Every champion and VGU go through a collaborative process with a design owner, but also the full design team
This is only our gameplay process, there is a world of work and creative genius that goes into the Art, Engineering, QA, Narrative, Sound, and Production of every project
We playtests our changes 2 times daily, and each designer probably gets their champ in 1 time then iterates
We also meet once a week as a full group to talk about our recent results and goals. This also provides a venue for the team to discuss risks or successes with each other
The design process from start to finish goes through a standard milestone schedule that starts very blue sky and narrows down towards a fully locked kit with 4 polished abilities and a passive.
Direction lock - whats the gameplay hook? (fun, unique, healthy, thematic match)
Pattern lock - 3 abilites are locked and we have a clear picture of the playstyle, strengths and weaknesses
Design lock - all 5 abilities locked and we can let the artists work without more changes
Feel free to engage with any of these designers about our process and philosophy. Keep in mind, they can't reveal any of our upcoming work (we don't want to spoil the surprise!)
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As a Game Design leader a super frequent part of my job is to run brainstorms or problem solving meetings with the team
(Because it’s not all about a single genius coming up with all ideas)
After a lot of these I’ve found it’s not one size fits all - here are 3 that I like:
1. The round robin - this is for when you want deeper discussion and conversation to happen. It’s not about the most ideas or coming to the answer in one go as much.
State your topic, go around the room to let each individual pitch an idea or even just muse on the subject
Everyone else in the room is listening so there is a lot of good “oh I could use that to adapt my own thinking” going on in peoples heads.
Also after each speaker you can have a brief window for others to chime in with their “yes ands” or “hey what about this problem”
Last but not least is Fighters. Mythics and changes in thread:
Death’s Dance and Ravenous Hydra
Death’s Dance was definitely filling the “everything item” role with damage, vamp, and both resists. We’re refocusing DD into an armor fighter item and opening up Ravenous Hydra to fill the “caster AD vamp item” role.
Black Cleaver and Blade of the Ruined King
Black Cleaver and Blade of the Ruined King are adjusted slightly but still fill the role of “tank busting” item for fighters. Cleaver for spell focused fighters and Bork for auto attackers.
Chemtech Fumigator is giving support champs access to Grevious Wounds when their team really needs it. The CC amplified effect is a great way to emphasize skilled play.
Staff of Flowing Water expands the buffing ally options beyond Ardent Censer and focuses on AP heavy teams. This item is also very attractive for AP support hybrids like Sona or Lux.