PAX East 2014 Exclusive: The Game Design Behind Li Li, Brightwing, Murky, Zagara & HotS

If you’ve followed Blizzard Entertainment, oh, for the last twenty years or so, you know that the company tends to keep everything close to its chest. Not so with its latest crop of games. Starting with Diablo III: Reaper of the Souls, the company has been very open about its development ideas, unleashing open betas and early access to the masses before quick launches. Hearthstone’s rampant development and openness appears to have set a new precedent as we move further into alpha development of Heroes of the Storm.

Still in the early technical alpha stage, a three person team of Game Director Dustin Browder, Senior Game Producer Kaeo Milker and Art Director Phill Gonzales were more than happy to parlay with iTZKooPA on the game design philosophy, skin direction and what sets Heroes of the Storm apart from other MOBAs. That last one came with some stock answers, but the rest was eye opening in a the casual conversation with the trio of Blizzard folk adventurous enough to come somewhere that sees actual blizzards.

Hit the jump to watch Dustin get giddy over Murky, Kaeo describe Li Li’s support capabilities and general shenanigans.