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Artcraft - Level Design Part 1
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Hi, I’m Chris Robinson, senior art director of World of Warcraft, and welcome to a special edition of Artcraft focused on environment and zone design. Previously we showed you what it was like to create the Spires of Arak from a purely art-focused perspective, but over the coming days we’ll be releasing a series of articles focused on exterior level design, using Nagrand as a focal point. You’ll be hearing from the team who works with the artists, as well as the quest designers, systems designers, historians, and more to craft and create not only the zones we adventure in, but the visual story that is told about these locations and the creatures and races that inhabit them. For this first article, I’m pleased to introduce Julian Morris, our lead level designer.

Hey everyone, Julian Morris here, lead level designer for the World of Warcraft exterior level design team.

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).


The level design team is a hybrid of both art and design. We work hand in hand with the quest design team to build the environmental stories that support the content that defines Azeroth’s lands, cultures, and conflicts.

We also work every step of the way with all of the art groups on the Warcraft team. Working with the environment art team, we sculpt and paint the landscapes to create the rich, vibrant settings that form the foundation of the world. Within those spaces we work with the dungeon team, designing and constructing the thousands of camps, towns, settlements, and cities that provide the unique architectural beauty that anchors all of our cultures and creatures to the world. These locations in turn provide the scenes and staging for the finely crafted set dressing—the tables, chairs, books, and more—that our prop art team creates.


Level design binds the vision of many groups together, and it takes the passionate effort of all these teams to create an incredibly detailed, hand-crafted experience.

The zones of World of Warcraft are their own main characters that come to life before our very eyes during development. In this series, we’re going to draw back the curtains a bit to show you more on how we approach world-building and how we breathe life into a zone.


Join us again tomorrow as senior level designer Michael (Mac) McInerney gives you a deeper look into the level design of World of Warcraft using Nagrand from Warlords of Draenor.
This article was originally published in forum thread: Artcraft - Level Design Part 1 started by chaud View original post
Comments 37 Comments
  1. tapczan100's Avatar
    Meh, boring.
  1. mmoc8ba596ddc7's Avatar
    6 screenshots of what could be awesome garrison locations. oh wait : DDDDDDDDDDDDD
  1. Ranger007's Avatar
    Looks gorgeous!! I can't wait to explore Draenor. Well done!
  1. mmoc64ace7a841's Avatar
    I wanted to whine about how they could have used that blog to admit flaws within new models but someone would whine about it.
  1. Coronius's Avatar
    Quote Originally Posted by Skeletroll View Post
    I wanted to whine about how they could have used that blog to admit flaws within new models but someone would whine about it.
    Working as intended.
  1. Fullmetal89's Avatar
    Boring, needs more Belf models.
  1. Cheerbleeder's Avatar
    Pretty cool, but the last image in this series just doesn't fit with this panel. Just giving an honest critique here. It's not even up to par, compared to the rest. Grayscale moons do not exist, even in fantasy land! So Miss Julian Morris, open your drawer and bust out that old color concept book from college, and splash some color in that gray! Pretty cool screenshots though, and maybe we can see faster delivery of more art panels in the future! ~ cheers
  1. ablib's Avatar
    What an awesome view of Nagrand! It's unfortunate we will only have the freedom to see it from the ground.
  1. nexellent's Avatar
    Quote Originally Posted by ablib View Post
    What an awesome view of Nagrand! It's unfortunate we will only have the freedom to see it from the ground.
    because unlocking your camera is so hard.
  1. mmoc0b7825fa66's Avatar
    Quote Originally Posted by Cheerbleeder View Post
    Pretty cool, but the last image in this series just doesn't fit with this panel. Just giving an honest critique here. It's not even up to par, compared to the rest. Grayscale moons do not exist, even in fantasy land! So Miss Julian Morris, open your drawer and bust out that old color concept book from college, and splash some color in that gray! Pretty cool screenshots though, and maybe we can see faster delivery of more art panels in the future! ~ cheers
    I loved colored planets on the TBC outland's skies. But that grey-dead planet over Nagrand is really awesome. Really well-drawn and gigantic. Staying under it gives the feeling you will get attracted to him by gravity *^*
  1. Alanar's Avatar
    boring...

    /10chars
  1. ShiroRX's Avatar
    The salt levels are high this morning
  1. mmoca506320b02's Avatar
    What the hell is goin' on with all the "boring" comments?...
  1. ShiroRX's Avatar
    Quote Originally Posted by Phoenixy View Post
    What the hell is goin' on with all the "boring" comments?...
    Restless kids 2 wks before xpac.
  1. SodiumChloride's Avatar
    Looks like WoW ... everything is "thick" and "fat".**

    ** Serious. Doesn't anyone else feel that WoW buildings all look like RTS units?
  1. Queen of Hamsters's Avatar
    Quote Originally Posted by nexellent View Post
    because unlocking your camera is so hard.
    So doing that allows one to soar into the skies and see the zones from above? Because I sure haven't been able to get that freedom from setting camera distance to max...

    I shall get my bird's eye view screenshots either way, thanks to the goblin glider and rocket boost malfunctions! ^^

    - - - Updated - - -

    Quote Originally Posted by ShiroRX View Post
    Restless kids 2 wks before xpac.
    In my experience and since the average age seems to be 25-31 for gamers, I'd dare guess "kids" have very little to do with it. People only seem to grow less patient and more pissy the older they get these days.

    - - - Updated - - -

    Quote Originally Posted by SodiumChloride View Post
    Looks like WoW ... everything is "thick" and "fat".**

    ** Serious. Doesn't anyone else feel that WoW buildings all look like RTS units?
    Congratulations, you just figured out that WoW has a certain art style. :d
    I see no difference from those and the buildings we've had for going on 10 years now, apart from higher graphics.
  1. Venziir's Avatar
    Quote Originally Posted by Cheerbleeder View Post
    Pretty cool, but the last image in this series just doesn't fit with this panel. Just giving an honest critique here. It's not even up to par, compared to the rest. Grayscale moons do not exist, even in fantasy land! So Miss Julian Morris, open your drawer and bust out that old color concept book from college, and splash some color in that gray! Pretty cool screenshots though, and maybe we can see faster delivery of more art panels in the future! ~ cheers
    Uhm... You might want to look up the definition of "fantasy".
  1. mmocb86fbed2f6's Avatar
    Quote Originally Posted by Cheerbleeder View Post
    Grayscale moons do not exist, even in fantasy land!
    * Looks out of window. *

    u wot m8?
  1. crunk's Avatar
    Quote Originally Posted by Venziir View Post
    Uhm... You might want to look up the definition of "fantasy".
    so azeroth has no atmosphere and its moon is made of uniform material. check.


    edit: or alliance human's somehow perceive the moon differently than real humans. perhaps their sun gives off unusually high amounts of x-ray light and wow humans can sense these things?
  1. ShiroRX's Avatar
    Quote Originally Posted by Rorcanna View Post
    In my experience and since the average age seems to be 25-31 for gamers, I'd dare guess "kids" have very little to do with it. People only seem to grow less patient and more pissy the older they get these days.
    I find I'm much more patient and well thought out at the old age of 28, compared to my youf.

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