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Brackern[]

Surrounded around the Shuriman Continent are several clans of Brackern, including clans in the Shuriman desert.

Dormun[]

The Dormun are gigantic, slow-moving creatures protected with large chitinous plates covering their body. In the harsh conditions of Shurima they have evolved to survive the perpetual drought by utilizing an unknown sense to locate hidden reservoirs of water. Incidentally, certain nomadic tribes have built themselves a permanent home upon the backs of these beasts where they clean the creature and hunt any airborne pests who venture near.

Eka'Sul[]

Desert goats that travel in herds.

Mwatis[]

Mwatis are goatlike creatures with large plated casques on their heads. Mwati wool and plate are prised for felting and insulation.

Kmiros[]

Gigantic scarabs that roam in swarms, looking for unfortunate travelers to feed on. They seem to be common prey for Rammus Rammus.

Outerbeasts[]

Beside the Xer'Sai, other creatures from the Void, referred to as 'outerbeasts', can be found in the desert.

  • Xer'Sai: Creatures from the Void that plague the southern deserts. They are the size of big dogs on average, but can be smaller or much bigger. Rek'Sai Rek'Sai, as the queen, is by far the largest and most dangerous of her species. Xer'sai burst from their small burrows and ravage anything nearby, to the detriment of desert caravans. Once dead, the Xer'sai decompose at an abnormally rapid rate and become inedible.

Ralsiji[]

Large and aggressive minotaur-like creatures. They are humpbacked quadrupeds with long limbs and thick horns.

Shuriman Camel[]

A breed of camels native to the deserts of Shurima and are used by caravans as well as common folk as primary mode of transportation. Despite being well-suited for lengthy travels in the desert landscape, they are still prey to a many predator such as the Xer'Sai.

Sandswimmers[]

Shurima Sandswimmers

Sandswimmers

Sandswimmers are massive quadrupedal creatures that traverse the Shuriman desert in cyclical patterns. They got their name due to their preferred method of travel. Their narrow bodies and webbed feet are perfectly design for swimming under the sand. They feed on bugs and other small creatures most desert beasts ignore. Scavengers will often memorize the predictable paths these creatures take, and jump onto their backs to ride as far as they wish.


Skallashi[]

The Skallashi are large quadrupedal herbivores. These hardy beasts of burden are common across Shurima, ideally suited to the harsh desert environment. Their key body feature is their long legs. Notoriously bad-tempered, they are nevertheless treated with great reverence. Their brown hides are often painted with sacred symbols of protection, and their horns hung with totems and charms. While these creatures are mostly used for travel and carrying heavy loads, on some larger skallashi people are able to built miniature rooms for more comfortable travel. To own one is often considered a sign of considerable prosperity.

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Gangplank Model 02
Gangplank
Gangplank (Universe)Gangplank (Universe)
Gangplank (League of Legends)Gangplank (League of Legends)
Gangplank (Esports)Gangplank (Esports)
Gangplank (Teamfight Tactics)Gangplank (Teamfight Tactics)
Gangplank (Legends of Runeterra)Gangplank (Legends of Runeterra)
Gangplank (Development)Gangplank (Development)
Gangplank (Trivia)Gangplank (Trivia)

Gangplank Gets Shipshape with a New Model and Animations[]

By Rahares[1]

Avast, summoners!

As part of our continued commitment to keeping League of Legends a fun and engaging experience, we will be updating yet another of our classic champions with a salty new model and some truly seaworthy new animations. Like Kayle Kayle, Janna Janna, and Tryndamere Tryndamere before him, Gangplank Gangplank, the Saltwater Scourge, will be the next champion of the League to walk down the plank (err... runway!) sporting some knavish new looks. We think you'll like the cut of his jib!

Stay tuned for more information on Gangplank's new model and animations when he's released in the upcoming patch!

Gangplank Model 02

Champion Update: Gangplank[]

As unpredictable as he is brutal, the self-appointed reaver king known as Gangplank Gangplank rules Bilgewater through a mix of fear, violence and cunning. Where he sails, death and ruin follow, and such is his infamy and reputation that the merest sight of his black sails black sails on the horizon causes panic among even the hardiest crew.
Butcher's Bridge article dec1

Despite his notoriety and savagery, Gangplank commands absolute loyalty from those who run with him. Many of his trusted lieutenants have gone on to become renowned captains or brutal gang leaders in their own right, but they remain loyal - more than willing to fight alongside him - granting him an unmatched power-base within Bilgewater. Nevertheless, there are those who would dare challenge his rule. Gangplank relishes these moments, going to war with pistol pistol and blade blade in order to show everyone that Bilgewater is still his, and his alone.

We're giving the dread pirate lord of Bilgewater a gameplay overhaul and a fresh coat of paint in time for the upcoming event. Along with a new kit that keeps the ca-ching ca-ching in the bank and adds some powder-ful powder-ful new interactions between his abilities, we've spruced up his bio with a look into the man behind the Scourge of Twelve Seas myth.

Larger-than-life corsair kings tend to accumulate tall tales the way a warship picks up barnacles, but the tenuous balance of power in Bilgewater hinges on everyone believing the stories told about him.

Gangplank Captain Screenshots

During the Bilgewater: Burning Tides event, Gangplank Gangplank was brought down by the machinations of the bounty hunter Miss Fortune Miss Fortune. His ship was destroyed with all of Bilgewater watching, killing his crew and shattering his aura of invincibility. Now the gangs of Bilgewater have risen up, fighting amongst themselves to claim dominion over the port city.[2]
Butcher's Bridge article dec1

Despite receiving horrific injuries in the explosion, Gangplank survived. Sporting a multitude of fresh scars, and with a newly crafted metal arm metal arm to replace his amputated limb, he is now determined to rebuild his strength, reclaim what he sees as rightfully his - and to ruthlessly punish all those who turned against him.

Gangplank VU Screenshots

Abilities

Trial by Fire
Trial by Fire
Every several seconds, Gangplank's next melee attack ignites the target, dealing Skillshots dodged with Void Surge (Q) bonus true damage over time and granting a brief burst of movement speed movement speed. Destroying a Powder Keg Powder Keg instantly refreshes Trial by Fire.

Parrrley
Parrrley
Gangplank fires his pistol at his target, dealing damage and applying on-hit effects. If Parrrley kills a unit, the shot plunders Damage mitigated with Riposte (W)bonus gold and Champions hit by Piltover Peacemakers (Q) at greater than 75% of max rangerefunds mana. For each Damage mitigated with Riposte (W)Gold plundered, Gangplank gains a Silver Serpent Silver Serpent that he can use at the shop to upgrade Cannon Barrage Cannon Barrage.

Remove Scurvy
Remove Scurvy
Gangplank consumes a large quantity of citrus fruit, curing all disabling effects and healing him based on Champions killed with Comeuppance (R)his missing health.

Powder Keg
Powder Keg
Places a powder keg that can be attacked by Gangplank or his enemies. If Gangplank destroys a keg, it explodes in an AoE blast that Slow icon slows and spreads the damage of the attack to all nearby enemies. Other casks within the zone will chain explode. If an enemy destroys the cask, it defuses the explosion and grants Damage mitigated with Riposte (W)gold.

Cannon Barrage
Cannon Barrage

Signals Gangplank's ship to fire waves of cannonballs at an area. Each wave deals Damage mitigated with Shifting Sands (E)magic damage and Slow icon slows enemies. Cannon Barrage can be upgraded up to three times.

  • Death's Daughter Death's Daughter fires an initial mega-cannonball in the center of the area of effect.
  • Raise Morale Raise Morale gives allies within the area of effect additional movement speed.
  • Fire at Will Fire at Will increases the rate of fire over the duration of Cannon Barrage.

In-Lane

Gangplank Gangplank might be a murderous malevolent seamaster in Runeterra, but in-game, he's opportunism in the (salted) flesh. We often reference windows of power, and Gangplank's updated gameplay heavily rewards him for maximizing his. His passive, Trial by Fire Trial by Fire, hits like a warship's ram in trades, with the true damage DoT capable of chunking meaty portions off his opponent's health bar. With the accompanying speed speed burst, he has the potential to stomp in and saunter out of quick duels.

Learning to play the Powder Keg Powder Keg minigame is crucial for both Gangplank and his opponents. He has higher range than other melee fighters, and a ton of potential burst damage with chained gunpowder cask explosions, but the key there is potential.

When Gangplank triggers the last hit on his cask, it explodes for substantial AoE damage, but even more significantly, it re-procs his passive passive. Skilled Gangplank players will set up casks ahead of planned trades and skirmishes to maximize their burst. But careful counterplay will allow opposing champions to defuse the gunpowder cask with a last-hit of their own, denying Gangplank his explosion explosion and sudden fire-stick fire-stick stabbing.

Teamfighting

The updates to his gameplay pattern solidify Gangplank's primary role as a potent split-pusher, as he can contribute meaningfully to a teamfight from across from across the map without needing to use a summoner spell summoner spell to join the fray.

When split-pushing, GP GP needs to be mindful of his surroundings, even more than someone like Shen Shen or Tryndamere Tryndamere, who have built-in dashes dashes or spins spins that can put a solid wall between them and their pursuers. While Remove Scurvy Remove Scurvy keeps him relatively safe from individual crowd control, he won't outrun most gap-closing enemies without using his ult ult unless he steals an opportunistic passive passive proc.

In situations where split-pushing is weak and team-fighting the strongest option, Gangplank benefits from strategic planning and careful positioning of his Powder Kegs Powder Kegs. In many cases, Remove Scurvy Remove Scurvy'll let him skirt the frontline and dive the squishies with a crit-loaded Parrrley Parrrley.

Depending on his build, Gangplank can tank damage and crowd control with his W W, or look to pelt opponents with Parrrley Parrrley crits and powerful sustained melee DPS. By using the Silver Serpents Silver Serpents he earns with Parrrley Parrrley, he can upgrade Cannon Barrage Cannon Barrage. Depending on which upgrades you choose, GP GP can help his friends make their escape escape, attempt to zone zone apart the enemy team, or concentrate concentrate fire on an unprotected target. Because the upgrades stack, you can even do all three over the course of a long enough game.

Gangplank VU models
Champion Insights
by Statikk

Although already entertaining to play, Gangplank's Gangplank's gameplay lacked a deep mastery curve and interesting counterplay for his opponents.

Gangplank Update Concept 03

Outside of slight optimizations such as Parrrley Parrrley farming, Remove Scurvy Remove Scurvy timing, or Cannon Barrage Cannon Barrage placement, Gangplank never really had a unique tool he could invest in mastering over time. When we thought about new toys we could give Gangplank, we focused on the most fun moments Gangplank was already having. One topic came up over and over again: buying items like Statikk Shiv Statikk Shiv or Ravenous Hydra Ravenous Hydra and being able to Plunder Plunder several enemies with a single Parrrley Parrrley. With this update, we added explosive barrels barrels to Gangplank's arsenal so he can do just that and more. There's nothing like setting up a chain of barrels to utterly decimate unsuspecting enemies.

Whenever we add a new mechanic to the game, we strive to make it just as fun and interesting for opponents as it is for the champion using it. As sly and clever as Gangplank can be with these explosive barrels, we wanted to ensure that enemies could also interact with them and potentially outplay Gangplank at his own game. Whenever Gangplank places an explosive barrel, enemies also have the opportunity to attack it in order to defuse it - it's a race to the finish to see who gets the final hit which can end in an explosive finale or a sputtering dud.

Overall, Gangplank will retain a lot of the classic things we have all come to know and love, but with the addition of some new upgrades - quite literally as he'll be able to upgrade his Cannon Barrage Cannon Barrage - Gangplank will be just as menacing as ever.

Gangplank Captain Teaser
Gangplank Update Teaser

Gangplank returns and the event end draws near[]

By Paul 'Pabro' Bellezza[3]

The orchestrated spectacle of the Dead Pool's destruction led many to believe that the dread reaver Gangplank Gangplank perished in the flames. But what is dread may never die, and Gangplank returns to reclaim what he believes to be rightfully his.

Fitted with a new limb limb to replace the one he lost, the Saltwater Scourge will soon rain cannonballs cannonballs down on Summoner's Rift again after a brief stay on the PBE.

Since this is the first time we've done something so dramatic with story and theme, we're commemorating the event with the Captain Gangplank skin depicting the dread pirate from before the events of Bilgewater: Burning Tides. All players who own and play (or have already played) an entire matchmade game as Gangplank during the event will receive the Captain Gangplank skin for free.

Captain Gangplank reflects a simpler time, when one uncrowned reaver king ruled over Bilgewater with an iron cutlass cutlass and a fearsome love of scrimshaw. While base Gangplank has been irrevocably changed by Miss Fortune's Miss Fortune's masterful scheme, the Captain Gangplank Captain Gangplank skin hearkens back to before the pirate's bloody fall.

With Gangplank's return imminent and the conclusion of the story trailing the choppy wake behind Bilgewater: Burning Tides' stern, the end of the in-game event draws ever closer.

Bilgewater: Burning Tides sails over the horizon in just over a week, stowing in its hold the bundles, merch sales, icon rewards, and game modes. Whether you're looking to brawl in the black market, add the free Captain Gangplank skin to your wardrobe, or acquire any other Bilgewater spoils, you've got until August 10 at 2:00 AM PDT.

We hope you've enjoyed the journey so far, and we'll see you on the battlefields!

Champion insights roundtable: Gangplank[]

By RiotExLibris[4]

Gangplank Update Concept 06

TLDR: As part of our ongoing commitment to keep League of Legends fresh, we often update champions both visually and in their gameplay. If you followed along with the Bilgewater: Burning Tides event, you know that with Gangplank's Gangplank's champion update, we went even further. Catch up on the story here, or if you're already a Bilgewater veteran, dive into a conversation between the devs behind the update below.

Gangplank Update Concept 05

Can't get enough of the Gangplank dev insights roundtable? Bilgewater: Burning Tides may be over, but the Saltwater Scourge lives on. Is one-hitting minions something you wish? Let us know in the comments below and we'll see you on the battlefields.

Gangplank Dev Insights Roundtable Longform Version[]

By RiotExLibris[5]

If you've wandered here unawares, this is the longer, mostly unedited version of the Gangplank Gangplank developer insights roundtable. Walls of text aren't for everyone.

How did Gangplank become the biggest champion update since Sion?

Michael "IronStylus" Maurino, senior concept artist: So, there's this thing called scope creep. But seriously, we needed a lot of buy-in, for one. We were shopping around the ideas a lot, whether to teams involved in Bilgewater, stakeholders, all the way up to Marc and Brandon. Especially the idea of "Post-plank" and "Pre-plank".

Scott "Jaredan" Hawkes, narrative lead: So, the team behind events, awhile back, was like "Bilgewater!" Because everyone loves Bilgewater. So me, George [ Krstic ], Ant [ Reynolds ], Giancarlo [Volpe], and a few others all got together intent on making Bilgewater a little more fascinating and less piratey, generic pirate. Now, Gangplank's lore was actually quite different from Gangplank in game. In-game, he didn't seem like the baddest bastard in Bilgewater. He wasn't convincing, he wasn't brutal enough to rule it. So, that meant finding that essence in the stories that had been told about Gangplank, because in a city full of people you don't want to meet in a dark alley, he's the guy they don't want to meet in a dark alley.

James "Statikk" Bach, champion designer: I think one of the bigger challenges was that the character, you just couldn't take him seriously, he was too over-the-top. And if we wanted him to be a serious character, we had to show, "this guy is a badass," we had to go to an extreme.

George Krstic, senior writer: Multiple teams, multiple dependencies, and the nature of an international release. It's a constant moving target, especially when you're trying to service all the different teams and their needs, while also trying to serve the characters in the story. But that was an awesome challenge, because it got us to these high moments. Things changed drastically. But all for the better. It's one of the things I like most about Riot, compared my previous gig in TV: we have flexibility here. If something isn't working and needs to change, people will support you, many people will support you. So, everything changed, every day, all the time. So that was a challenge, but it kept us energized.


How did we make the decision that Miss Fortune would appear to kill him?

James Bach: It was like a week or two into it and [the design team] started hearing that [narrative] wanted to kill him off, and I was like, "Oh shit."

George Krstic: It came about organically, but it did seem to gain traction amongst all of the teams, so you know, we decided to talk about it. But how do you show that? And then Seb Rhee, [product owner of ChampUp], said, "What if we turn him off?" And we were all like, "Are you fucking crazy? That's beautiful!" But it wasn't that easy, we basically scared everyone at Riot.

Scott Hawkes: Having something, like seeing two Gangplanks, one from before and one after he's been through the wringer, and also is in a very different social position, so reflecting that in his attitude, he's realized, he's been too nice on people. That's what he thinks, "I've been complacent," "I've been way too helpful," because he's lost most of his power. We mentioned the mob boss, and one of the questions we wanted to explore was what happens when the mob boss' power is shaken, because he was so intent on keeping people in certain positions of authority beholden to him, but these are incredibly dangerous people in Bilgewater, so if you're shown to be weak in any way, which is what TF and Graves do, just by getting in his warehouse. He has to respond big. And that all goes wrong for him, of course, because MF knew that he was going to do it.


What was behind the decision to basically make two champion updates for Gangplank?

Michael Maurino: So we had all of these crazy ideas, but we couldn't really execute on them. And then as we heard the story come along, and the event being potentially a couple of pieces including a before and after scenario, we went, "hmmm…" and then we learned that we were gonna scope up into a much bigger visual update, we thought, instead of banging our heads trying to make one Gangplank that covers all of the things we want to cover, why not just make two Gangplanks? One for before the narrative and one for after?

Scott Hawkes: The biggest goal for the Bilgewater event was to show characters and a place changing. So everything that happens to him shows the same man experiencing the high and the low, and having that reflected visually by the art was huge, because it's not just who he is, but also shows how he's changed.


In the explosion of the Dead Pool, Gangplank ends up losing his arm. Why change the character like that?

Scott Hawkes: He's going through his own trial by fire. He had to change physically. This is the most extreme trial by fire he's been through, perhaps since he killed his own father. And so he can't just walk away, there has to be a physical toll in addition to an emotional one.

George Krstic: To speak to that, this is also partly a response to feedback from players that nothing ever changes. We wanted to meaningfully change champions; we changed a faction. We set things up and pay them off in a single self-contained story. We showed the relationship between two guys who've spent years as enemies go back to being potentially partners again. We've given a character her pay-off. She's spent her entire life chasing vengeance, and now she's got it, and it tastes awful, and now she has to deal with it.

Scott Hawkes: We wanted to make sure that every character in "The Reckoning" changed pretty comprehensively. Like George said, TF and Graves, the band is back together. For MF, she's got a sense of power she never had, and the ramifications of that for her, and for Bilgewater, are huge.

Michael Maurino: We wanted a change to a character that had to be noticed.

James Bach: I remember there were a couple of crazy concepts, like a blade arm.

Michael Maurino: Yeah, he basically had a robot sword arm at one point.

James Bach: I remember seeing the face drawings, where he looked so depressed and angry. And then someone drew him with a smile, and it was like, oh okay, he can do that.

George Krstic: Yeah, well, we wanted to make a complex character--actually we wanted every character involved in the event to feel real, and not just like caricatures, but also still accessible to players.

Scott Hawkes: [Bilgewater's] a place people get messed up on the regular, you don't need to be hunting sea monsters to end up missing some part you'd rather have back. Just going to a pub.

Michael Maurino: Or looking at someone wrong.

Scott Hawkes: Yeah, you'll have something by the end of the night you'll take home to remember.

George Krstic: Or leave behind.

James Bach: There's also the great hat conspiracy of 2015.


The great hat conspiracy of 2015?

Michael Maurino: I didn't even want to bring it up, but...it's kinda interesting, because it basically divided a company. I remember every single point. We started out: obviously he has to have a hat, right? But then we decided to do "Pre-plank" and "Post-plank," somebody drew him without a hat. And some people really liked that. But others were like, "Well, you can't remove that hat or that's not Gangplank." It was epic. It went all the way up to the top, and I remember a meeting with the biggest stakeholders in the company, and the room was split. Some executives were like, "Hat!" And the others were like, "No hat!" Then someone said, "Let's be bold and not ship a hat," which was immediately met by, "No. Let's be bold and keep the hat!"

James Bach: I remember everyone in design was like, "He's gotta keep the hat, players just aren't going to see him as Gangplank without the hat." And then all the artists were like, "But look how cool he looks without a hat." And we had to admit, he looked good without the hat. It just became this huge thing.

Michael Maurino: I remember meetings specifically about the hat. They're still on my calendar somewhere.

Scott Hawkes: From a narrative perspective, some of us said, "Well, he's a changed person and he's lost his ship, maybe he doesn't give a shit about the hat right now."

George Krstic: At the core, it's because everybody cares so damn much. That's the reason we have these meetings and that get so tense. It's not because we…We're very passionate that's why we're all here and the company supports that. We stay up at night, arguing about art and design. Luckily, we work at a place where we're not ever like, "Okay, good enough, ship it." It's instead, "No, let's beat it up, let's make the best thing possible." So that's why we have meetings about hats.


Was there anything we knew we weren't going to change?

Michael Maurino: Oranges.

James Bach: Even on the gameplay side, everyone knew oranges were gonna stay. Even when we were like, let's make him really, really, dark, he still had oranges. There were small things, at least on the design side, where we were like, we want to make sure that people understand that he's still having fun up there in top lane.

Michael Maurino: B-arrr-els.

James Bach: He still enjoys vitamin C and violence.

Michael Maurino: It's the darker shade of fun. It's almost a goofy, surreal thing, but he's getting a lot of masochistic flavor or fun from it. It is absurd for the guy to do the juggling thing with the oranges, and then slice throats with a flaming sword, but it's great contrast and it's kinda neat.

George Krstic: When it comes to what we decided to keep the same, we were very mindful of what the important things were to players. Like, we did not do a retcon. That word gets bandied about, but no, we're honoring the core of Gangplank. Across the board. Every team. We were nodding backwards but looking forwards. We wanted something for new players to discover, and for old players to say, "Yeah, they got it." So…that's what we aimed for, we'll see if we were successful.


Let's talk about the gameplay during his update—it didn't change between the beginning of the event and the end, but there were a number of changes from old GP. How was the gameplay design influenced by the story? Was there anything in gameplay that circled back to impact the narrative?

James Bach: One thing that we did come up with in gameplay based on the story was the fire sword. Me and [Mark] Yetter were talking about his old passive and how it was like a poisoned sword, and it wasn't exactly the most exciting thing we could do, and I just remember narrative sharing stories about how Gangplank would be so bad that he'd torture people and just mess with them, and then Yetter asked, "what if he just burns people?" I was like, yeah, he just burns people. And it was different, the old Gangplank was much more happy-go-lucky, kinda silly, and this is that darker side.

When we were talking about the barrel mechanics, we went to narrative and we were like, "Are barrels a thing? Like are explosives stuff he would do?" And George was like, "Yeah, he'd roll a barrel of explosives into an orphanage if he had to."

Michael Maurino: Barrels verified.

Scott Hawkes: Especially after everything that has happened, blowing shit up is not something he's averse to.

James Bach: We wanted to make a Gangplank who didn't necessarily build like a tank but in one early concept he looked like a giant metallic juggernaut man. We had so many different ultimates. At one point, we were like, "he'll call down cannons!" And not cannon-balls, but actual cannons that would march down the lanes and try to actively siege for him. And it got to the point where the cannon evolved into like, a pirate mech. We were asking narrative for explanations for how Gangplank could have a mech. How could this make sense? We obviously didn't ship it. But, it was a big challenge, figuring out the ultimate.

Sol "SolCrushed" Kim, champion designer: He's a character that has kinda come in a full loop, actually. Like, he used to build very glass-cannon, extremely squishy, and he transitioned to the split-pushing, tankier role eventually, and now we were back to trying to make him a potentially squishier than expected skirmisher.

James Bach: And that's when we realized maybe he should build like, one tank item. It wouldn't be bad if he had a Randuin's or whatever.

So, there were no gameplay changes between Captain Gangplank and the current version, but there were VO changes?

George Krstic: We did an insane thing. We actually wrote two sets of full VO. I think someone told me, I'm not sure on this, but it was close to 900 lines that we shipped between the two versions.

Michael Maurino: What?! You guys are crazy.

George Krstic: We really committed to this. We wanted both aspects to have a clear motivation, clear personality. And again, we wanted players to be able to connect to the character, because he's not a caricature anymore but he feels real.


What were some of the bigger art challenges?

Michael Maurino: Even more than usual, there was a ton of collaboration and feedback. Not that there isn't always, but on this scale? It was pretty unprecedented. Additionally, one of the things we're trying to do is make more sophisticated, and more clear what our style is for art in the game. We're very focused on clarity, on what something is and how it reads in game. Cleanliness when it comes to how textures are applied or how proportions are communicated, and we did a lot of back and forth and there were a lot of artists involved to make sure he'd fit in stylistically. It wasn't just one person's designs, it was like five or six people's ideas. We collaborated extensively, like in the beginning with sketch jams and pow-wowing ideas, even before we knew the scope of changes we could make, we probably did seventy concepts.


What about some of the challenges working with a longer form story?

Geroge Krstic: It's all well and good to say, here's the stats of this person, and that kind of thing, but I'm more interested in who they are and how they'll react to things. This story gets at that, the new bios get at that.

Scott Hawkes: We knew so many of the teams were relying on the story. So at a certain point, it was like, if we change too much, entire teams at Riot would be like, "Why are you doing this now?" We don't want to break anything anyone was working on.

George Krstic: The theme never changed. We clarified the themes early on and that stayed consistent throughout. Revenge and control; throughout the entire process.

Scott Hawkes: The arcs for the characters were pretty consistent, too. It was just how we were gonna execute on them. Figuring out how to show things was important. Saying that Gangplank's the bastard in charge is one thing, showing him slicing a design into someone's flayed leg bone is a very different thing.

George Krstic: It was a challenge not to use the word pirate.

Scott Hawkes: We wanted to make sure that every character in "The Reckoning" changed pretty comprehensively. Like George said, TF and Graves, the band is back together. For MF, she's got a sense of power she never had, and the ramifications of that for her, and for Bilgewater, are huge. The story tells a complete arc, that introduces a new status quo rife with new opportunities. The main characters, TF and Graves, their story is basically complete at this point, at least as far as Bilgewater is concerned. But for MF and Gangplank, for those two, and for the city, the battle for Bilgewater is hardly over.

Burning Tides: The Reckoning may be over, but the Saltwater Scourge lives on. Is one-hitting minions something you wish? Let us know in the comments below and we'll see you on the battlefields.


Media[]

Gangplank,_the_Saltwater_Scourge_-_Login_Screen

Gangplank, the Saltwater Scourge - Login Screen

Captain Gangplank's Theme
Related Music

Gangplank_Reveal_New_Champion_-_Legends_of_Runeterra

Gangplank Reveal New Champion - Legends of Runeterra

Related Videos

Trivia[]

References[]

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