
A force of nature, if you will! A funny story about that actually, is that during that first design meeting, I was scribbling ideas in my sketchbook, and one of those designs were actually brought forward and approved to be taken to the next step of the process. During the initial design meeting Merethiel was pitched as this ancient elven ranger who needed help in defeating an evil force that was rising in the forest realm.Īs I started the initial design sketch phase however, it became clear that to tell the story of such an ancient being it might not be in our best interest to turn her into this archer-type, but instead take a step back and go with a more druidic approach, a sage with otherworldly knowledge and immense power. I was given a design brief and introduction to the project by Kyle and Bernardo who were already knee-deep in the project and it was a really exciting challenge to dig into and develop a new and important character to the franchise. I sure did! I was brought into the project at this stage to design the other main character for the event, Merethiel.
#TOMAS KARLSON UPDATE#
We thought would be fun to assemble a scene in Sketchfab that resembled the kind of mood we have in the fight, so players could open it up and experience it before the update Here’s small diorama that we released before the update came out.
#TOMAS KARLSON FULL#
In January 2018 is when we started full gas on the project, and more artists came on board to help with the project - that’s where Thomas comes in! The project was then made public and it got green-light to be made into a full time RuneScape project.

At the time I was only working on it occasionally, but we did a lot of work on the project and had the chance to showcase some of it at Runefest 2017. Because it wasn’t something official at the time, and I knew I was going to give hand of some of my free time to work on it, I told him I would only do it if the character could be some sort of big chunky ent / golem (haha!) Kyle agreed with this, and we came up with a bunch of ideas and a nice narrative right after that.

In early July 2017 he approached me and asked if I would be interested in working with him on a new boss. The content developer responsible for the project, Kyle Robson, was already working on the mechanics for a new group boss, but didn’t have any graphics associated with this. Solak started as a side project here at Jagex - something we would work on occasionally whenever we had free time.
