

This was in part why we chose the characters that we did to create this split, which looking back is why we’ve made some of the changes in The Twisted & The Twilight as this was too much of a split and a disadvantage. The Wood Elves feel at times almost anti Total War in their outlooks.Īnother strong idea was to highlight to the player that the Wood Elves are not purely Elves at all, and in fact roughly half of their army is made up from magical creatures of the forests, like Treemen and Dryads. Quite the challenge, really, when you think of how Total War works. Richard Aldridge: Very much to play up their ideals and philosophies from the lore of the tabletop – a fairly insular faction that build tall and deep, but not wide like a standard Total War faction, which looks to paint the entire map in their colour. My primary responsibilities were managing and mentoring the developers responsible for creating the 3D character art (as well as approving the concept art to ensure it fit within the team’s specifications).ĬA: What were the key aims behind Realm of the Wood Elves when it was first conceived? I designed a couple of maps and helped out with balancing Wardancers, Wildwood Rangers, Glade Guards, Deepwood Scouts, Waywatchers, Waystalkers, and Glade Lords.īaj Singh: At the time, I was the lead character artist on the Realm of the Wood Elves DLC. Oscar Andersson: Realm of the Wood Elves was the first project I worked on as a designer on the WARHAMMER team. Michael Beirne: I was development manager for Realm of the Wood Elves, and looked after the day-to-day running of the team and their tasks to make sure everything was on track for its release. But my “main areas”, if you like, were the defining the core game mechanics for the team to work on, along with the narrative of the campaign and the tricky task of deciding what would make the cut for the Wood Elf army roster.

Richard Aldridge: As the lead designer back then, basically a bit of everything. CA: What did you work on for Realm of the Wood Elves?
