![]() Also, some were created for Age of Sigmar and we needed to take a different approach for the Warhammer Fantasy setting. We all loved the terrain pieces Games Workshop have released for the various Chaos Fortress, but felt it would be fun to take this one step further. John: When designing the game, we felt it would be great to allow the players to build an epic Dread Fortress. This lets us show a leaner, scaled-back model of the capital that is still recognizable. Louisa: Luckily for us, working within the Old World means there's a lot of reference material on hand! We dug deep into the army books, models, novels and found everything we could in order to determine how the map should be laid out – the terrain, the weather, the local flavor of enemy – what an Empire city looked liked, and of course, what Altdorf looked like! The scale of the game meant it wasn't practical to create an entire city the size of Altdorf at scale, so we choose a few of the most iconic buildings – such as the Imperial Palace – to showcase within the city walls & replicated those as faithfully as we could. ![]() How was it making your own version of it that fans could also recognize? You have a lot of iconic locations in this game. ![]() The Warlord characters and their abilities were something almost entirely new, designed specifically to let us make a big feature out of the most epic Chaos units. Sometimes our existing design ideas fit seamlessly into the Warhammer universe in other cases, the setting gave us new ideas to explore. We had a lot of ideas for how the core gameplay behind Operation: New Earth could work with different Warhammer settings, and we put together a few concepts for how we could build on that core game to deliver a really cool, faithful experience in each case. Louisa: A good number of the team have been dedicated Warhammer fans since we were kids, so we let our collective enthusiasm & knowledge of the lore do a lot of the talking.
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