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Boarguts β€” SC2: Zerg Baneling Nest

Published: 2011-02-13 06:13:27 +0000 UTC; Views: 11634; Favourites: 54; Downloads: 492
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Description Starcraft 2: Zerg Baneling Nest
Modeled by Phill Gonzales, final texture pass by Ted park!
Animated by Jay Hathaway

The initial game mechanics of the Baneling were simple: an upgrade was researched at the Zerg Spawning Pool which allowed the Zerglings to morph into Banelings. Later design decisions thoughfully concluded that there should be a building to visually indicate the technology was available to a Zerg player. So the art team developed the Baneling Nest.

SC2 Artist Jesse Brophy made the initial building. I honestly can't recall if it was even intended to be a Baneling Nest (many of the buildings were given differnt roles during development, the Roach Warren was 10 differnt things), and the visual was dramatically different from anything seen in the Zerg base so far. Although the look was jarring, the building was decided to be the Baneling Nest once and for all, so when the time came the final art pass was my responsibility.

I admit I struggled with this design for a while. Many of the other redesigns were more literal interpretations of Zerg units in building form while the Baneling Nest was a more liberal spin. I was interested in making a large, bloated Baneling Brood Mother planted on the creep, too fat-assed to move and instead serving as a building. Samwise however, loved Jesse's rendition and suggested the minor addition of the Baneling-like growth benieth the main buildng. My skepticism was laid to rest after the remodel and additional components were complete, I was sold on the new look. The new building stands out fantastically and undeniably declares the presence of the new Zerg Banelings.

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Comments: 14

LordDarkstarr [2016-03-03 07:38:26 +0000 UTC]

I swear, the first time I saw that thing in game, I expected the top half to get up off the next and start skittering around the battlefield!Β Β 

Wait, what? What do you mean, "That's in the next expansion pack!"??? Β  Β 

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XconceptartX [2012-11-12 00:15:36 +0000 UTC]

The make the design like a ballon with gas for the baneling physiology. Believe it or not, this game has a lot of information made ​​scientific source as if it were real. In the game obviously.
Post: I am a big fan from starcraft expecially the Zerg.

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BluDrgn426 [2011-11-01 11:41:55 +0000 UTC]

I agree, I never quite understood the design of this building either... I'm reading the other comments too but I still don't quite get why there's a floating giant claw thing.

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Boarguts In reply to BluDrgn426 [2011-11-01 17:08:56 +0000 UTC]

It turned out this way because the Art Director liked the look of the artwork. After his approval everyone else adapted to the design for story/lore reasons. There isn't much more depth to the development beyond that.

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BluDrgn426 In reply to Boarguts [2011-11-01 17:16:51 +0000 UTC]

ah well, at least its better insight than what I had before. Can't argue with Samwise, I'd follow his word any day too. Thanks for replying!

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meredoc [2011-03-03 17:15:18 +0000 UTC]

I just don't understand the height decision for the building, after reading the post on the Blizzard site about the baneling lore I see the 'nest' ideas as good and proper, but by is the building floating at all? Why is their height to the structure? I would expect to see the 'claw' that is floating basically on the ground with webbing under it, but instead there are a few egg sacks with no structural explanation (even from the lore) that we could postulate why the building is 'flying'.

Why do the other Zerg structures like the ultra cavern and the spire give physical clues to the units (or thier living environments) but the baneling next seems to simply say "I am damn unique to look at so you have to know these are banelings". I mean the structure defiantly does its job at announcing a unique structure and tech, but I don't see it meshing with the flow of the other buildings (ie, like the units they create).

Thanks for responding! I love these looks into the creation process, very fun.

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Boarguts In reply to meredoc [2011-11-01 17:14:15 +0000 UTC]

Ooop, this is the most late response ever, sorry!

There was a point with Zerg when we were making buildings and wanted to explore some really dramatic, different designs. The Baneline Nest was the result of one of the results and the Art Director was really keen on seeing this building in the final game. As I've said, it was a struggle to update this building because despite the uniqueness, it doesn't associate itself with the Baneling units very well. The ultimate decision was made to see thing building in the game regardless, and that's what happened.

I do wish we could have made something more contextual like the Ultralisk Cavern, but at the time we were hastily wrapping up the art needs for a deadline and decided to simply polish the Baneling Nest so we could move on to more significant art.

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meredoc [2011-03-01 20:22:02 +0000 UTC]

I never understood the design of this building...is it floating above the lower part with webbing in between? That ss what is always looked like to me and I never understood it.

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Boarguts In reply to meredoc [2011-03-03 04:08:56 +0000 UTC]

That description is pretty accurate of what is happening with the Baneling Nest. It took alot of getting used to for me as well, unifying this building with the look or the other Zerg structures definitely helped.

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manaii In reply to Boarguts [2011-05-02 21:38:11 +0000 UTC]

"The initial game mechanics of the Baneling were simple: an upgrade was researched at the Zerg Spawning Pool which allowed the Zerglings to morph into Banelings."

i agree with meredoc, baneling nest doesn't feel "baneling" when i see it, i've in mind aberation from night 2 die (and campaign mission)...

As i quote you, it's sai that baneling was originaly just a research, why not a mutation of spawning pool ? growing a little bit like the hatchery do (more spine)!

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Boarguts In reply to manaii [2011-05-02 23:25:32 +0000 UTC]

We developed the Zerg last and had the least amount of time to plan their direction. It was quicker to make a new building and be done. The Zerg changed so often that we didn't know what we would experience as Zerg Multiplayer until the very end.

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manaii In reply to Boarguts [2011-05-03 19:25:17 +0000 UTC]

easy to understand, but not really blizzard's spirit "when it's done"

Honestly, if the baneling get out and we get back the lovely lurker, that'd be the greatest news

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alesha678 [2011-02-19 19:09:09 +0000 UTC]

The Baneling Nest is my favorite building of yours. The animations are also spectacular, I love the spider resemblance, and I especially love the death animation. You've made a really great job modeling this. Are the round green shapes visible on top of the model supposed to be like baneling eggs? I've always thought that they were, but now that I get a chance to talk to the artist who has made the model, I'm rejoiced at the opportunity to confirm my suspicions.

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Boarguts In reply to alesha678 [2011-02-20 03:17:30 +0000 UTC]

Glad you like it! I have to share the praise with Jesse Brophy and Steve Provost however. My main responsibility was a cosmetic upgrade for the final visual of the Baneling Nest, most of the design was done by Jesse who came up with the spider legs and the internal egg-bits. Steve did many of the Zerg deaths and this one was fantastic (nice guy too, you'd never guess he makes such horrible death animations for a living).

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