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WoW Forever Makes Azeroth Feel MASSIVE

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The video panel titled "WoW Forever Makes Azeroth Feel MASSIVE" explores Blizzard's ambitious plan to evolve the visual landscape of World of Warcraft while preserving its timeless essence. The discussion is led by Matt Haymon, a lead environment artist with fifteen years of experience on the game, and Jason Scott, a software engineer specializing in graphics and engine technology. Their primary goal is to combine the original vanilla version of Azeroth with the nostalgic memories players hold of it, effectively merging reality with imagination. This approach involves introducing brand new zones like Zephris Isle and Riverglades, expanding existing areas such as Dalaran, and meticulously updating over forty existing zones to breathe new life into them without losing their authentic character. To achieve this vision, the development team implemented significant advancements in rendering technology across three key areas: fog, lighting, and water. Historically, fog was used merely to hide distant objects due to technical limitations on view distance, but with new volume fog systems, developers can now creatively control atmospheric depth, create pockets of mist, and simulate wind and particle effects. Similarly, the lighting system has been overhauled to include dynamic shadows that react realistically to the sun and moon's positions, along with global illumination that allows light to bounce naturally off surfaces. This creates a more immersive environment where colors from leaves and terrain bleed into shadows, making the world feel alive and cohesive rather than flat or artificial. The presentation also highlights sophisticated updates to water rendering, which now features realistic wave movement influenced by wind, natural flow around rocks and land formations, and advanced reflection capabilities that mirror the entire environment including sunrises and sunsets. Artists have full control over water density, color absorption, and transparency, allowing them to create bodies of water ranging from murky rivers to crystal-clear lakes. Throughout these technical upgrades, the team adhered to a strict artistic principle of authenticity, ensuring that every change respects the original art style and the specific mood of each zone, such as maintaining the arid, red-rock feel of Desolace or the eerie atmosphere of Duskwood. Ultimately, the panel concludes that these visual enhancements are not just about adding pretty filters but about fundamentally recreating the lighting and atmosphere from the ground up to match player expectations. The developers emphasize that while the spectacle of new graphics will hook players initially, the long-term success of WoW Forever relies on maintaining the core gameplay integrity that has defined the game since 2004. As they prepare for the November 4th launch, the team invites the community to provide feedback during the beta to ensure the final product feels right, balancing the desire for a massive, living world with the deep-seated love fans have for the classic experience of Azeroth.
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Uh, I want to go ahead and watch this. This is the WoW Forever, the classic plus evolving a timeless world panel. Uh, so we're going to watch this and react to this. I didn't get to watch this when whenever we were at Blizzcon because uh, I was trying to play the game and I was like, look, I I can go back home and I can react to this. And also, I thought I had two days at a computer, but I only had one. So, a little little miscommunication there. Anyway, let's watch. >> What's up, Liz Con? I want you all to imagine Duskwood. You all know Duskwood, right? It's a dark, creepy forest crawling with spiders and wolves >> haunted with undead ghouls and skeletons. The guards of the night watch, torches in hand, patrol dangerous roads, keeping their eyes out for a certain abomination. There's dilapidated buildings, abandoned farms. It's a terrifying place. Now, now that you have that image in your head, let's take a look at the real thing. >> Dusk Squad is like my favorite zone. >> Boom. >> One of those, too. >> There we go. All right. So, we have classic Duskwood here, right? Darkshshire Town Square around 2 in the morning. It's awesome, right? Iconic. Definitely a fan favorite zone, but it might not be as dark or creepy as you remember. When I remember Duskwood, I imagine the light of the full moon illuminating an eerie cold fog. There we go. >> World of Warcraft fog ever, dude. I'm just going to let that sit for a couple seconds. Yeah, >> I do think this looks insane. >> I remember graveyards teeming with skeletons. The dim warm glow of torches are sick. >> I love it. >> Thank you. I remember the silhouettes of terrible creatures lurking in the fog. this feeling of dread and danger around every single corner. And of course, most of all, I remember constantly looking over my shoulder in the Raven Hill Cemetery, hoping I don't run into this guy and potentially lose another one of my hardcore characters. >> Now, this is the Duskwood that I remember. And this is what we're so excited to talk about here today. how with WoW Forever, we are evolving our timeless world. But before we jump into that, let me bring my buddy Jason out onto the stage and we'll do some quick introductions. >> I do I do think some of the new tech looks cool. >> So, my name is Matt Haymon. I'm a lead environment artist on World of Warcraft and I've Thank you. Thank you. And I've been at Blizzard working on WoW for 15 years, which sounds like a long time, right? But believe it or not, 15 years ago, we were starting production on Miss of Pandaria. But don't worry, I've been playing WoW since it launched back in 2004 when I was in high school. >> And my favorite way to play WoW is Hardcore Classic. But I cannot wait until hardcore hits WoW forever. >> Hi, my name is Jason Scott. I'm a lead software engineer. I worked with the graphics and engine team. I've been with World of Warcraft for about three years, but that was after more than 20 years in visual effects and animation for film and television, both on the art side and on the technology side. But my personal history with WoW goes back a lot farther than the three years I've been at Blizzard, all the way back to the beta. >> I was going to say he's yelling >> back to May 20. >> This is my actual WoW beta invite. You can see the date right there. So, my appreciation for WoW long predates my being able to work on the game itself. All right, back to Matt. >> All right, thanks Jason. So, what does it mean to evolve a timeless world? Well, as I'm sure you've seen so far at the show that uh we're making some aesthetic changes to the world of Azeroth. So, let's start by looking at our overall visual goal for WoW Forever. Azeroth as you remember it. Sounds cool, right? But what does that mean? Well, we wanted to take that original vanilla version of Azeroth and combine it with the version that lives in our heads, where our experiences, nostalgia, and our imagination all shape the way that we remember it. So, how did we go about doing that? What did that process look like? Well, first we started by looking at all the content coming to WoW Forever. We knew that we we were going to have a bunch of brand new zones that players have never seen before, like the Zephris Aisle, starting zone for the new Skyborn race, which is still playable here today. If you haven't checked it out, it's literally right back there. And then we have the Riverglades, another brand new zone coming to the coast of the Eastern Kingdoms, right next to the Red Ridge Mountains. Players will probably check this out around the mid, you know, level 30 area. And then we knew that we wanted to expand and alter some of our existing areas, like how the city of Deran is now fully present right here next to the Altra Mountains, no longer hiding in its purple bubble. And then of course, finally, we have all of our existing zones, around 40 of them. That's theore. So, you've probably heard this before a couple times here at the show, but we consider the world our main character without >> I like to consider it as a cast of characters with each and every zone having its own unique color palette, mood, atmosphere, its own. It's >> kind of crazy. >> So, that created a bit of >> they kept the same textures and stuff, but they just changed a lot that players never seen before. And a lot of fog has always been there. simultaneously take our existing zones and breathe new life into them to really turn them into that version that you imagine teams collaborated to develop a bunch of new rendering updates for WoW forever that would help us enhance the look of the world and then of course we would create new art assets to build out these new spaces, our new zones, our new dungeons, and our new raids. Now, changing a world that players have cherished for such a long time has risks. And so, we wanted to make sure that we approached it carefully and responsibly. So, we developed a guiding artistic principle that we followed every step of the way. Everything must be authentic. Everything we create, everything we change, everything we add must be authentic. Authentic to our world, authentic to our art style, and most importantly, authentic to all the memories that we have of that vanilla Azeroth. >> We're not here to change things just for the sake of change. >> We know that you all love the vanilla world, and so it's really important to us that we respect that. Now, let's take a look at a quick example. Here we have vanilla duratar outside the gates of Ormar. Everyone loves duratar, right? Duratar fans, maybe. Okay, cool. Now, as an artist, it might be tempting when I get new tech or new tools to go in and just change everything because it's fun and exciting. As an example, maybe the whole zone is changes to have a cool blue atmosphere. It feels natural and realistic, but that's not durar. Yeah, >> we could go even more extreme and change the atmosphere to a foggy green atmosphere. >> But again, neither of these are authentic to Duratar. >> The correct approach is to go in with purpose and lean in and push the fantasy that Duratar already has. Yes, that was good. >> Is an arid but vibrant landscape >> full of red rock canyons, dry cracked earth, and a hot sweltering. >> I love this. >> You see, authenticity was so important to creating a durar that players remember. >> You can like look up and you see Hyel. >> Now, authenticity was equally important or maybe even more important when it came to creating new assets for WoW forever. You see, our models and textures are the foundation of WoW's art style. >> And here's the thing, hypothetically, let's say you don't know what Hyel is. I'm going to go back for just a second here. You don't really know what Hyel is and you're you're like a level like five orc and you're running up here and you're like, "Oh my god, no, I'm going to Ogmar." And you just look up and you see the the wall of Ogar and you and you and you look up and you're like, I don't know what the hell is in that mountain, but I want to get there. That's insane. This world is huge and and you can feel how big the world is. That's a good feeling. That's that I I actually think this they did a very good job of this. >> Equally important or maybe even more important when it came to creating new assets for WoW forever. You see, our models and textures are the foundation of WoW's art style. And it's an art style that has changed over the years with every expansion. But for WoW Forever, we wanted to maintain that iconic vanilla look. There's an edge and grittiness to the way those assets look. We're creating assets that maintain that timeless iconic look. And we're bringing in new rendering updates to help breathe new life into our world. So now to give us a more detailed look at those rendering updates, I'm going to pass it over to Jason. >> Thanks, Matt. So to achieve the visuals we wanted for WoW Forever, we were able to innovate in several different rendering technology areas. And each of these was chosen with a goal of being authentic, as Matt said, with enhancing the look of the game so that you can be that much more immersed in the world of Azeroth. So, we're going to look at these technologies in three groupings. Fog, lighting, and water. And now, each of these is actually made up of multiple technologies. We're going to use these groupings to help illustrate things. As I talk, we're going to play some examples. You have a better idea of what it is. >> Fog enjoyers. >> And there's one more thing. These aren't just individual items, individual components that we decide to work on. Our artists and our engineers collaborated to bring them all together with the goal of giving us the look of WoW forever. Let's get into the details. All right, first let's talk about fog. Fog has been integral to WoW's look since the very beginning. >> And if we look at some examples from vanilla WoW, we can >> any fogers >> use that to understand how we've used fog over the years. >> We've used it in a variety of ways to create zones like this one. a gloomy, spooky, dark swamp like Dust Walla Marsh. Fog helped us create the mood and the ambiance we wanted to provide for the players. Or we might create a zone like this one where we make we use fog to make a light and airy atmosphere here in Dun Maro in the mountains around Iron Forge. We could use fog to to create vistas or give a sense of depth. And if you didn't know, each zone had its own unique fog created by our art team. But if we go back to the beginning, back to the launch of WoW, we use fog out in the distance for very particular purpose >> related to game performance. >> So if you didn't know, >> we have limitations on our view distance or our draw distance at the beginning. >> True. >> That's the distance at which from the player, we're not really able to draw what's what else is out there in the world. And so in order to not really show that to the players, we would hide that in a wall of fog. And we have some other examples of this. As we stand in the parish, >> why not dust? >> You should be able to kind of look over and see into durar maybe a little to Ajara, but we need to be able to control those sight lines for those reasons. And over the years, we were able to improve that view distance and work on that fog and improve it, but we didn't want to be bound by any technical limitations anymore. We wanted to creatively control what we were able to show you out in the distance. And in addition with fog, we wanted to have pockets of fog that maybe you could walk through. We could surround a player or maybe we could hide things in the fog. We wanted to be able to shine light through it or have it have shadows or have it move have dust and dirt and particles and texture. >> So funny. >> And now all these things could be done in a systems called volutrics or volutric fog. And so it became our goal to replace our original distant fog with this new volume fog technology. >> And Wow Forever has given us that chance. >> Our engineers and our artists have worked together to develop a system to control fog like we never have before. Now we can increase that sense of creepiness. >> I think this looks so good. Actually, this actually looks This looks better than retail to me, dude. fog >> and we could see the effect of wind in a zone. We can feel the texture of dust. >> We can see it sweep across the plains of the western plaglands. >> If you didn't know, each zone has its own unique wind as well. >> Dust. >> We've also been able to adjust that sight line between the zones that we were talking about. And so now when we do stand. >> Okay, by the way, this actually looks incredible. But it's just it's so funny how much he talks about fog. It's just funny. >> Here in the barrens and we do look over into Duratar. We can start to make out land formations. We can see start to see into Ajara. And as we look up, we can even see Nordrasil at top Mount Hyel. This gives us a sense of the expansive world that we have in Azeroth. Now, another example of this is back in the wetlands, but now we're not bound by that view distance. Now, we can see the backs of the mountains of Dun Maro. As we stand and we look across Menville Harbor, >> that looks good. >> Look across the Bon Bay, we can start to make out the violent citadel of Dallas, >> huh? You start to make out so good, dude. I love how they did that, dude. That looks one of the biggest visual changes in WoW's history. >> You know what's the craziest thing about this? All of this exists. I mean, I guess down you don't actually see it, but this exists in the current world of Warcraft, but with fog, the power of fog, it makes the world feel so much bigger. It's so cool. >> In some of these examples, you might see rays of light were commonly called god rays. And you can see this really vividly here in Ashen Veil. It's so good. >> These rays of light come from our ability to shine light through the fog in a process called scattering. You can see this on the path with the lights on the path as well. And the size and the shape of those rays come from what's blocking the light or simply what's casting shadows into the fog, whether that be from the trees or mountains or anything else. Now, these rays are incredibly beautiful, and we're so excited we get to bring this kind of imagery to the game. So, this is a natural place to go to our second set of technologies, lighting. Right. So, as you saw in Ashenville, we have some beautiful new lighting that comes with our new fog. But in trying to achieve the lighting, we realized there were a couple of additional areas we needed to adjust. So, I'm going to use some time-lapse footage from the Badlands to help explain what I mean. All right. So, here we have the Badlands in vanilla wow, and we're showing some of the sun and the moon as it sun sets and rises behind the mountain. At the risk of destroying the illusion, we're going to point out a couple of things, a couple of attributes to help illustrate what we needed to adjust. >> Okay. Okay. >> In order to talk about lighting, you need to be able to talk about shadows. In fact, there's two pieces of shadows we're gonna talk about. So, let's start there. >> Well, yeah, the shadows kind of look. First is if we look at the mountain, we see as the sun and the moon go up and down behind the mountain, you'll see a little bit of some rays that we had, but they're not really getting properly blocked or oluded by the mountain. The second is if you look at the shadows from the tower, as the moon and the sun change position in the sky, those shadows don't do anything, right? And in fact, those shadows shouldn't even be there some of the time because the mountain should be shadowing as well. Now, these kinds of qualities came from the fact that historically our suns and moon's position in the sky did not actually line up with the light we were casting into the world. Now, we've known this from the beginning and a lot of you knew this, but with our new fog, this is going to become really, really obvious, >> right? And while we did change that history and get some of the light to change position, it didn't really change that much and achieve what we wanted. So now let's look at miles forever. >> Oh my. >> You can see as the sun starts coming up to dawn and streams of light just come popping over that mountain. >> Let's see that fog, boys. Holy. >> We get similar rays from the moon as well. And you can look at those shadows from the tower and from the mountain as they're getting properly cast into >> foggy. Let's look at another similar example this time in Mulgore. All right. Again, vanilla wow as it basically was on day one. >> And you can see those shadows from the trees. >> We need to make a picture. We need to make it a fog emote. >> And again, later on, later expansions, they did move a little, but not very much. And now again, wow forever. So to achieve this to achieve this we needed to change a couple of things. The first thing is we need to make sure everything in our world was properly shadowing right. We needed to make sure the mountains the terrain the land formations were properly blocking the light as it was coming into the world. >> It looks so we needed to make sure that the position of the sun and the moon more closely aligned with the light that was coming in. Now, there are still some creative and artistic choices we make, but this is so exciting. It makes the world that much more alive, but there's another lighting. >> I don't think this is too retail because I think this is better than retail. Like re like retail doesn't have this. Am I Am I crazy? I like at least maybe the last time I played retail, I I didn't notice any of this anything any anywhere close to this. Like it's it's like a completely different art style than retail. I mean, you want fog. You don't got fog. Not like this. We got fog, dude. aspect here we have to talk about. With all these new shadows from our fog, from our terrain, our world had a chance of getting a little bit darker. So, let's talk about what that means. So, here in Elwin Forest, there's always shadows, whether it be from trees or something else. So, we're going to make sure you see where those shadows are, right? And what we've done historically is we've filled in those shadows with a kind of a flat low level of lighting called ambient lighting. And that's meant to simulate how light from the sky or light that bounces around the world fills in the dark areas, fills in the shadows. But that ambient light never quite accomplished what we were really wanting. You'll see it is quite flat. If you look under the stable, for example, it should be significantly darker in there because there's less opportunity for light to bounce inside. What we really wanted was a way to calculate how lighting was bounced around the world. When light hits a surface, it picks up the color of that surface or they have there's less opportunity in a dark area. Right? This system where we have light that indirectly bounces or indirectly illuminates something is naturally called indirect illumination or global illumination. Right? So let me show you what that means in Wow Forever. Now when we use our global illumination system to fill in those shadows, we get such a more natural integrated immersive look, immersive view to everything that's going in. You can even see some of the red light as it bounces off the top of the stables and hits the sides of the chapel. You can see green light as it filters through the from the sunlight filtering through the green leaves into the shadowed area behind the tree. Right? And you can see in the stable there's it's a lot more naturally dark, right? So that there's because there's less opportunity for that light to bounce around in there. So now if we compare these so you can see how it was with our ambient light versus with our global illumination system. You'll see how much more life it brings as we look at that back. >> Now we can actually visualize this. We have an example from Stranglethorn Veil and I've added to the bottom left a visualization of the light that's bouncing in the world. Right? Not the sunlight but just light that's bouncing. And you can see as the light bounces around, it picks up so much green. And you can pick see little patches of red and brown from the path. As we go down deeper into the jungle, you'll see how much naturally it gets dark from the light. And you'll see patches as the sunlight punches through and picks up more of that color that's coming through. This allows our artists to craft the style, the lighting that we want in the zone. And as we place objects into that environment, they're more naturally reacting to however everything sits. Here's another example. This time from the border between >> they even got fog in real life, dude. That's how crazy this freaking lighting is. >> Barren and Ashen Veil. And this is time-lapse footage. So you can see how our global illumination system changes as the time of day changes. You'll see as how light starts to come through in the screen right side. And you'll see as more and more light bounces around the scene, picking up colors from the green leaves, the red leaves of Ashen Bale and just filling in those shadows so much more naturally. So, as you can see in our world, our light comes from the sun or other lights that we place and then the rest of the dark areas are filled in by the sky and light bouncing around the world from our global. >> Look at the sky. Look at look at right here. And we built a custom rate tracer built on a mix of existing ideas and new technologies and we're very very proud of it. But the most amazing thing is while we've designed this and it runs on our recommended hardware requirements, we've been able to optimize this and this runs completely on our minimum hardware requirements as well. So all WoW forever players get to enjoy this. Now, as we travel down the South Fury River here in Ajara, >> it's a natural place to go to our third set of technologies, water. All right, >> water is another rendering technology where we wanted to bring more life to the game. And there's a few characteristics we wanted to here. We wanted to work on the movement of the water from waves, wind, and the flow of water. We wanted to work on the color, enhance that, the look, uh, how light hits it and the transparency when light comes off it. and we wanted to work on the reflections, how and what water's reflecting. So, let's first talk about movement. And I'm going to have some examples play through to show some of the controls that we can do that we can use. And we did have some movement in original WoW in vanilla, but it wasn't quite what we wanted. >> I I also I really do like the old style water. I like the old style of water in WoW. I like it a lot more than retail. >> Show some of the controls that we can do that we can use. And we did have some movement in original WoW in vanilla, but it wasn't quite what we wanted. >> I think this water that they're doing for Classic Bus, you throw some fog in the background. >> Damn, that looks good. And now we can control the size of waves. Whether we might want to adjust that based on the size of a body of water, the depth of water got yourself a stew cooking. >> We can adjust the wind. Again, we said there's unique wind in every zone. >> And so we can pick that up and react appropriately, right? And we can see all these things that come together to give the different kinds of water life that we want. Another type of movement we have is the flow of water. And you can see we did have some simple kinds of flow or movement in the water, but didn't really flow as a river. But now in Wow Forever, we can have those rivers flow down as we want them. They move following the path of the river. They bend around rocks and land formations. as they hit rocks, it creates foam and has some textural qualities. So, we can see as it interacts with the environment. >> Here's another example here in the Red Ridge Mountains >> and we see how big this river is, how the water completely flows around >> and our artists have full control over this even against gravity because we actually have some magical rivers in Azeroth that go uphill. So, but now let's >> Why did nobody laugh at that? That was funny. That was a Was that >> we'll play some examples of the controls that we can have >> and we worked with Art to >> open up the controls. We wrote a completely new water shader. >> I'm so excited about that. >> Do some paint overs to show what we might want to be able to change. >> We can affect the density of the water and how light is absorbed and how it changes the colors of objects underneath the water. We can change how light is reflecting hitting the surface of the water and at different depths to be able to control the color to give us whatever kind of body of water we want from murky to crystal clear. And all right, onto our last part, reflections. Again, we didn't really reflect anything at the beginning. We couldn't. That's right. I have time-lapse footage here. So, we can see even as the time of day changes, nothing was being reflected, right? But as always, if we look here in WoW forever, now we can properly reflect our entire environment with us. We can see it as the time of day changes timelapse footage properly reflecting. We can see it with the ripples and the movement of the water >> and all put together. Now I should also mention we can also reflect the sun and the moon >> and this has been a lot of fun for us. We can see again how it was at the beginning >> and now we can get these amazingly gorgeous >> sunrises sunsets. >> Oh my gosh in the water. So, that covers just some of the rendering technology we've been able to introduce into Wow Forever. >> So, there's so many more areas we've been able to work on, but let's look as we put it back together, Matt. Thank you, Jason. >> So, good. >> Cool [ __ ] Yeah. All right. One thing I want to emphasize is that this isn't a filter or a switch that we just flip on and everything looks magically different. We went in and meticulously recreated the lighting and the atmosphere from the ground up. We took our original 1.12 vanilla debug client and used it as reference as our ground truth. We stepped through every single time of day from midnight to 2 a.m. to noon to sunset to evening everything and tried to match and recreate the original vibes that every single zone had. Now, how about we go through that process together and build our own zone? So, let's bring back our old favorite dusk wood. Yeah. >> Yeah. >> All right. So, here we have Duskwood. Uh there's no lighting, no fog. We just have flat models and textures. Like I said before, this is our foundation of WoW style. So, let's turn down the lights and just add a little bit of moonlight to the scene. Here, you can see it's dark. If you're a fan of really dark nights in WoW, this is probably what you've been looking for. And >> wow, >> I think it looks cool, but torches playable. It's a little too dark. So, let's bring in a bit more light. So, we're going to bring in some point lights. These are >> the torches. >> Lights that go on all of our different sources, our windows, our torches, our lanterns. It helps provide some visual breakup, >> some color distinction, >> and honestly, it just looks really cool. Now, let's bring in that global illumination that Jason was talking about. So, our moonlight is hitting the ground. It's bouncing and it's lifting up our shadows a bit, adding a bit of color. Just adding in fog makes the entire space feel darker. Your ability to perceive details in those dark areas just get completely vanished. >> That looks so good. >> Now, let's bring in some of the light scattering that Jason talked about. So now our moon is actually illuminating the fog, giving us those creepy god rays here in dark. >> So good. >> So now let's add some movement, some variation to the fog. We're going to bring in some noise to create that creepy, eerie, moving mist, but we're not done yet. So, we're going to add in a little bit of ground fog to really amp up that spooky vibe. >> It looks so good, man. >> We're getting close to being done, but now we're going to bring in some of our post-process effects, some bloom, some color correction. Really push things, right? It looks cool. It's punchy. It's vibrant. But we've probably gone a little bit too far. We've probably moved beyond the wow style. We have too much contrast. Can't really see what's going on. Things back. Make sure it's aligned with an authentic version of Duskwood. >> All right. So, here we calm down some of the saturation. Turn down some of the bloom. >> Things are looking pretty good. So, let's check it against our original classic version of Duskwood. And now let's flip it back to WoW Forever. We still have Darkshshire. >> That's crazy, man. I I I do actually think it looks really >> creepy. It's still moody. It still feels like the place that we remember, but it's really pushing that haunted spooky fantasy. But there's one step left that every artist should go through when lighting a zone, and that's taking the player perspective. It's really easy to light one shot like this and make it look cool, but it's important that we run around the game. We look at all the different areas and make sure things are working cohesively. Like Jason mentioned, here in the open in Dusk or in Darkshshire, you got a lot of moonlight, but as you move into the forest, as the canopy of the trees are overhead, there's going to be less light to bounce around. Things are going to get darker. Things are gonna get spookier. You might just want to find a torch. >> So good >> to carry along with you. And as you can see here, as you walk out, >> that was the original design intent behind Dusk, by the way. They wanted you have to have a torch. >> Who knows what mysteries you're going to find. Now, this is the approach that we took for all of our zones in WoW Forever. Like I said, we went through and we tried to authentically recreate the look, the vibe, the mood, the atmosphere, all the characteristics that make up these familiar places. And I want to assure you, it's not just pretty sunsets. Every time of day has a different feeling. >> As long as it's authentic to the original, I think we did a pretty good job. Oh, good. >> Let's wrap it all up. >> So, as we wrap, Matt and I want to acknowledge we didn't do all this just the two of us. We had a very dedicated team who were so passionate about crafting all the creative artistic decisions and all the underlying technology that brought all this together. A lot of that team is here today, so we'd love it if you give them a round of applause as they're here in the audience. So, with that, we are thrilled that we got to share our effort on evolving the look of WoW Forever. And we're so excited for you to be able to go and experience this yourself. We hope you got to play the demo while you're here at Blizzcon. >> We hope you get to play the beta when it's released next week. and we are so excited for you to enjoy it when we launch WoW Forever on November 4th. >> We hope you find your own visual surprises in our timeless world of Azeroth. >> I never met them, but I like their >> Thank you all for coming. >> Thank you all. >> Man, that was a good presentation, man. Explaining how how all they wanted to go through and do the uh do the new lighting and everything. Dang, that was good. That was so sick, man. That was so sick. I I can't wait, man. I I think I think this is going to be I do believe that there's a long ways to go and I think that there's a lot that needs to be kind of done in order to in order to nail the game down and make sure that it feels right as far as the gameplay cuz there's there's a hook and a spectacle to the game and it's the intrigue of going to these zones that are have now been opened up like the Riverglades and Hyel and all these other places, right? Spectacle of the new lighting and and all that, right? the intrigue of the new class design. Oh, like paladins have holy strike, right? Mages have arcane blast, all these different things. But the real like a meat and potatoes of the game play is what's going to keep people playing. All this other stuff is the spectacle, right? It's going to get people hooked in. It's getting everybody super excited. But the gameplay is stuff that is is a lot more intricate and maybe people aren't going to get quite as excited about until they actually get their hands on it. And that's the thing that I've from from the beginning have always been the most concerned about is like I I'm I think that the game needs to make sure that it feels right. I'm very excited for November 4th. I I think it's going to be really fun. I think the early levels, everything, and just really seeing how the game progresses. Hopefully, like they do have it right. After playing the demo at BlizzCon, I feel indifferent. I think they're in the right direction and I feel like it's way better than what I saw months ago and way more refined and it's it's in the right direction. I actually didn't feel that way, but like you can tell like they they really took a lot of the feedback to heart and I really hope that we can see the the continuation of things moving in that direction and it really starts November 4th. So, uh, if you are playing the beta, kind of giving that feedback and really like knowing like, okay, like this is the stuff we need to talk about. It's super super important. And it's important to be able to to to get that messaging right in a way that is not only understandable, but it's convincing. It's like, hey, this is why we need things the way that that we ask for them. You know, make sure to follow my stream. It's SVN TV on Twitch. I also stream on YouTube. Follow my Instagram, my Discord, my Reddit, Tik Tok, Facebook, even my Rumble. I started streaming on Rumble. So, I I multiream there, too. I multi stream on kick. I stream pretty much everywhere. Twitter, everything is SFAN TV. And uh so, thank you guys for watching. Leave a comment, like, subscribe, all those different things. And come be a part of the community. So, uh there's a there's a long history of Vanilla WoW here. I mean, I've been doing this for 10 years, kind of like pushing for Classic WoW from the beginning. And, you know, even talking about Classic Plus years ago, like we're finally getting it. It's it's it's super super cool. So, uh, even though we do a lot of things, uh, we're always going to have a a strong big heart for Vanilla. Wow. So, anyways, thank you for watching. We'll see you guys next time.