Blizzard Insider #39 -- Art of the Firelands

Blizzard Insider #39 -- Art of the Firelands

With Rage of the Firelands (patch 4.2), Ragnaros the Firelord returns with a burning vengeance to challenge players on his home turf, the elemental realm of twisting flames and churning magma. 

To get a behind-the-scenes look at the creation of Ragnaros's domain, the Insider recently sat down with Jonathan Dumont (lead level designer) and Gary Platner (lead environment artist) from the World of Warcraft team to discuss the creative process and art philosophy behind the game’s newest 10- and 25-player raid instance and accompanying quest hub. So read on, and learn how the Firelands evolved from rough concept art to a fully fleshed-out in-game environment.

Where did the ideas and initial concepts for the Firelands come from? 

Jonathan: We knew early on that we wanted the Firelands to feel alien and formidable, a place of infinite height and size, and not just an ordinary volcanic cave with lava. We liked the outer-dimensional aspect of it and focused on ideas that involved a lot of floating islands and magma falls. It needed to feel epic and dangerous and, most importantly, like somewhere our players would enjoy exploring. So once we had our initial ideas together, one of our level designers, Victor Chong, created a quick block-out of the geometry, and it triggered a new flood of ideas and concept art from the art team that got us going from there.

Gary: True, though it doesn’t always happen that way. Sometimes an artist will create a concept first, and then an exterior level designer will create a rough mock-up from that. Other times a designer will first create a rough map in Illustrator before it goes to a level designer for further development. No matter who starts the process, there’s always a lot of back and forth between level designers, encounter designers, concept artists, and environment artists to make sure we’re working with the most epic — and feasible — ideas.  

How did you focus on the ideas that eventually made it into the final version of the zone? Are there any visual elements that did not make the cut? 

Gary: A lot of times we don’t know how something will work out until we go ahead and give it a try. One of the early visual concepts we tried for the zone were these octagonal rock columns, which you can find here on Earth in areas with a lot of volcanic activity. You see them in places like the Devils Postpile in California or the Giant’s Causeway in Ireland. These rock columns worked great for the spider area in the Firelands, especially after an artist painted them with glowing fiery web textures. One idea we tried that didn’t make the cut were fire columns shaped like trees. We have trees in most outdoor zones, so we thought we’d add tree-like flames to the Firelands, but tree shapes -- even burning tree shapes -- ultimately felt out of place. 

Jonathan: Also, we initially wanted to make the Firelands a lot busier by adding lots of floating islands above the main island and having all these crazy lava waterfalls pouring across the playable area. We still did some of that, but we scaled that idea way back because it was making the zone visually confusing. We also tried having a boundless lava ocean under the main island, but that ended up creating a horizon line and taking away from the sense of infinity that we were trying to achieve, so we cut it. It makes the Firelands feel a lot bigger when you walk up to the edge of the main island, look down, and see nothing but swirling clouds of ash below. 

What visual challenges did the Firelands present when the World of Warcraft artists began building the zone? 

Jonathan: The main thing we had to keep in mind was that the instance is just the stage and ultimately the players are going to provide the action. So in addition to everything we put into the zone, there are also going to be players, monsters, pets, and all their spell effects going off during the raid. We didn’t want the action to be overwhelmed by bursting fires and lava explosions, but at the same time, it’s the Firelands, so you definitely need some of that! Finding a visual balance between the spectacular and the practical was a challenge. 

Gary: As an outdoor instance, the Firelands is actually the work of two different art teams. The dungeon team works on the enclosed interior areas of the instance, such as Sulfuron Keep, and the environment team works on the exterior terrain areas, such as the Molten Fields. Making seamless transitions between both types of geometry was a fairly challenging undertaking. We had some help from our new texture-blending technology that was implemented with Cataclysm, but there were still a few rough edges to smooth out. One of our early bugs that we had to resolve was that the skybox was showing through the walls of the interior areas. You could see the sky through the ashen haze, even though you were inside Sulfuron Keep!

How did the encounters designers, animators, and environment artists work together to bring the Firelands and its raid encounters to life?

Jonathan: Well, I don’t want to risk spoiling any of the boss encounters… but I will say that the encounter designers had some really interesting ideas on how to make some of the areas much more interactive. We all thought the boss encounters were distinct and epic to begin with, so it wasn’t hard to create supporting areas for them. The Shatterstone area in particular features a volcano boss and full set piece designed by the dungeon art team that also includes animation and terrain work. It’s a great example of all of the game-development disciplines working together to create a memorable encounter. 

How do you bring the raid instance to life?

Gary: The terrain doesn’t actually animate, so we had to create a sense of molten lava using particle effects and props. The lava was created with the game’s improved liquid technology… the same liquid tech we used for the new water effects in Cataclysm. We were able to create heat-shimmer effects with animated props and we added a lot of particle flames and fire spouts throughout the Firelands.

How did you tie all of the Firelands’ different visual elements and points of interest together?

Jonathan: Players may not consciously notice this, but we framed the whole exterior portion of the raid zone around Sulfuron Keep and tried to make it visible throughout as much of the zone as possible. This gives players a constant visual point of reference on the horizon, and also gives them a subtle reminder of where they are ultimately headed as they progress through the raid instance. For Sulfuron Keep itself, the dungeon art team created an awesome-looking building with a distinct profile, and we used it as a backdrop for a lot of the other areas as well. We also wanted to create unique areas for the boss encounters, while still making sure that they all felt like they belonged in the domain of fire in the elemental plane. The Lair of Beth’tilac [the Red Widow] serves as a good example of how the design and art teams embraced the fiery hot visual themes, while still making a unique and memorable point of interest for the boss. 

Can you tell us about the new boss models? How was Ragnaros visually updated for Rage of the Firelands?

Gary: Ragnaros’s model was completely rebuilt from scratch. Ragnaros was given a new hammer, new armor, and best of all, legs! 

Jonathan: Yup, this is the first time players get to see Ragnaros on his home turf, so we wanted to make him look even bigger, stronger, and tougher than before. He is now much closer to his seat of power and we needed to convey that through his model. There are many other bosses in the instance as well, and we wanted to get away from filling a zone with just elementals. So you can expect to see a lot of variety in the Firelands.

Thanks for your time. Anything else you’d like to share before you go?

Jonathan: I hope players enjoy the Firelands raid and the Molten Front quest hub. We had a lot of fun making them!

Gary: Yeah, creating the Firelands was a great experience. I think we’ve learned that we get good results when we break with convention and just start running with all our crazy visual concepts. It’s a trend we hope to continue in the future.

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Comments (115)

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Erova
Mok'Nathal
Erova
7/4/2011
@Skullsplit: LOL
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Lectric
Stonemaul
Lectric
7/1/2011
Love people complaining that Rag looks small, yet NONE of them have actually been right there, neither have I, but to me he looks fairly big enough, only time will tell on how Rag will look up close and personal
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Pizzaandchip
Runetotem
Pizzaandchip
7/1/2011
@Lectric: he's small, i've been there. PTR. DERP.
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Earthsblood
Borean Tundra
Earthsblood
7/1/2011
the TB Dailies were very soul crushing at most points but it was worth the wait to get in to the firelands content for its new and glorious atmosphere.
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Taladillan
Darrowmere
Taladillan
7/1/2011
@Earthsblood: you do hyjal dailies to get in to firelands
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Synti
Dreadmaul
Synti
7/1/2011
@Taladillan: Incorrect. You do the Hyjal Dailies to get in to Molten Front. Firelands is the raid located at Sulfuron Spire. You do not need any reputation level/quest line completed to enter it. As long as you're in a raid group, you can go in.

P.S. I do understand that the portal to Molten Front actually has a tooltip saying "Portal to the Firelands". I do like to call them what they were originally known to be called.
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Lynaria
Norgannon
Lynaria
7/1/2011
@ the Ragnaros picture above:

Hmmm.... i swear i have seen this kind of style fight before.....
"Lynaria's fingers start to twitch as she remembers the chaos of her battle with Kil'Jaden so long ago"
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Andinashe
Uldaman
Andinashe
6/30/2011
Also, those new charhounds look like they're straight from the pits of Hell, complete with ember glow. Nice job!
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Andinashe
Uldaman
Andinashe
6/30/2011
I think this patch is really fun so far! Though, I'm easily amused... but I find the TB dailies to be a bit boring and tedious. My only complaint is that I wish I didn't have to wait 3 days doing dailies to get into the Firelands itself. Still, I enjoy the quests.
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Uzulock
The Forgotten Coast
Uzulock
6/30/2011
Take your adds off, they won't interface with the patch, check you connection speed, and remove your firewalls.
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Chorrusae
Ysera
Chorrusae
6/30/2011
I think the next patch should involve something Blizzard has never used before. There's a lot of fire stuff going on lately and it gets boring. Maybe they should take a poll of what their players want to see. 11.4 million players, someone is bound to have a good idea.
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Aeleric
Moon Guard
Aeleric
7/1/2011
@Chorrusae: Well, it -is- an Elemental based expansion that is built on hate and rage. What the hell did you expect? More sparkle ponies and less elementals? I think this looks pretty sweet. Granted, I loathe PvE.
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Hammertone
Frostwolf
Hammertone
7/16/2011
@Chorrusae: YES, good idea, you should start a form on it to convince blizzard of the idea. I am not joking.
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Nareco
Argent Dawn
Nareco
6/30/2011
lol mine downloded with 523.3mb/s
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Killswift
Aman'Thul
Killswift
6/30/2011
hope it's good, cause wow is starting to become boring.
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Vallek
Maiev
Vallek
7/3/2011
@Killswift: You're level 20
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Devilakis
Eldre'Thalas
Devilakis
6/30/2011
yea blizz is running out of ideas lol have been for awhile y everything looks alike
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Zehir
Suramar
Zehir
6/30/2011
If thats Ragnaros in the last picture, i thought he would be a lot bigger and at least have a tail like all of the other fire elementals
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Kinaran
Aggramar
Kinaran
7/5/2011
@Zehir: His legs are in the lava I belive at one point he steps out and dubles his height.
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Bashram
Drak'thul
Bashram
6/30/2011
whys he soo small?? and half of him is cut off..u coulda made this better
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Falliz
Eitrigg
Falliz
6/30/2011
not a big fan of Ragnaros..i rember doing MC back in the day... ok no i didnt i did ait about 3 months ago and i have to say he looked way cooler and taller.
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Stabbhappy
Gurubashi
Stabbhappy
6/30/2011
rawr
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Daywhisper
Galakrond
Daywhisper
6/30/2011
wow
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Rökk
Khaz'goroth
Rökk
6/30/2011
LEGS!???? BLASPHEMY!
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Trojanpower
Dath'Remar
Trojanpower
6/30/2011
i like te wings =L
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Neerttok
Mal'Ganis
Neerttok
6/29/2011
yay but it be 3 days of daily questing to get there :(
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Unskilled
Winterhoof
Unskilled
7/2/2011
@Neerttok: You forgot to mention the days of dailies right after you finish the first part. it's argent tourney all over again.
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Rakran
Mal'Ganis
Rakran
6/29/2011
the last boss's mace looks epic
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Moonslayer
Lightning's Blade
Moonslayer
6/30/2011
@Rakran: in a time long past, the last boss's mace was beyond epic. it was in fact... legendary.
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Darediirus
Korialstrasz
Darediirus
7/4/2011
@Moonslayer: Yeah, wayback in vanila
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Legs? THIS IS MADNESS!
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Harribell
Coilfang
Harribell
6/29/2011
@Zoop: madness??? THIS IS FIRELANDS!!!!!
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Gigabowzer
Azgalor
Gigabowzer
6/29/2011
@Harribell: I can honestly say this made my night... thank you.
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Reported
Blade's Edge
Reported
6/29/2011
@Harribell: Bull@%*% this is SPARTA!!!!
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Duckawsome
Zuluhed
Duckawsome
6/29/2011
@Pwnagraphik: no, THIS IS CHINA
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Reported
Blade's Edge
Reported
6/29/2011
@Duckawsome: I knew it! We're all becomeing GOLD FARMERS!!!!!!
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Lectric
Stonemaul
Lectric
7/1/2011
@Duckawsome: NO. This was....taken too far.
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Aarthes
Mok'Nathal
Aarthes
6/29/2011
took me only like 4 or 5 mins to download it lol
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Xolo
Sentinels
Xolo
6/29/2011
@Aarthes: Same haha, speedy downloading FTW
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Melkitwo
Cairne
Melkitwo
6/29/2011
@Aarthes: lol me too but im only lvl 70 :(