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    All the essential information about Warcraft Rumble, Blizzard’s latest mobile game | Pocket Gamer.biz

    The universe of World of Warcraft has amassed millions of dedicated fans worldwide, making it one of the best-selling PC games in 2005 and 2006. While the franchise has experienced success across various games and collectible minis, Hearthstone was the first taste of the Warcraft universe on mobile. Now, fans have a new mobile game to explore with the release of Warcraft Rumble.

    Blizzard Entertainment’s Warcraft Rumble is a mobile strategy game set within the Warcraft universe, allowing players to collect iconic minis and engage in battles against popular bosses and characters from the Warcraft world. Originally scheduled for release alongside BlizzCon, the game surprisingly became available a day earlier on both iOS and Android.

    In an exclusive interview with Warcraft Rumble’s senior animator, Carin Huurnink, and senior game designer, Brendan Farrell, we delved into the creative process behind bringing the beloved world of Warcraft to the mobile platform. We also discussed the advantages of mobile gaming and what players can expect from future updates in Warcraft Rumble.


    Pocketgamer.biz: Warcraft Rumble was announced in 2022, but how long has the game actually been in development?

    Brendan Farrell: We can’t give an exact amount of time, but it’s been a long-time desire for the team at Blizzard. The enthusiasm for this project among our teammates has been remarkable, and the passion we’ve poured into its development is undeniable.

    It’s really exciting to bring traditional things from World of Warcraft into Warcraft Rumble

    Brendan Farrell

    And what has it been like for the team to work with the Warcraft IP?

    Carin Huurnink: As an avid World of Warcraft player myself, I was thrilled to be part of the team developing a game within the Warcraft universe. It’s an incredible pleasure to bring the familiar world I’ve known since my youth into a mobile game, allowing players to enjoy it on the go. Incorporating little details and anecdotes from World of Warcraft into Warcraft Rumble has been a delight.

    Brendan Farrell: I share Carin’s excitement and passion. Like many others on the team, I grew up playing Warcraft games. We wanted to bring the massive talent trees and complex mechanics of World of Warcraft to Rumble, enabling players to experience traditional elements in a strategic mobile game. Each mini in Warcraft Rumble possesses three unique talents, fostering an exciting connection between the mobile and PC games.

    We have a lot of entertaining modes and features that take the excitement of the Warcraft Universe and distil that down into a mobile experience.

    Brendan Farrell

    How well do you feel the Warcraft IP fits this format on mobile? Does the existing Warcraft audience suit this genre and style?

    Brendan Farrell: The team believes that the Warcraft IP aligns perfectly with the mobile format. Adapting World of Warcraft for mobile posed challenges, but we’ve managed to create an enjoyable and accessible experience through numerous entertaining modes and features. While our aim is to attract existing Warcraft fans, we also designed Warcraft Rumble to appeal to mobile gamers who may not be familiar with the Warcraft Universe.

    Are there other advantages to having this as a mobile title?

    Brendan Farrell: Previously, playing World of Warcraft required a desktop PC, with Hearthstone providing a way to enjoy bits of the Warcraft universe on mobile devices. Warcraft Rumble takes this a step further, allowing players to experience the tactile satisfaction of dragging and tapping minis onto the battlefield. This kind of engagement and immersion may not be as apparent on PCs or consoles.

    How about creative design? How do you handle the Warcraft universe when making design and narrative decisions?

    Brendan Farrell: Working with the Warcraft universe for creative design has been incredibly enjoyable. With such a vast IP, we have numerous elements to draw inspiration from. Incorporating bosses like Mograine and Whitemain, known from the Scarlet Monastery dungeon in World of Warcraft, into missions allows us to include fun nods and surprises for players.

    Carin Huurnink: The strategy elements in our game are especially exciting. We didn’t want to limit players to a single overpowering army that can easily conquer the entire campaign. Instead, we encourage players to experiment with different variations and find new synergies within their armies. Each mission presents unique challenges to solve with the available minis, creating an engaging and fun experience for players.

    One thing that is pretty challenging from the beginning is developing an art style that is both appealing and readable on a mobile device.

    Carin Huurnink

    Were there any particularly challenging aspects of the design of the game?

    Carin Huurnink: Developing an art style that is visually appealing and easily understandable on a mobile device proved to be a significant challenge. Initially, we experimented with a highly detailed look inspired by Warcraft Three. However, when we saw this style on a device with multiple units battling, it became challenging to differentiate and identify each unit. As a result, we refined the art style to feature clear silhouettes and color blocks, making it effortless for players to distinguish units from one another.

    To expand on that, how are the advances in mobile devices helping you craft your vision for the game?

    Brendan Farrell: The continual advancements in mobile devices have been fantastic for game development. In contrast to working on mobile games years ago, the limitations have significantly expanded. Our game now benefits from features that would not have been as effective ten years ago. We are now able to incorporate facial expressions and intricate animations, thanks to the evolution of mobile hardware.

    Carin Huurnink: Absolutely. Years ago, I couldn’t have imagined having facial expressions on characters in a mobile game. The progression of technology over the past decade has allowed for greater control and detail in character animations. As an artist, having more tools and possibilities for creativity makes me delighted.

    We have seen other high-profile games of this genre attached to big IPs, but what makes Warcraft Rumble unique? Where will it find its success?

    One of the things that’s great about being able to develop this game is bringing the Warcraft Universe to a mobile device because it allows players to enter the universe in a new way.

    Carin Huurnink

    Brendan Farrell: The uniqueness of Warcraft Rumble lies in its connection to the beloved Warcraft Universe. We hope to attract existing Warcraft fans, immersing them in a new venture within the Warcraft world. However, we also aim to create an accessible and enjoyable experience for mobile gamers who may not be familiar with Warcraft. We have ensured that all content in the game is accessible without the need for real money purchases, making Warcraft Rumble a free and fair playing field.

    In addition to those accessibility aspects you mentioned, are there other things you are doing to onboard totally new players?

    Brendan Farrell: Absolutely. One of the exciting features we have is our tutorial guide named Nomila. She greets players upon entry and provides a step-by-step introduction to the basics of the game. In the very first level, we present players with a boss and enemies who possess distinct qualities, teaching players how to counter each one. This tutorial experience gradually introduces players to the various mechanics and strategies available in the game.

    Our goal is to continue to have the game like a living, breathing place for players to come and have fun.

    Brendan Farrell

    Carin Huurnink: One of the unique aspects of developing Warcraft Rumble is bringing the Warcraft Universe to mobile devices, providing players with a new entry point to the Warcraft world. By offering the game on a mobile platform, players can engage with the universe wherever they are, even if they don’t have access to a computer. This accessibility is something I find truly remarkable and exciting.

    And finally, what is the team’s approach to live ops? How will the team continue to support the game?

    Brendan Farrell: Our goal is to ensure Warcraft Rumble remains a vibrant and ever-evolving experience for players. We plan to release new content regularly, including new minis, talents, dungeons, and missions. We believe in maintaining an open line of communication with players, actively listening to their feedback and incorporating new features accordingly.

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