Grid View. Early on in the ideation phase of Revendreth we wanted to capture a vampiric theme in the environment itself. We wondered what the zone could be if the land had actual veins running through the ground, leeching from those that inhabited it above. While we deviated from that initial idea, this moat subzone was an opportunity to showcase that the energies beneath the surface of the ground are not what you would find in a traditional Azeroth zone.
Here we have the roots beneath the terrain completely exposed, vulnerable and compromised as their energy slowly leaks out and fills the air with a faint blue mist, combining with the pollutants that pour down from the castle above. Architecture made to commemorate the dead has always been designed to outlast time, and we wanted to capture that ancient feel. In this image, I wanted to focus on the overgrown feel and the precariousness of many small urns and gravestones stacking against each other, but still integrated with the organic elements you would traditionally find in a garden.
I also wanted to bring a bit more focus into how the player would move through the space, and what a manicured version of what a Revendreth garden path could feel like. The creative challenge we faced was to show how these masters of subtlety and manipulation would restrain their wards.
With violence and torment being the tools of the Jailer, perhaps the venthyr might adapt their mirror magics to trap these souls in a pocket realm—with nothing but their own image for company and haunted by the echoes of their past lives.
One challenge we faced when creating one of our cinematics was how to take the in-game design and make it more realistic, while still retaining that characteristic charm. Taking the overall designs from the game, I imagined how the clothes might look in the real world.
For example, buckles and buttons became a lot smaller in the cinematic version. One tricky part was that venthyr have long arms and very large hands. If we made their hands a lot smaller, they would just look like human proportions—but if we went with the in-game proportions, it would have felt too exaggerated. This final size for the cinematic is something in between.
These concepts were experimenting with all sorts of different ideas including different wing types, body shapes, faces, hair, and more. These were also exploring how they might equip their armor, or if they would even wear armor at all, with other ideas like just having a stone form for protection. This image shows a small glimpse into that process. On the left is an example of a gargoyle with armor equipped, with both a set of arms and wings.
On the right is an idea for their faces, also having longer, wilder hair flowing down the back, with only a set of wings that would also be used as arms. Matthew McKeown — Character Artist Image: Blizzard Entertainment The first step in my process of creating creatures like these is to work with a description from our narrative team.
I was informed that gargons are loyal beasts, crafted first from stone and animated by the venthyr using the anima they exsanguinate from souls sent to them.
They are used as guards, hunting companions, pets, and fellow tormenters of souls. In the rare battles Revendreth has fought, these creatures would be used on the front line against ground forces. Females need female faces! Males look cool, nice models; funny that they are so skinny but all shirt model makes them fat! If they do become an allied race I hope they can turn into a gargoyle-ish-bat-monster thing to fly around. The females look a bit like a night elf crossed with a troll Some night elf has been busy, LOL!
But I like them! Love that art style. Hope we see those dresses and cloaks and their other clothes available for players eventually. Oh look another race with a lot of customization options. This must be a new allied race! Sign up. All the World's a Stage: How you can be a vampire.
Gray Sponsored Links.
0コメント