Class sets are offer powerful-but-specific boons
Who else needs to review the design of an item set?
Nadav: We have a group of Seniors and Leads that we collectively refer to as the stakeholders, and they’re given the list of sets for an update and asked for final approval.
Sometimes, they like an idea but want us to make some changes, and we go back and forth between them and the brainstorming group until we have a list of final products.
Sometimes, we get more approvals than needed, and we save those ideas for future updates.
Is that when you can finally start building a new item set?
Nadav: Yep! Once we have the approvals, we begin prototyping immediately. We have an in-house tool that we use to build everything in the game, and we try to make a prototype as fast as possible so the team can get their hands on it and discover any immediate pitfalls.
Do you use existing items and effects when building these prototypes?
Nadav: Yes. Usually, I will take existing things and modify them so they are closer to what I’m looking for. For example, if I wanted an effect that is six meters, I’ll look for an existing one that size and test that out.
That’s why we do early prototyping with placeholder art before we hand it off to our artists. It’s much easier for us on our end to make those adjustments with placeholder art than for them to redo any work that they’ve done.
BUILDING THE SET
What happens after the Combat team completes the prototype?
Nadav: Once we have resolved any problems, we begin integrating more teams into the set’s production.
The Systems team creates the “physical” items players interact with. That means the weapons, armor, and jewelry with their traits and enchantments, the drop tables so that the items will spawn when you defeat the right enemy, and the craft station setups. We also integrate the various artists, who then craft the set’s unique visual and sound effects.
What is the process for crafting the effects for an item set?
Nadav: Obviously, I can’t speak for the artists on the more technical aspects, but usually we’ll have an idea for visuals based on either the mechanic of the item set itself or the content it is related to.
When building the prototype, we try our best to replicate the feel we want with a temporary effect we already have. We then give those placeholder effects to the artists to use as the foundation and give them a description of what we hope the visuals will look like.
The team then builds upon all that, taking out our crayon drawings and putting masterpieces in their place.
Sometimes we have a specific visual in mind that we might reference. Other times, we might just ask them to make it look cool, and they go to work. Once they’re happy with what they’ve created, the Art and Combat teams get together for a review and it’s just like any other process. We iterate and make changes, and by the time the players see it, it looks super cool.
Why is it important for item sets to have distinct visuals or sounds?
Nadav: There are a lot of different answers for that, and they’re all correct. Basically, an item set in any team-based content, whether it’s PvE or PvP, needs to be identifiable. Some item sets don’t work well if you and a teammate are both wearing them at the same time, but you also need to be able to identify what sets your enemy is using so you can react to them.
Also, a set’s visuals and sounds often showcase the content. For example, there’s a set called Red Mountain which launches a fireball at your enemy and another, called Plague Slinger, that creates a skeever corpse and launches a poison ball. They do similar things but have different damage types, and they both tell very different stories.
With Art and Systems teams involved in the process, what happens next?
Nadav: With Art and Systems getting started, we go back to the engineers who review every single item set we’ve made to check to make sure that everything is as performant as possible.
They meticulously grade our efforts, and sometimes they’ll say something like “Hey, can you move these parts around? Could you do a little tinkering and change these values? It’ll just make that item run a little bit better.”
Sometimes they’ll tell us about a new piece of technology since the last time we talked that will make a set more efficient.
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