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World of Warcraft examines the art of designing proto-Nagrand

Everybody's favorite.

Part of designing an MMO is putting a whole lot of work into things that no one will really notice. If you're playing World of Warcraft and running through Nagrand in Outland, you might be vaguely curious about how the zone is going to translate into its original form in Warlords of Draenor. Odds are, though, that you'll notice only in passing what the latest development blog from art director Chris Robinson talks about extensively.

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.