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It was interesting taking the idea of the Brokers' floating blue flame heads and applying it to these helmets with the technical constraints we have! In addition to differences in their silhouette, I also wanted to make each one distinct by using different ratios and placement of materials between each armor set. All of the armor sets are cohesive with one another through their color palette and shape language. The Broker armor sets were fun to explore concepts for! The goal was to take features of this culture and apply it to different archetypes that would fit each class based on armor type. Wrapped around the energy is elegant gold framing and metals to help push the strength and fortitude of them.
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The lightsaber was a huge inspiration when thinking about and designing them. These weapons are primarily made up of Progenitor energy. Mackenzie Kade Patrick – Associate Artist This boss has a lot of emphasis on their head because we wanted it to feel like they generated creatures from thought and could will them into existence. This raid boss creates all the creatures that populate all of the multitude of afterlives.
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This is just a small snippet of the creatures that you will see, but we wanted to make sure that our world feels like it is lived in. The wildlife displays a fusion of both the energies emanating within the land and the design motifs you will see throughout the biomes. Just like the other devourers we wanted an other worldly look, something between deep sea creatures and also alien to Azeroth.Ĭrafting creatures that we have never seen before is always a challenging and creative experience. The idea for the Devourer worm was to make a horrific creature that traps its prey with its oversized mandibles and consumes its victim’s energy through its inner mouth. We wanted the translucency of the creature to show it’s inner working and tie it to other creatures of the same theme. The Progenitor jellyfish is a creature that needed to be both wild and created by higher beings. These mysterious relics had helped to shape countless worlds and breathed life into every corner of the universe.ĭavid Harrington – Senior Concept Artist II
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We wanted to show an area where there were relics of progenitor creative projects and give it a sense of wonder and mystery. Gabe Gonzalez – Environment Art Supervisor We gravitated towards cooler tones, high-key values, and softer textures much of our decision making was based around a desire to create a place that was inviting, yet mysterious, for everyone to explore. We knew we wanted to create a space that transcended the darkness that we saw in the shadowlands, a place of peace and solitude. In the image above we attempted to get a better understanding of how these different biomes would work together. It was important to us to create variety within the zone, so we experimented with a range of sub biomes. We experimented a lot with ways in which we could incorporate geometry, and otherworldly elements to create a sense of intent in the environment. The zone of Zereth Mortis created an opportunity for the team to experiment with new ways to approach creating environments.
#Wildstar 2 new classes Patch#
Shadowlands Eternity's End Patch 9.2 Concept Art Shadowlands Eternity's End Patch 9.2 Screenshots Shadowlands Eternity's End Patch 9.2 Class Tier Sets Shadowlands Eternity's End Patch 9.2 Logo Blizzard has shared a new Press Kit for Shadowlands Eternity's End Patch 9.2, featuring screenshots of new Class Tier sets, enemies, artwork of zones, mobile wallpapers, and desktop wallpapers.
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