Robinson details the challenges of building the temporal prototype of an iconic existing zone, especially since the original Nagrand was marked partly by the contrast between its peaceful plains and the floating bits of rock in the distance. The intent was to give the area an almost delicate feel, as if parts of the landscape could rise up and start floating away. Take a look at Robinson's whole piece for more insights about weaving the story of the zone into the art, and take a moment to stop and look around when you reach the zone in-game.
World of Warcraft examines the art of designing proto-Nagrand originally appeared on Massively on Wed, 29 Oct 2014 10:00:00 EST. Please see our terms for use of feeds.
- Source: Artcraft - Level Design Part 2