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Artcraft continues with a look at development tools

The excellent Artcraft series continues with a look at the tools used to develop zones, as well as how the Level Design team works with Environment Artists to craft a zone's many areas and make them all seem like natural parts of an area.

Artcraft - Level Design Part 3
The environment artists make the models and textures, and the level designer sculpts and paints the terrain, places the trees, rocks, and bushes-all the while considering gameplay and both the art and design direction. A typical day for our level designers will include decisions about the overall look and feel of a zone, as well as paying finite attention to detail, like how one plant looks when placed next to another plant in the scene.


So far this has been one of my favorite Artcrafts - while it was fun to get to see the various new models for playable races, getting to see the tools that craft the World of Warcraft we experience as players is nothing short of amazing and I'm very much looking forward to part four. Just getting to read about how they vary the shade of green to bring out different elements of the zone has me super excited. Nagrand is beautiful and diverse, and we're getting to see how elements of the game we've already known are referenced and incorporated in its creation.