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Heroes Developer AMA: Art & Design - April 4

Greetings, Heroes!

We’re going to host an Art & Design AMA right here on /r/heroesofthestorm on Thursday, April 4! The Heroes devs will join the thread and answer your questions starting around 10:00 a.m. PST (7:00 p.m. CEST) until 12:00 p.m. PST (9:00 p.m. CEST).


We have the following developers on hand answering questions:


When posting multiple AMA questions: Please make an effort to post one question per comment. This will make it easier for others to read through the thread, and will help the devs focus on one question at a time. However, please feel free comment as many times as you'd like in order to get your questions posted.


You can start posting your questions right now, and we'll see you tomorrow!


  • Ravinix

    Posted 5 years, 6 months ago (Source)

    Question from one of our players in China:

    Is it possible to upgrade the engine rendering? Many mobile games now support PBR (Physically Based Rendering).

  • KinaBREW

    Posted 5 years, 6 months ago (Source)

    Are we going to see more lore and crossover skins? I like the event skins you have been releasing (especially the last ones) but I think many like lore or crossover skins the most, for instance, I think BfA Jaina is one of the most requested skins.

    Yes. Personally I love lore and crossover skins. We have plans some crossover skins. There's this one. It's really cool, we'll show you later. BfA Jaina is a highly requested skin and we want to do it.

  • KinaBREW

    Posted 5 years, 6 months ago (Source)

    There are some spells that are hard to see, especially on some maps (Sky Temple is very problematic because it's very bright). For example, Tyrande's Lunar Flare, Kael'thas's Flamestrike (especially with Cyborghawk skin) or Jaina's Ring of Frost.

    Since these visual problems have been going on for a while, Do you have plans in the near future to make spells more visible?

    We're always looking for the clarity of spells. Moving forward we are taking harder to read spells as lessons learned. Going back to these assets to change these FX for clarity on one specific map takes away from the possibility of a new Ragnaros skin. For newly created FX we looking to make more clear spells.

  • KinaBREW

    Posted 5 years, 6 months ago (Source)

    Is there any chance you'll revisit older skins to add per-skin-tint ability effect colors, so red skins won't always use blue effects, etc.?

  • KinaBREW

    Posted 5 years, 6 months ago (Source)

    Going back to these assets to change these FX for clarity on one specific map takes away from the possibility of a new Ragnaros skin.

    I am unclear if this is meant as a joke or if these two things are competing directly for art team attention.

    Can you please elaborate a little bit about spell FX versus Ragnaros skins?

    Think of it this way. A hero has an average of 3 abilities and 2 Heroics. That's 5 FX assets except that each FX asset may have 5 more FX assets attached to one ability. With an average hero you now have 25 give or take FX assets that need to be created/modified. With a hero like Ragnaros, he's a walking FX model. Now those Hero FX have to work with his animations. The time it would take to go change an old FX model for clarity on one map takes away from the time it would take to create a new skin for Ragnaros.

  • KinaBREW

    Posted 5 years, 6 months ago (Source)

    Any interest in making fans skin ideas? or maybe a competition to choose the best ones to get into the game?

    We've done it before. e.g. Azmodunk, Janitor Leoric. We're open to doing more community skins. A couple of weeks ago I asked the Reddit community to bubble up their favorite skins and to come to a consensus on what they felt like the next community skin should be.

    https://www.reddit.com/r/heroesofthestorm/comments/aw9z4i/blizz_pls_skins_that_community_wants_to_see_a_lot/ehnhby9/

  • KinaBREW

    Posted 5 years, 6 months ago (Source)

    What led the team to Mephisto's design?

    I love what the HotS team does, but Mephisto's look isn't what I was expecting. I hope there are plans to bring in his D2 model as a skin in the future.

    The interesting thing about creating art for a Hero that was once a sprite in a near 20 year old game is that everyone has their own idea of what that character looked like. Over the years there's been many variations of Blizzard characters. "We want Mephisto!" Cool, which one? There's a ton of fan made images, there's one of my favorite versions from the Book of Cain. Some are more gory than others. Heroes of the Storm is a teen rated game that has to meet ratings requirements around world, so that makes some decisions more challenging

    With that said, I would like to see if we could get closer to the D2 version.

  • KinaBREW

    Posted 5 years, 6 months ago (Source)

    We all know that there has been a lot of talk about being able to update older models in the game.

    Characters like Brightwing, Uther, and Arthas are the main three brought up by both developers and the community for both quality and ease of working with.

    What resources would it take to get these characters updated models? Is this something that is simply too time consuming for little value and unlikely to happen?

    Lets talk about Arthas. What we've heard from the community is that you guys want an updated model. This is the work that needs to be done to get that to you. Concept to fit the Heroes art Style. Modeled and textured. The character will need to be rigged. All animations will need to be redone (probably about 50 different animations). FX will then need to be redone (which could be as much animation work as animation, depending). Design and QA needs to look at it, playtest it throughout the entire process to make sure that it reads like Arthas in our game and is recognizable from a design standpoint. If there are corrections we may have to go back as afar as the Modeling portion and update those things and push that through the process again. This isn't a small amount of work. This is the same amount of work that we would do for a new hero. So heroes like Brightwing which we've shown in the past requires this same pass. We still want to do this. Figuring out where to slot this into the pipeline has been challenging because there is also the demand for brand new Heroes. We have a long list of awesome Heroes that we would like to bring into the Nexus

  • KinaBREW

    Posted 5 years, 6 months ago (Source)

    This question might be too general, but what is the current plan or direction for the Arts team? The current focus seems to be creating skins around events, which has been fantastic lately. Will this be changing anytime soon? E.g. a greater focus on re-modelling/modifying old skins, creating more banners, etc.

    Thanks for the question TheRealZooplankton. We will be continuing to put out some really fun Event Skins and mounts and Heroes.

  • KinaBREW

    Posted 5 years, 6 months ago (Source)

    What are some of your favorite pieces of art in HotS (Either to make or to look at)? What about real life art?

    In the game: I still love Zul'jin's base model. Riding him on the Amani War Bear is the best. Phill, Ted and Ed nailed it with those models. Real life: I was a big fan of Cam de Leon growing up. I have A "Rubber Cow" print hanging in my office. I also have a print called "Brick Watcher" hanging in my living room. The name of the artist has slipped my mind.

  • KinaBREW

    Posted 5 years, 6 months ago (Source)

    i assume when you work on a humanoid hero model you have a base set of male/female bodies that you adjust and work on. how do you go about it for non humanoid heroes? do you still take a humanoid base mesh or do you create it from the ground up? some examples for this would be diablo dehaka and azmodan.

    It depends on what exists. If it's humanoid I generally grab a biped and kit bash what I need to get the rough shapes. If it is more monster I will sometimes start in the same spot. Blocking a character out is usually pretty quick because I'm just looking for masses and shapes. Sometimes I'll start with just forms and rough out the shapes with primitives. It just depends on where I feel my destination should be and how much time I have.

  • KinaBREW

    Posted 5 years, 6 months ago (Source)

    Question from one of our players in China:

    There are more and more colors of Skins and Mounts. Have you considered the function which allows players to filter Skins or Mounts by their color? Such as the most common color of Red, Yellow, Blue, Green, etc.

    If you type Red, Blue or Green in the field for your Collection you should be able to filter skins already. Is there a place where you are not? Is this not working in our Localized clients?

  • KinaBREW

    Posted 5 years, 6 months ago (Source)

    We use tons of different tools and programs. In my journey to animator I have used Maya, Cinema4D, 3DS Max, practically every Adobe product, and so on...(and really any comparable free softwares like Blender).

    That said, I think it's important to keep in mind that the computer is just a tool! Most of your art fundamentals can be learned traditionally, and that doing so will ultimately benefit your understanding of what softwares are trying to replicate. <3

    That said, I think it's important to keep in mind that the computer is just a tool! Most of your art fundamentals can be learned traditionally, and that doing so will ultimately benefit your understanding of what softwares are trying to replicate. <3

    So much this.

  • KinaBREW

    Posted 5 years, 6 months ago (Source)

    I'll let /u/Blizz_Vega answer for himself because we have VERY different stories, but I'm pretty vanilla all things considered!

    I did have the good fortune of going to art school from 7-12th grade in Edmonton, AB, Canada (go, Vic!). I scoffed at it at the time, but the art education was, in hindsight, VERY robust. I was introduced to animation there using a program called Cinema4D.

    Then, I went to university in San Francisco (AAU), and studied art fundamentals (figure drawing/sculpting) and animation in Maya. When I got my internship (at blizz in 2012), I learned 3dsMax.

    I have my reel (heroes stuff!) uploaded to vimeo, where you can see the reel that got me my full time job, as well! https://vimeo.com/307801042 But I mostly post to Twitter (@Latienie)

    I practice every day all day, and ~once a year sit down and practice my long-form charcoal rendering skillz.

    Advice for artists -- two things: Get involved with your community! Being immersed in art of different styles and voices will only make you better!

    Second: Feedback early and feedback often.

    There is no right way to get into art/games so don't use this as a template! Passion, dedication and practice, babyyyy!

    My family would tell you that I have natural talent. I would say, if by natural talent you mean I had access to a pencil and paper at an early age and did nothing but draw every day up through College. Then sure, I have natural talent by the way of lots of practice.

    As for me I went to a small Art College back home. The thing about College for me was it wasn’t so much about what they were teaching me, I had a pretty strong drive to learn. I was already deep into online art communities and trying to learn as much as I could through people in the gaming industry. College for me was more a networking experiment where I was able to find jobs through my instructors and eventually got my foot in the door to making games by sheer luck.

    Apply, improve, apply, improve, apply some more. You’re going to get turned down for jobs. This is a highly competitive industry. Don’t let it get you down. Do your best, fail often and learn from your mistakes. The difference between someone who has a job in the industry is they’ve failed more than you.

  • KinaBREW

    Posted 5 years, 6 months ago (Source)

    Surely this would still be less daunting than Prime Evil Diablo, who looked radically different from the original skin, right ?

    FX will then need to be redone

    Could you also explain why in particuar ? It should be possible to change only his model, while keeping the FX, no ?

    The FX and Model are some of the oldest assets we have in Heroes. There's a lot of things that change over a games development time. Assets created at the beginning of a games life cycle are quite different than assets created 6+ years in. This would also be an opportunity to give more flexibility in changing or modifying FX for future skins as well as optimizing the FX to be more efficient.

    Not everything is an aesthetic change.

  • Ravinix

    Posted 5 years, 6 months ago (Source)

    Question from one of our players in Germany:

    How far does the basic concept of the nexus and the game mechanics influence the implementation of the art style and what are the biggest problems? Is it the midground with the Style-FX or rather the background to keep everything in the same theme?

  • Ravinix

    Posted 5 years, 6 months ago (Source)

    Question from one of our players in Germany:

    Me as a geek and huge art-fan would love to see more details or design background information’s on how heroes evolve in the design process, especially in regards to concept arts (for example I imagine that Murcablo had a ton of different concepts and styles). Can you guys maybe release a little more details on that or even create some sort of short videos to show the process from hero concepts to final designs?

  • Ravinix

    Posted 5 years, 6 months ago (Source)

    Question from one of our players in Germany:

    I am a huge fan of the Comics. Are there any plans for new ones and in what way will they drive the story and the Nexus forward?

  • Ravinix

    Posted 5 years, 6 months ago (Source)

    Question from one of our players in Germany:

    In general art styles are and should be timeless. Still, from my personal point of view, there is something missing in the Nexus that sets it apart from everything else.

    In what way are you guys working on something, to make the Nexus even more special? Are you have any plans for the HUB (the main menu where you spend all the time between games), to make it more attractive, entertaining and user friendly?

  • Ravinix

    Posted 5 years, 6 months ago (Source)

    Question from one of our players in China:

    We’ve seen some new contents in the community. Do you have any further plans to release contents collaborating with “World of Warcraft”? For example, we all want Grand Admiral Jaina!

  • Ravinix

    Posted 5 years, 6 months ago (Source)

    Question from one of our players in China:

    Why have you created so many Skins for Stitches whereas many other heroes have only one Skin? Any plan tp create Skins for those heroes who have very few skins?

  • Ravinix

    Posted 5 years, 6 months ago (Source)

    Question from one of our players in China:

    There are more and more colors of Skins and Mounts. Have you considered the function which allows players to filter Skins or Mounts by their color? Such as the most common color of Red, Yellow, Blue, Green, etc.

  • Ravinix

    Posted 5 years, 6 months ago (Source)

    Question from one of our players in China:

    Although a Skin already has many colors, we want DIY coloring like the game “Colouring Book”. Have you considered it?

  • Ravinix

    Posted 5 years, 6 months ago (Source)

    Question from one of our players in China:

    We can see many excellent Skin designs in previous event Spays, such as Azure Dragon Orphea, Samurobot, Swabbius the pirate Probius, Greyfin's Curse the Shark Greymane etc. Any plan to put them live?

  • Ravinix

    Posted 5 years, 6 months ago (Source)

    Question from one of our players in China:

    1. The Spring Event has gone live, and all of us love the Jigoku Cyber Oni Butcher. But like many other legendary skins, it provides only cool apperance; the skill effects remain the same, which doesn’t match its rarity. WE WANT MORE EFFECTS! On the contrary, some purple Skins have full sets of voices and skill effects. May we know how do you think when designing these Skins?



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