At the end of every set’s vision design, the team creates something known as a vision design handoff document. The lead vision designer writes it and walks the Set Design team through the larger goals, themes, mechanics, and structural components of the set to help teams further down the pipeline understand the work done by the Vision Design team. I’ve published a number of these over the years, as they are popular. Here are the ones I’ve previously published:
- Throne of Eldraine (Part 1 and Part 2)
- Ikoria: Lair of Behemoths
- Zendikar Rising
- Original Zendikar (Part 1 and Part 2)
- Strixhaven: School of Mages (Part 1 and Part 2)
- Future Sight
- Original Innistrad
- Kamigawa: Neon Dynasty (Part 1 and Part 2)
- Commander Legends: Battle for Baldur’s Gate
- Original Ravnica
- Phyrexia: All Will Be One (Part 1 and Part 2)
- March of the Machine (Part 1 and Part 2)
- Wilds of Eldraine (Part 1 and Part 2)
- The Lost Caverns of Ixalan (Part 1 and Part 2)
- Outlaws of Thunder Junction (Part 1 and Part 2)
- Bloomburrow (Part 1, Part 2, and Part 3)
- Duskmourn: House of Horror (Part 1 and Part 2)
Today, I’ll be going over Aetherdrift vision design handoff document. As with all my vision design handoff articles, most of what I’m showing you is the actual document. My notes, giving explanation and context, are in the box below the text. This document was long enough that I’ve broken it into multiple parts.
I’ll also note that this handoff was written prior to us renaming Avishkar. As such, the document refers to the plane as Kaladesh. In my notes, I’ll refer to the plane by its current name, Avishkar.