: Can you talk a little bit about the process behind creating families in Warcraft Rumble?
: Whenever we introduce a new mini or family to Rumble, we draw inspiration from various sources. Our team is filled with developers deeply invested in the Warcraft universe, brimming with creative suggestions. Furthermore, our dedicated fanbase continually contributes ideas for the game. I find it fascinating about Rumble that whenever you present it to someone, they can easily visualize who would fit well within it. Consequently, we’ll have an abundant supply of ideas.
After gathering these concepts, we need to consider which ones align with the game’s requirements and player preferences. We assess factors such as the existing game metagame, PvP situations, player difficulties, underrepresented aspects, and unexplored strategies.
In addition to examining the various aspects of the art and gameplay, we also consider the thematic elements. For instance, Jeremy may discuss the artistic and visual elements, but we must not overlook the lore requirements as well. Lately, we identified a gap in our nature-themed elements and named it Cenarions. Tactically, the Cenarion clan specializes in sustainability, resistance, healing, map control, and utility. Previously, we lacked any family that embodied these characteristics exclusively. Though we have individual minions executing some of these functions, a complete family dedicated to this role was missing from our collection. Furthermore, we’ve been discussing Cenarions for quite some time now, and given the widespread affection for distinct Cenarion minis, it felt right to begin developing them further.
The creation process for Warcraft Rumble’s Cenarion family is highly collaborative between our team and the Design team. During the initial brainstorming sessions, we work together to select appropriate units based on their roles. Since we aimed for tanky units with resistance, we carefully chose characters that visually conveyed a substantial health pool, rather than something slender or small-scale. It’s essential to match the design with the unit’s function; a tank should not resemble an underpowered character in terms of appearance.
Interacting with the various beings that make up the Cenarion clan brought me immense joy. The Faerie Dragon’s charm left me delighted, while Onu’s uniqueness captivated me.
As a dedicated gamer, I can tell you about my personal experience and thoughts leading up to the unveiling of the Cenarions in the game. In the quiet hush of our gaming community, we eagerly worked behind the scenes, fueled by anticipation and a shared love for the game’s lore. We poured our energy into bringing these enigmatic beings to life, meticulously fine-tuning their abilities and backstories. Each milestone reached felt like a small victory, adding to our collective morale as we neared the grand reveal. The sense of accomplishment was palpable, and the excitement grew with every passing day. Eventually, the moment arrived when we could proudly present the Cenarions to the world, and the feeling of satisfaction was truly unparalleled.
As a dedicated fan, I can’t contain my enthusiasm! When I came on board with this project, I was blown away by the vast reservoir of suggestions, and Cenarion was a recurring theme. You see, this character has been long-awaited by many in the community. If you were to ask any player what characters they’re most eager to see in the game, chances are that a Cenarion miniature would be on their list. So, I think it’s safe to say that we’ve all been buzzing with anticipation!
Working on it was a visual feast with all the fresh characters, colors, and novel elements that Rumble hadn’t encountered before.
In terms of design, we took great pleasure in creating these five miniatures, as well as the associated event and Moonglade mission. A significant amount of time, energy, and care went into their development. The affection we’ve invested in them is palpable, and we can’t wait to share this exciting new addition with our players.
Fan: I was thrilled when we managed to create the Moonglade maps slightly before the minis. It gave us a great advantage as we already had a clear vision for this zone and wanted it to have a particular feel. We could experiment with all the creatures we designed for the Cenarion family, ensuring they blended seamlessly into the game world.
Q: How did creating the Cenarions differ from other families?
In terms of design, each character employs distinct approaches and features. For instance, while creating a character like Witch Doctor, our goal was to deliver a substantial damage capacity with lower health. Conversely, for Cenarion minions, we aimed for higher health and reduced damage output. Individually, they may not triumph over as many opponents as a Witch Doctor or Chimera would, but their strength lies in teamwork or strategic combinations. This encapsulates the essence of versatile utility, which comes with certain trade-offs.
For example, Moonkin has an AoE ability, but only half the time. It’s a single target, AoE. It’s like, okay, you can have an AoE, but you also have to have a single target. Another example is Cenarius has an AoE heal, which is always on, but it heals less than Tirion because it’s passive. We had a lot of really fun design opportunities to think about those things and think about what those kinds of druidic trade-offs might be.
In creating art, we continually search for distinct traits that bring characters to life. Having a background in character animation, this aspect holds significant importance to me. Animations during level-ups serve as valuable opportunities to uncover a character’s essence. We strive to identify unique characteristics for each character, like the Faerie Dragon. Initially uncertain about how teleportation would fit within the Faerie Dragon Boss’ abilities, we brainstormed ideas. Eventually, we decided that perhaps she could teleport by sneezing, as if irritated by pollen. This concept has since been incorporated into the game and effectively conveyed the Faerie Dragon’s personality to team members. Such hooks aid in aligning our collective understanding of each character’s identity.
Farrell: Yes, we work very closely together. The abilities of Faerie Dragon were still under consideration, so when the other team suggested that she moves by sneezing to teleport around the map, I responded, “That’s a fantastic talent as well.” Now, she possesses an ability to teleport upon taking damage, using her sneeze animation, resulting in a seamless integration of ideas.
Bringing The Cenarion Family Into Warcraft Rumble
A: I’d be happy to explain how we go about transforming Warcraft characters into Rumble, using the Cenarions as an example. Essentially, we reimagine these characters for a new context while staying true to their original identities and key attributes. This involves updating their designs, abilities, and backstories to fit seamlessly into our game world.
In a loving manner, we refer to this as “creating Rumble versions” of WoW characters, locations, tales, or sights. Ultimately, it boils down to the selection we make for a character’s design, resulting in visual art displayed on your gaming device’s screen. Given our game’s vertical nature, particularly on mobile devices, space is at a premium for character designs. While developing new characters such as the Cenarions, we must consider color schemes with only two to three dominant hues. This allows for an engaging experience during battles in Warcraft Rumble, filled with vibrant and chaotic visuals.
As an artist with years of experience under my belt, I strongly believe that first impressions are crucial when it comes to creating and interpreting characters. In visual art, we rely heavily on color and shape to convey a character’s essence at a glance. When designing new creatures like Cenarions, I made sure to emphasize the distinct differences between them.
In terms of design, the process remains somewhat comparable. Our goal is to bring to life characters representing two types of frameworks. Some characters belong to wealthy and complex backgrounds, brimming with countless potential abilities or skills. Transforming these intricate class archetypes into streamlined playable miniatures with merely three talents is an engaging puzzle. For instance, Tirion embodies the Paladin archetype. We ponder what his unique ability and talents would be if restricted to only one ability and three talents. How do we convey the essence of a Paladin, even for those unfamiliar with Warcraft or the concept itself? Our objective is to encapsulate that feeling in a compact, playable miniature.
Second, we’ll sometimes turn a character into a mini that’s the opposite. Bog Beast, for example, is just a guy who hangs around in Un’Goro, and we wanted to make him into a playable mini. He doesn’t have a talent tree in World of Warcraft, so how do we add or further develop the idea of Bog Beast as a character, right? How do we give him an identity in Rumble and give him abilities and talents that speak to that? For Bog Beast, where we landed is that he’s a resist because not a lot of our tanks have resist. He’s this plant-y magic guy, and his talents are all related to Cenarions things. He has a talent where he receives more healing, he has a talent where he gets armor on top of the resist, and stuff like that. That’s always a fun process of looking at what’s available and fitting it into a smaller container.
A: Considering the information provided thus far, could you please expand a bit on how this pertains particularly to Cenarion leaders?
Let’s take Onu as our first case. We were excited about having Onu on board due to his charming personality and the potential he held for intriguing modeling, animation, and ability design. With his arrival, we aimed to introduce an explosive addition to our project, such as a mobile deploy zone – a feature that fans have long requested. Brainstorming sessions ensued, considering various possibilities: would Onu serve as a leader? Could he be responsible for casting a spell that creates a portal? Ultimately, we decided that Onu’s role would be a mobile deploy zone, and the experience has been thrilling.
The Pyromancer isn’t excessively powerful on its own. However, exposing it to harm makes it susceptible to greater damage from elemental attacks. When you successfully lead it towards an enemy base or tower, though, it becomes quite formidable. While brainstorming, we considered, “What role does it play?” and discovered that this mobile deploy zone aligns well with the Pyromancer’s character and contributes to the kit’s versatility. Cenarions are designed to offer utility and duality, making this a perfect fit.
In our current setup, we need to determine the best use of this mobile deployment zone and his unique abilities connected to it. When enemies are in his mobile deployment zone, they will inflict double damage on their initial attack, making it an aggressive perk. Alternatively, allies within his deployment zone will gain a protective shield for eight seconds, which is more defensively inclined. This can help extend his deployment time and maintain offensive pressure. Lastly, if he unfortunately gets eliminated, he will continue to persist for some duration after, which adds another layer of strategic depth. It all seems perfectly suited to the role.
It was proposed that Onu’s mobile deployment zone could remain active even after his passing. We thought creatively, likening it to a tree that turns to stone over time, or “petrify,” as we say in World of Warcraft. This idea seemed fitting for Onu.
When Onu becomes terrified and passes away, we transform him visually into a frozen tree. It’s a melancholic scene for Onu, yet an intriguing moment for you.
Cenarius, as the head of the Cenarion clan, was designed to embody both druidic and hybrid traits, reflecting his leadership role. His aura naturally performs two functions: healing allies and rooting enemies, symbolizing the family’s strategy. His abilities further emphasized these aspects.
Sure thing! I’d be happy to elaborate on my earlier statement about striving for utility and duality in Cenarions.
As a gamer, I used to think of druids in World of Warcraft as the “jack of all trades, master of none.” But that might not be accurate anymore. Druids offer a lot of versatility in the game, especially with new additions like Ancient of War. In season seven, Ancient of War comes with a trait named Surge. When you play him, the cost depends on your current gold. Spend one gold, and he’ll cost one gold. Seven gold? He’ll cost seven. For every gold spent, his size, attack power, and health increase. This flexibility lets players make the most of a single mini while adapting to various situations.
“They can quickly deploy him during a gold rush, using him as an instant defense against threats like the Prowler. However, his cost is high, so it’s important to consider whether to include him at the start of an offensive push or to save him for a defensive response while maintaining enough gold for other units.”
I admire Onu’s versatility as a mobile deploy zone in our squad, setting him apart from other leaders who bestow automatic passive bonuses on specific allies. In return, his mobility is a significant strength. Each miniature within our family possesses a unique trade-off; for instance, Onu offers mobility while some others, like Moonkin, provide area of effect abilities but only intermittently. This intricate balance is a defining characteristic of their designs.
Collins explained that the minis don’t merely work together harmoniously; they interact with the other 65+ minis in the game as well. During testing, including QA, internal, and external evaluations, we discover unexpected player behaviors that we hadn’t anticipated. With so many minis, three talents, and their subsequent interactions, the potential talent combinations reach into the millions. It’s intriguing to observe the unique gameplay that players develop from this vast array of possibilities.
Q: What are you looking forward to seeing out of the Cenarions in the live game?
I’m excited to witness the creativity of our players. Although we have plans for how new minis might be used, we conduct internal testing to validate our strategies. However, our team is limited in number compared to the vast pool of players. These players bring fresh perspectives and come up with unexpected uses for the minis that we haven’t considered. I’m confident they will surprise us with innovative ideas as we provide them with five new minis to explore. The feedback from these experiments inspires us to develop future sets.
I’m eager to discover if players will locate all the hidden Easter eggs and treats within our game. There are a number of Easter eggs yet to be uncovered by the community. I can hardly wait to see if they manage to find the clues we’ve left behind as well.
[END]
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2024-07-15 20:35