Summary of "Blizzcon 2017 - World of Warcraft Boss Design Workshop"

BlizzCon 2017: World of Warcraft — Boss Design Workshop (Sea Fury)

This panel was a live brainstorming session where Blizzard designers built a new dungeon boss for Battle for Azeroth in real time. The boss under design was the Sea Fury — a massive, tentacled water elemental tied to Stormsong Valley and the Shrine of the Storm.

What the panel covered

Story and theme

How Blizzard builds a boss (design pipeline)

  1. Pre-production meeting: pick setting, story hooks, boss list and produce a 2D layout.
  2. Art kickoff: artists and stakeholders “brain dump” to establish purpose and look for each area.
  3. 3D blockout: create an early playable space to place creatures and iterate.
  4. Encounter team meeting: flesh out the dungeon ecology and enemy roster.
  5. Paper design: an encounter designer writes a one-page design with mechanics and role responsibilities.
  6. Implementation, playtesting, tuning, community feedback and iteration.

Core gameplay ideas brainstormed for the Sea Fury

Gameplay balance and role considerations

Design constraint: Keep objectives manageable and provide multiple, non-mandatory ways for groups to solve mechanics.

Practical player tips (from the brainstormed mechanics)

Design philosophy takeaways

Next steps after the panel

Sources / people featured in the panel (subtitles)

(Those are the names cited in the provided subtitles.)

Category ?

Gaming


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