As Plunderstorm has ended and set sail for fairer seas, Lead Software Engineer Orlando Salvatore shared a short retrospective celebrating the heart and innovation that went into creating the standalone event!
Plunderstorm AnnouncementPlunderstorm Mid-Point Statistics$50k Creator Royale
Spanning just over a month, the 60v60 Battle Royale activity was an instant success!
Serving as a team lead on the goblin workshop that is Blizzard's secretive experimental gameplay group, Lead Software Engineer Orlando Salvatore shared his thoughts on Twitter today, detailing innovation and experimentation that went into creating the limited-time event, making it as streamlined and user-friendly as possible for both veterans of the game and new players. An activity marked by several firsts for World of Warcraft, there are things they may try again and others they may never do again, but the clear passion and excitement that went into developing Plunderstorm was visible for all to see.
Feedback was heard, Plunderlords have risen, fire whirls were nerfed, tournaments were conducted, W’s were shared. We tried something new with this, and it’s been a hell of a ride.
Working on and releasing Plunderstorm has been a dream come true.
Starting from an early prototype, to not knowing exactly how a BR would work, to changing how healing worked in the mode about a million times before it launched, a lot of challenges that we needed to overcome.
The energy that our peers brought to Plunderstorm while it was in development was next level.
We got so many great ideas and things changed around because of our internal playtests. Every discipline brought in their passion, from QA, to the design, to the music, to the engineering, to the art, to marketing, to many more involved.
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