Champion Designs – League of Legends

Whilst playing League of Legends I hosted a review center on EU West, and with that experience created a number of champions.

I did not create the following art, they were used as reference images during the design process.

Development

Design Goals

Each champion had distinct design goals which drove its creation.

Euler

Euler
Euler
  • Tank that absorbs his allies pain (relevant when considering his lore).
  • A sand Golem, so integrating sand into his design was vital.

Hungarfen

Hungarfen
Hungarfen
  • Biological experiment. A mutated monster that creates and’s spreads spores.

Chowder

Chowder
Chowder
  • A tank that utilized stealth.

Lore

Each champion had a lore that I wrote from scratch. Doing so required research into the world of League of Legends.

Euler

  • A hero that makes the ultimate sacrifice for his people.
  • A guardian.

Hungarfen

  • Hungarfens lore toyed with the idea of implication through storytelling.
  • A story of a biological experiment on an unsuspecting victim.

Chowder

  • Lore played a large part in the development of the character as the idea of hiding in the storm formed the basis of game play design in the character.

Abilities

Each champion required balanced abilities that fit the character. Balancing required research into current game statistics, and champions that resembled what I wanted, then having my numbers checked by other members of the community.

Euler

  • Euler had three forms, Golem, sand wall and dune.
  • Each form served a distinct purpose where sand wall was defensive, dune was mobility/offensive and Golem was a mix of offensive and defensive.
  • Euler had an ultimate that was drawn from his lore.

Hungarfen

  • Hungarfen was on a mechanic based on the idea of map control with interlinking spores.
  • Each spore type served a different purpose e.g damage, armor or movement speed focused.

Chowder

  • Designed as a melee orientated tank, built to specialize in disruption through ambush and create good opportunities for attack focus using stealth and disorientation.

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