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    Art and Animation Reddit AMA Archive Thread

    Art and Animation Reddit AMA Archive
    Originally Posted by Blizzard (Blue Tracker)
    It seems like Standalone hero reworks are coming with new skins. Is this something we can expect in the future?
    Hello! Our recent reworks from Sonya & Medivh through Raynor & Azmodan have been paired with everything from new takes on existing skins to entirely new skins. With future reworks, we'll continue to have similar skin support across that range, though note that it's much more important to us to get the right rework at the right time for gameplay purposes rather than aligning a rework with a skin. (u/KaeoMilker)


    Why was Nova's original taunt animation changed to the current one?
    Nova's original taunt fluctuated a bit too far out of character for her. So the dev team decided to change it to something that actually fit her personality!

    Taunts are a funny thing to animate because it's hard not to let our own personal attitudes seep into the characters. The way that I would taunt someone is dramatically different than the way Yrel would taunt someone, or Dehaka, or Artanis... In this case, I think Nova's old taunt dipped a little too far into the voice of the dev vs. the voice of the character.
    How would YOU taunt someone?
    https://gph.is/2ubKLtT (u/Blizz_LanaB)


    Lana: What was your favorite animation to work on and why is it Enforcer Morales' hairflick?
    Hahahahah -- That was a fun one! I begged to work on even just a tiny piece of Enforcer Morales, and was very lucky that I finished up Enforcer Jo quick enough to sneak in a hearth for Morales between other tasks.

    Favourite animation to work on, however? Gotta be my boy Dehaka. (u/Blizz_LanaB)


    Why aren't we getting banners as often as we should? There are plenty of banners that could/should be added, but we are only getting banners for events, and not regular ones :(
    We think banners are a fun way to customize your character and we'll continue to invest in them even more moving forward! Banners were originally difficult to distinguish or associate with a given player, but in the past year, we've added the ability to see the owner of the banner (in text form) in-game, along with adding it to the MVP screen. As part of this expanding support, we'll be releasing more banner content in future patches that not only celebrates our events, but also our Heroes, skins, and the game as a whole. We hope you like them, and please keep those requests coming! (u/KaeoMilker)


    How much of the artwork that finds it's way into the games is just one of you, doodling and brainstorming by yourself, it gets traction w/the others in the team. Or is all the artwork made by commité?
    I think the team does an exceptional job of being mindful of the collaborative mentality. However, every good idea's gotta come from somewhere!

    D.Haka, for example, came about because my buddy and I were making jokes while queing for QM during a lunch break. Chromie's sand-clone dance was something I begged FX for and we were able to make happen, and her Taunt, when the dragon appears, is something I mocked up a working protoype for and pitched to the team.

    One of the most fantastic and most surprising things I've found working as a game developer at Blizzard is the seriously incredible sense of ownership over the work I'm creating. We have teams, there is an approval process, and yes, direction often comes down from on high -- but every voice really does matter. My opinions are valued, and good ideas are acted upon no matter what the source. (u/Blizz_LanaB)


    Hey /u/Blizz_LanaB, great job on Yrel, she looks amazing though I have a question. Did you get to animate her wings too or was that somebody else or the FX guys?
    I animated them, as well! The motions at least -- our amazing FX artist was responsible for making them look so beautiful, otherwise.

    They were a little tricky, because the wing rig lives in a separate file and then is attached to the model once they are in the game together -- so it's a little funny animating them as separate pieces -- but I think they turned out great! (u/Blizz_LanaB)


    Alexstrasza's face looks a little stretched out horizontally in the hero bar at the top of the screen and in the observer/replay UI. Is it a trick of perspective or is it actually messed up somehow?
    This is unintentional! I watch too much HGC to not be aware of it -- We're definitely on it! (u/Blizz_LanaB)


    Can we expect Ragnaros to get skins (or recolors) that are not red, orange or yellow? Something purple or green will be great. But he's the 2-nd oldest hero with only 3 skins.
    It's something the team would love to do, but the biggest hurdle for Ragnaros is the heavy load of FX work associated with him. The model recolor would be easy to handle but FX would not only have to touch a myriad of FX, they would also be on the hook for maintenance of those skins should any issues arise. At the end of the day we have to consider whether or not the resources spent for a single Raganaros skin/recolor is more meaningful to our players when the time could have been used for multiple new skins or recolors instead. It's a balancing act, but one that we would eventually love to make the time for. (u/Blizz_TedP)


    The Lost Vikings haven't gotten new skins (or even recolors) ever. Any plans to change that?
    Eventually, yes. The primary hurdle for The Lost Vikings is that it is a "three models for one Hero" situation. Building three new models is quite a commitment, so a new skin for them is something we have to clear time for. But I'll go ahead promise that recolors WILL happen! ;) u/Blizz_TedP)


    I liked and missed master skins, not the exclusivity of them (okay maybe a little bit), but it was fun to have over the top versions of the base skins. Did you enjoy re-imagining decked out versions of each hero?
    Absolutely :) One of the joys of early HotS skin development was giving a Heroes twist to the established heroes coming into our game from other universes. We will still drop “Master level” skins from time to time, but we hope you’re also enjoying the themed skin bundles as well! (u/Blizz_TedP)


    What hero was the most fun to design/animate?
    For me it was Dehaka!

    I was a hardcore Zerg player in BW and SC2, so it was exciting to be able to help bring Dehaka to the Nexus. One of the reasons I love the Zerg is their obsession with evolving. Our Art Director had a cool idea to help sell this fantasy: Dehaka's arm would regenerate once the player accomplished something, in this case, when they picked a heroic ability. This was both challenging and very fun to execute on. The fully grown arm had to line up perfectly to the severed one. This was also the first time a hero's model changed significantly after picking a heroic in our game. (u/Blizz_BShih)

    For me it was ALSO Dehaka!

    I started my life at Blizzard as an intern on StarCraft II: Heart of the Swarm, where we first met Dehaka, and I fell in love. By the time I got there, Dehaka was already animated, but I thought the concept of his character - this badass primal zerg - was SO awesome I jumped at the chance to give my own take on him.

    Plus I got work with a pretty cool Tech Artist. (PS: Happy Birthday, Billy!) (u/Blizz_LanaB)


    Overwatch has victory poses and taunts available in lootboxes, will we ever see anything like that in HotS?
    Hi Imephraim! That's a really fun question, it's an idea that gets brought up every now and then internally too. I can tell you there are currently no plans to do this but it's still an idea I'd like to hang onto. It requires a lot of technical hookups in the game before it would be possible that aren't currently at a high priority, but beyond victory poses and taunt animations, I think a Hearth animation you can choose in your Loadout would be fun too. (u/Blizz_CKingdom)


    We didn't see an animated home screen for Yrel when she was released. Do they take too many resources to make and are from now on dropped, or was this a rare exception?
    I also really liked those home screens, but they were seriously an incredible undertaking that took a lot of people offline for a long time. Plus, we have these incredible artists creating beautiful concept pieces that really deserve a chance to shine.

    Furthermore, there is so much more we want to show you, and that stuff is equally deserving of space on the home screen -- stuff like upcoming events, and all the other content that we're always working on. Oftentimes, we'll be making cool things for you guys and have no obvious way of telling you where to check it out aside from patch notes.

    In the end, having the 2D homescreen allowed us to show off our beautiful art and surface to you the things you might be looking for without taking 15 people offline for a few weeks to do it.

    And that's more time for those people to make even newer, even cooler content. ;)

    Circle of life. (u/Blizz_LanaB)


    When animating a character that has seen a previous iteration in the Blizzard universe (as is almost always the case) how much inspiration do you draw from the original iteration, and how much do you create fresh? In the case of a game like OW, are you able to directly port over animations, or do you end up creating everything from scratch anyways? Bonus (and more important) question: Waffles or pancakes?
    In general, when setting out to create an existing Blizzard hero, we collect reference materials from across the company with the goal of making the hero fit in the Nexus while still staying true to their other incarnations. We often will get in touch with other game teams to get their feedback as well as their buy-in on what we are doing. In the case of Overwatch heroes, we do not port over animations directly. We do heavily reference them though!

    Waffles FTW. (u/Blizz_BShih)


    What are some touches you've put on a model, or character that you were REALLY proud of that we might have missed? Something where after you were finished you called over your boss, showed him/her, yelled 'Nailed it', made some pseudo-obscene gesture, and walked out for the day.
    "Something where after you were finished you called over your boss, showed him/her, yelled 'Nailed it', made some pseudo-obscene gesture, and walked out for the day." HAHAHAHA - I would neeeeeever. ;)

    As for your question – Chromie is probably one of the heroes that I am most proud of. When I started working on her, I'd never animated something seriously 'cartoony' before -- pushed timing, held poses, crazy mid-air jumps and things. She came hot on the heels of Dehaka -- realistic monster bro. It was tough to switch gears, but I feel like in the end I squeezed cute-gnome-personality into every piece of her kit.

    The one thing you might have missed, as we didn't want it to happen to often, is that if you begin walking by clicking far enough away -- Chromie will actually start her walk cycle with a little jump instead of just running. (Similar functionality to how the bikes do a wheelie)

    Speaking of Dehaka, he also has several walk variations. He looks side-to side while walking around (the little sneak is always prowlin') and every once in a while he gives a solid hobble onto his good arm to help him along. (u/Blizz_LanaB)

    I see you play Tyrande... one of the first things I did on the team was fix a deformation issue on Tyrande's gluteus maximus, which was quite visible in the hero selection screens and was the butt of many jokes. Without any patch notes mentioning the change, Reddit somehow noticed! That made my day and is still one of my most memorable moments working on Heroes of the Storm.

    As for something that you may have missed... Cho'gall was such a large hero that we added extra joints to his skeleton to add realism to how his massive body moves. I'll leave it up to you to find those extra joints :) (u/Blizz_BShih)


    Something me and many of my friends have noticed, is that a lot of the Heroes character models are muscular and chunkier than their other video game counter parts, Is there a particular reason for this?
    Yes! We try our best to maintain the key elements that make those heroes who they are, however, when a new hero or skin comes into our game we have to take into account how those models are seen by the player. Because our game has a RTS-style isometric view, we often need to exaggerate proportions so that the asset is easily readable and identifiable from our game camera. Having said that, our game has evolved over time and with new features like Heroes 2.0 loot chest and collection views, we've been adjusting our modeling process to account for close up views as well. (u/Blizz_TedP)


    The extension of certain skin-themes in events like Herostorm or Raiders of Warchrome have been a delight. Can we expect similar events to expand on other skin-themes in the future?
    As long as the community is engaged and passionate for a skin theme, we would love to continue exploring those themes! :) (u/Blizz_TedP)


    What were some of the difficulties the team ran into when making/animating Alexstrazsa's dragon form? And can we be hopeful to see more like that in the future?
    The biggest issue we ran into was the size of the dragon - we knew we wanted to have her in dragon-form out on the battle field, but to do so effectively proved a challenge. How do we ensure we're adding to the gameplay experience rather than obscuring it?

    There was a lot of back and forth on the scale of her dragon form between art and design, but ultimately, it was our incredible engineering team who helped us cultivate a powerful and performant experience using turning tech.

    Most heroes can turn on a dime and it's no problem, but a massive dragon pulling a 180 in a single frame is visually abysmal and breaks the immersion of the dragon fantasy. The tech enables us to have 'turning' animations for the dragon that we blend in/out of, so we can actually have the model bend and face the direction she wants to go as she turns, rather than popping in the opposite direction. (u/Blizz_LanaB)


    I've always been curious as to the process of getting a design from initial concept art to in-game, would you be able to give a general sketch (lul) of the steps leading to your art appearing before us in game?
    It's truly a collaborative effort! Generally it looks like this.

    Design comes up with a 'paper design' -- an idea of what the hero's abilities will look like and we can already start feedback before they begin implementing the hero into the engine.

    In tandem, Concept art starts concepting how we want the hero to look.

    The designer, once approved on paper, starts creating the asset in-game using temporary assets for testing.

    The art team then goes on to create the model, textures, and tech artists make the rig -- and if possible, we support the designer by prototyping assets they may need. (i.e. Chromie's Q was so distinct, we had to do a custom animation with temp geo for the designers to work with) Writing also starts putting together the script and recording VO!

    Once the design is somewhat locked in -- final Animation and FX begin, and then we hand off into our incredible sound, and video teams.

    We consistently meet as a team the whole way through to make sure we're all on board with the direction, and eventually it makes it's way to you!

    If you want a more in-depth view into the process, I'd advise scoping out the 'Ressurrecting Kel'thuzad' video series we created. :) (u/Blizz_LanaB)


    There are only 5 sprays in the Diablo category -- the D3 icons for the first 5 classes. Can we at least get the icons for the D3 Crusader and Necromancer that are missing as sprays?
    I'll talk to the bringers of sprays and get these in the pipe for future addition. And from this and other threads it sounds like there are a lot of suggestions for missing sprays/banners/portraits that you all would like to see - we love hearing those ideas, so please keep them coming and we'll get them on the list for eventual inclusion! (u/KaeoMilker)


    There are so many portraits in HotS but we can only use one at a time. What do you think about adding a portrait loadout slot so we could use different portraits with different loadouts, to be used on loading screen?
    This is something we've discussed and we like the idea a lot. No timeline for getting it in game yet, but it's definitely on our radar. (u/KaeoMilker)


    Could it be possible to cancel the taunt animation? Right now taunting means that you are rooted for like 3 seconds so it is a risk doing it.
    If you are taunting the enemy team you gotta be C O N F I D E N T you earned it ... or pay the price! ;) (u/Blizz_LanaB)


    Can we get better organisation on the sprays and portraits in our collection?
    I'll bring this up as part of our ongoing discussions on evolving the collection. Thanks for the feedback!! (u/KaeoMilker)


    When you animate a hero how do you know what movements do? do you sketch them first or have some one to act them for reference?
    It varies animator to animator.

    Depending on the character, sometimes I can just feel it, but I do a lot of sketching, and a lot of video-recording! Sketching, often,for when the action is physically impossible. Video reference, when I'm looking for smaller moments -- how did I shift my weight just then? What is the way I'd look around in this instance. What are some unique ticks I could put into an idle animation? etc.

    You can see me working out Yrel's bubblehearth here: https://www.instagram.com/p/BkEOmH7A7m-/?taken-by=lifeatblizzard

    And Enforcer Johanna's ready up here: https://twitter.com/Latienie/status/968674147889905664

    Most importantly I'd suggest talking to your peers! To this day I have a post-it on my monitor that says 'Feedback Early and Feedback Often'. Game development is collaborative, and learning how to give and receive feedback, and communicate effectively goes a long way! (u/Blizz_LanaB)


    In the past, folks at Blizzard have said they will update Probius's Pylons, Cannons, and Gate colors to match his skin tint. Is this still happening?
    It's great to know updating Probius' ability models is still wanted. This is something that is still on the backlog for a rainy day. We also try to keep this in mind with all new skins we create. With regards to the other examples you give, in some cases a hero’s abilities can’t be adjusted to perfectly match an alternate appearance (i.e. a skin that’s a different color) due to the importance color has on communicating whether an ability is damaging or healing. Green and red are particularly tricky—if something that is red is turned to green, it can be mistaken as something that is safe and non-damaging. It can have an impact on gameplay that Design likes to keep an eye on, but every case is different, and we always like to review. (u/Blizz_CKingdom)


    Will we ever see new models for BW and Arthas?
    Given the community's intense desire for an answer on this topic, I'll do my best to answer as directly as I can.

    The Heroes team as a whole is aware of this request and we have had many discussions on how best to approach the rework. Unfortunately a rework like this would affect many departments (design, modeling, animation, fx, tech art, engineering, etc.) and given our development bandwidth, we have to weigh the work it would take vs. what else we could be making in that time (other new heroes, skins, feature support, etc.). That said, we don't currently have any timelines for these reworks since we want to weigh the cost of doing them with all of the exciting new content we currently have in the works.

    We absolutely appreciate the passionate feedback that we get on the topic and we hope you'll continue to let us know what you think could be improved as well as what you love about the current version. (u/Blizz_TedP)


    Is there any chance we can see more concept art or in-progress work on the game? Not like future stuff, but I would love to get some insight into the process of making my favorite skins/characters/maps that are already in the game.
    I think that the Heroes twitter account has been posting concept art fairly frequently -- that's a good place to start. Also: we hosted some art drops on Art Station you should check out -- like this one! https://magazine.artstation.com/2017...orm-art-blast/ (u/Blizz_LanaB)


    Most of the skins don't have abilities matching with the tint used, like any Probius skin where the pylon will always be yellow/blue, even when using another color. Some skins have abilities matching with the tint like Queen of Ghost Kerrigan. Why is that the case and do you have any plan on changing it to make it more consistant?
    Hi! We avoided creating a hard and fast rule to always match abilities with their tint as the overhead from such a commitment could constrain us to the point that it meant less new things like heroes or skins in the long run. It’s a fine line that we try to balance skin-to-skin, but we’ve always wanted to go back specifically to Probius’ ability models as we agree that consistency there would be great. It’s just a matter of when we can prioritize this work, so please continue giving input on which heroes would benefit most from these efforts and we'll take that into consideration. Thanks! (u/KaeoMilker)


    What are your preferred art programs (Maya, Cinema4D, Blender, Photoshop, etc.)? Any hidden gem programs you think more people should use?
    With 3D digital content creation programs, once you know one, it isn't too hard to learn another. A lot of the tech artists on our team had to learn one of these programs on the job. Just become familiar with one and you'll be fine! They each have their own strengths and weaknesses. (u/Blizz_BShih)


    Sometimes various skin tints have many colors, sometimes they have a similar amount of colors as the base tint but are different, and sometimes they have much fewer colors or are all shades of the same color. What is the reasoning for this limited pallet with some skins in particular?
    So color variations are meant to give the players an outlet to see their favorite heroes and skins in new and colorful ways, but occasionally, we have to take gameplay implications into account. Sometimes we have to consider content that's coming in the future -- like all of the marine suit based heroes, including Raynor, Tychus, Lt. Morales, Blaze -- and therefore limit the base version of a hero into a uniquely identifiable palette. Other times we have to take hero silhouettes into account (like Stitches and Butcher) and make sure their palettes don't overlap. In other instances, we have to take into account the FX built for that hero or skin as it affects people on the team beyond those who are modeling them.

    That said, we do appreciate the feedback on any and all color variants and we hope the community continues to let us know what they love and what they feel could use more love ;) (u/Blizz_TedP)


    How much work goes into making a legendary skin with unique animations and/or sound effects? If you decided today to make a new legendary skin for a hero, when would you guess it would be ready for release?
    Artistically, it's typically the same amount of work for a brand new hero! New model often means new rig, often means new animation set. With all that work and TLC from so many different teams, it could typically take months and months! (u/Blizz_LanaB)


    What was the biggest animation error or glitch that has occurred during the entirety of HoTS? I wanna see how screwed up this can get.
    I'm not sure if this is exactly what you're after, but when animating Nazeebo's Gargantuan there was a bug in the game during development where a Minion would randomly attach to his hand. It was incredibly funny and the Designer agreed to make it a part of his kit. We created some animations to have him actually pickup the minions and then attack with the minion still in his hand. I think a lot of people don't realize this happens. :) (u/Blizz_CKingdom)


    Do you prefer capes or wings?
    Wings. (u/Blizz_TedP)


    If you could redo one hero from scratch, who would you choose?
    Kerrigan! One of my favourite characters from lore (and I play her all the dang time). I was lucky enough that I got to animate a skin for her -- had a chance to animate a legendary homescreen and a few custom animations -- but I'd love the chance to do my take on her kit in full! (u/Blizz_LanaB)


    What heroes/effects were particularly hard to animate?
    Stukov! This boy was challenging from a number of angles:

    Technically -- Making sure that his various FX were correctly connecting to his base model. Massive shove, in particular was exceedingly challenging to get working 'just so' and it took an incredible effort from all disciplines to get it where you see today.

    Artistically -- Stukov is a stoic military bro who is ashamed of the monster he's become. I went to school to animate monsters -- all I wanted to see was Stukov go full Rage Mode with that Zerg limb, but he's supposed to be restrained. Calm. (Compelling character -- but what an obnoxious justaposition!) Keeping a half-man half-alien looking upright and put together on the battlefield.. but also threatening and tough. Not exactly the simplest task.

    Emotionally -- Now, this is getting real deep into animation nerddom, but I really struggled with getting his acting choices just right! In the end, I'm pretty satisfied with the balance I found. It's probably best seen in his Quick Match hero select screen:

    When Stukov is out of combat, he stands with his arm tucked behind him - as he wants to present his best most human self to you.

    Upon hitting ready, Stukov looks at his arm, resigned, and says 'Victory or Death' - because winning battles is more important to him than his cosmetic flaws, and he will use every advantage he has in order to do so.

    When he's readied up, he has forgotten any insecurities and is ready to fight.

    And when Stukov unreadies, it's almost as if he's coming to his senses. As if, perhaps the animalistic, zerg mentality has affected more than just his arm, and he's back to his militant, disciplined self. (u/Blizz_LanaB)


    Kael'thas' flamestrike is still really hard to see on Sky Temple with low graphics settings. Are there any plans to update spell effects like flamestrike for people who play on low graphics?
    I'll bring this up with our FX team - thanks for calling it out! (u/KaeoMilker)


    What is your creative and development process for selecting which heroes get what skins?
    Greetings! Our process for selecting skins involves a combination of creative passions, production bandwidth, and timing. Above all, concept and theme are king. Our top priority is always to create skins that our team is excited about, and that we think our players would be excited about. Sometimes we start with a theme and think of what heroes would be a great fit. Other times the heroes themselves are the inspiration for an idea.

    From there, we try our best to balance all the ideas against our ability to create them. Some heroes are MUCH more time consuming to create skins for and we have hard choices to make when one skin may take considerably more time across many more people to get in game. Along the way, we look at everything from hero popularity to skin implementation complexity to how often players are equipping existing skins for heroes. At the end of the day, we try to bring as many unique, compelling, and varied skins to the game as we can, for as many players as possible.

    Like everything we do, this process is constantly evolving, and I've been thrilled with the themes, variety, and quality of the skins so far this year. And there are sooooo many awesome new skins in the pipe that I can't wait to get in the game, too! (u/KaeoMilker)
    Last edited by Nerraw; 2018-07-16 at 09:54 PM.

  2. #2
    I went to school for art and have to admit this job would be a blast and I like this team even if I don't like all their ideas/theme picks like Mad Max etc.. They each have a passion for it and enjoy doing it. Much <3 to our devs. and a big thank you to you Nerraw for the help here on the site especially as I don't go to other sites like Reddit for info and you put all this kind of stuff here in one place for me. Oh and <3 Lana.

  3. #3
    Thank you. It means a lot to me to know that people do read this stuff.

  4. #4
    That Stukov bit was pretty interesting to read. They're small details alot of people don't pay attention to but it's really nice to have it represented in the game nonetheless.

    I hope they know what they got themselves into with that Kerrigan comment, though. Her kit is often a source of complaints and that comment just added a lot of fuel to the fire.

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