This year’s TennoCon was exceptionally significant as it marked its tenth occurrence. Over time, it has grown from a modest gathering into what might be London, Ontario’s largest event. I had the opportunity to chat with Community Director Megan Everett and Design Director Pablo Alonso about the evolution of TennoCon and the unique elements that have kept Warframe popular for a decade.
Let’s start with introductions
Pablo: I’m Pablo Alonso. I’m the design director on Warframe.
Megan: I’m Megan Everett. I’m the community director on Warframe.
It is the tenth TennoCon this year. Did either of you think it would grow this big?
In the early stages of creating Warframe’s beta version, I recall conversing with one of our UI designers. We were unsure if this project would be successful or not, as we were still figuring it out. I jokingly told him that we might be fortunate enough to continue working on this for five years. Amazingly, here we are, a dozen years later! It’s hard to believe anyone could have foreseen this success. The unpredictability of live service games is evident from countless examples throughout the industry.
Megan: When I first began, I had discussions that were quite similar. As I looked around, I saw veterans who had been here for 10 years, even 20 years. I couldn’t help but wonder what Warframe would be like in five years. Now, with 12 years under our belt, I never anticipated we’d reach where we are or accomplish what we have. It’s an incredible, unexpected journey we’ve embarked on.
At TennoCon, I recall discussing with Reb (Rebecca Ford), who was then Community Director and is now Creative Director, the idea of organizing our most significant community event yet. We mused about hosting a Warframe event exclusively for our fans, envisioning what such an event might entail.
In the RBC Center, which has always been a part of our landscape, there was simply a ballroom – just a single room. We managed to squeeze everything into it, crossing our fingers for success. This experience, inviting all those players and feeling the immense pressure to keep them entertained, was something entirely new to me. I must admit, I was quite terrified.
1. Our 10th endeavor is going so smoothly that we’re able to host a concert now, which has surpassed any event I envisioned we could stage. This achievement showcases the growth of our team, the game, and the community’s support, as we strive once more to offer them an enjoyable new experience in the same location.
2. With our 10th attempt turning out successfully enough for us to be putting on a concert, it’s safe to say that the event has reached unprecedented heights. This success underscores the advancements made by our team, the game, and the community, as we aim to continue providing an entertaining experience in the same city.
3. The fact that we can stage a concert with our 10th attempt is a testament to how far the team has brought the game, how supportive the community has been, and our desire to keep delighting them with fresh experiences in familiar surroundings.
4. Our 10th effort going well enough for us to host a concert signifies that we’ve reached new heights with this event. It showcases the progress made by our team, the game, and the community as we continue to offer an exciting experience in the same location.
5. With our 10th project yielding results good enough for us to organize a concert, it’s clear that we’ve scaled new heights with this event. This achievement reflects the team’s achievements, the game’s evolution, and the community’s support as we work to provide another engaging experience in the same locale.
Absolutely, I recall that moment well. Initially, there was a lot of uncertainty with thoughts like, “Will anyone be coming to London?” But soon enough, it shifted to an excitement-filled realization that “Everyone seems to be heading to London.
Megan: I’m experiencing a memory of the past. We mentioned that we’d host a cosplay competition if anyone showed up in costume. Frankly, we didn’t expect anyone to put in the effort to dress as a Warframe character and attend this event. Thus, I was prepared to organize a cosplay contest just in case.
I received a message over my walkie-talkie, instructing me to head to the side stage because it’s time for the cosplay event. Upon arrival, I found around twenty people dressed in costumes. Despite our grand production, I can’t shake off the lingering fear from 10 years ago that no one will participate in the cosplay. Beneath the surface, that anxious Megan is still there, hesitant about turnout.
Do you have a favourite part of the convention?
Megan: With my duties expanding to conduct live demos, despite finding it intimidating and overwhelming, it’s an incredibly fulfilling experience that tops my career highlights annually. The developers trust me with steering the ship, and Pablo understands this. He messages me daily, guiding me on where to go, what to do, and where to look. I’m ready to follow his instructions because it’s their project, I’m simply the one behind the wheel.
I have a deep affection for cosplay. It holds a special place in my heart, as it was something I initially spearheaded. To this very day, I find it astonishing – despite being involved for 12 years – that people would dedicate their time to create artwork or costumes based on our game.
How does doing the live demo on stage compare to doing it during devstreams?
Despite not being able to see you all, I sense your presence and appreciate your attention as you tune in. My hands tremble, I sweat, and feel a chill, yet nothing compares to the thrill of performing live demos in such an atmosphere, with half a million spectators watching. This is why you’re here, after all. What makes me most anxious is ensuring that I do proper justice to the effort put into this work.
There are certain instances during this that I need to focus on, specifically the smaller details that will significantly affect the demonstration. I want to ensure I deliver accurately, so I rehearse, rehearse, rehearse. I’m extremely anxious, and even in development streams, I become quite tense.
This year, Reb inquired about something since we’ve been quite occupied. She essentially asked, “Is there a chance you could do this this year? I’m aware you’re swamped.” To which I replied, “Reb, it brings me immense happiness. Please allow me to take on the task.” I am more than willing to carry out this task every single year.
Do either of you have a stand-out, best TennoCon moment from the years?
Megan affirmed, “Yes, I do.” And there are times when I yearn for that thrill, so I’ll tune in. In fact, I plan to rewatch the unveiling of Plains of Eidolon from 2017, once the doors open and the crowd erupts with emotion.
As a gamer, let me share my experience: Just like everyone else, I was part of the crowd. The moment that door swung open, emotions flooded out – I couldn’t help but shed tears. It was pure insanity!
Megan: I can vividly recall the feelings from that instance as it was when Reb and I were presenting together. The sensation of those doors opening and the response we received gives me goosebumps even now. It was a moment where we could both say, “We’ve accomplished it. We’ve delivered.” Last year might have been our zenith, much like 1999. Even the Whispers in the Walls that led into 1999 with the Nine Inch Nails performance. Hearing that song takes me back to a place where my brain starts racing, and I get excited. Those moments of astonishment and wonder.
Pablo: Surrounded by cheering fans and their thunderous applause, it’s like a thrill I’ve pursued for a decade. Last year, though, I had an embarrassing instance that I didn’t even realize at the time. It wasn’t until Rebecca’s mom shared a video with me that I saw it. As I stepped onto the stage, Sheldon introduced me. Then, I waved to the crowd and blew them a kiss.
I found myself quite mortified. In truth, it left me puzzled – I can’t recall performing such an action. After all, imagine standing before a crowd of 3000, cheering for you. It’s challenging to decide on the right response.
Megan mentioned getting instructions on where to look during streams. How do you tailor your designs during normal, fast-paced gameplay to draw players’ eyes?
Pablo: Typically, our demos correspond closely with the quests we create. The quests aren’t frantically speeding along at 100 miles per hour. Instead, they are generally easier for one person because they’re solo adventures. It’s less about the action and more about the narrative, focusing on the story.
In calm moments within a quest when players need to observe or solve something, it’s simpler to manage the pace because you can more easily direct their attention. During active missions where combat is the focus, however, players won’t have time to notice what you want them to see.
As a player, I find myself navigating two distinct realms: one calls for a more structured approach with familiar game design cues guiding me, especially during quests. It’s like walking a well-trodden path. On the other hand, regular gameplay offers an expansive playground, inviting exploration and providing numerous choices on where to go, who the enemies might be, and so forth. Here, it’s about creating space for unrestrained movement and decision-making.
The design of Warframe has always been key to its success. Where does the inspiration come from for all the Warframes, weapons, and enemies?
Pablo: What makes Warframe stand out is its distinct look, feel, and creation process – nothing else resembles it. The way we craft it sets it apart. I believe this uniqueness is the secret to its enduring popularity; if you’re a fan of Warframe, there’s simply no other game quite like it.
To reach our goal, we built upon a creative foundation laid by Mynki (Michael Brennan), who served as our art director in the past. Mynki had an exceptionally innovative perspective on design, often creating unconventional pieces that were intriguing and effective. Alongside another talented artist, Kit Thompson, this unique vision resulted in designs that truly inspire us.
As a designer, viewing those unique creations prompts me to think, “I’d love to infuse some unusual charm into it.” Titania serves as a fantastic illustration. I recall that when we unveiled Titania, we simultaneously introduced a fairy character. And you can clearly see the quirky appearance of Titania.
In simpler terms, the characters in this game are like those you’d find in a fairy tale, but with Warframe, we purposefully make things unusual. Essentially, a scarf in Warframe isn’t just a regular scarf; it needs to be uniquely Warframe-ified and given a twist.
Out of the sixty or so Warframes so far, do you have a favourite?
Pablo: It’s akin to deciding between my children, one of which I didn’t personally create. Although I did modify it at some point, it wasn’t something I originated on my own. I have a strong affinity for Nesha. I find it less self-centered to express appreciation for something not created by me.
Megan stated that she didn’t create any of them, but her personal preference leans towards Valkyr due to obvious factors. However, her deep fascination is with Dante. She finds him incredibly intriguing and unique, both in his literary work and his magical abilities. To her, using Dante feels effortlessly convenient. Essentially, Dante satisfies a particular interest of hers.
Have there been any Warframes in production that you have had to scrap?
Pablo: To be honest, I often find myself doubting the success of a document I write. When it comes to live games, though, there’s no room for second thoughts because once an idea gets past the written stage, it has to function smoothly without any chance for revisions.
Luckily, I’m quite adept at determining whether something will succeed or not. Whenever I encounter uncertainties, I always clarify my doubts, and we proceed to create prototypes for those uncertain areas without investing heavily in them.
Megan: Absolutely, I don’t view us as disposable. We’re better suited for future use. For instance, Kaz (Kaz Adams) conceived the idea and design for the Warframe called Temple. It was an idea that Kaz had previously, which we found appealing, but it isn’t compatible with our current plans at this time.
Then, starting from 1999, we focused on music, particularly guitar-driven rock and roll. We agreed to revisit this style as it aligns with our current project. It’s not something we discard; rather, we keep it in storage for when the moment is opportune. Once the time is ripe, we’ll bring it out and get to work on it.
Finally, can you sum up what the Warframe community means to each of you?
Megan: Warframe has become an integral part of my life, having spent a dozen years immersed in it. I’m aware that some individuals have been involved for even longer and contributed to games predating Warframe, or have been with us since its very beginning on the release of Warframe. What truly amazes me is the unwavering support this community has shown towards us.
Back then, about 12 years ago when Reb introduced me to this game, it was already thriving. Yet, there was a need for more hands on deck. The fact that our dedicated community has stayed with us all this time, showing their unwavering support through watching our developer streams, making the trip to London, Ontario – not exactly the liveliest place – just to hang out and meet us, that’s nothing short of amazing!
Our interactions have had their highs and lows, but through every challenge, they’ve provided us with valuable feedback, maintaining a consistently honest relationship. This project has always been about collaboration, and it’s remarkable how the unusual decisions we’ve made, particularly in recent times, seem to align with our unconventional spirit.
Other day, I discussed a point about apprehension regarding integrating a boy band into the music scene of 1999, as it might dissuade fans, since blending rock and roll with boy bands could seem incongruous to them. What astounded me was our capacity to innovate while maintaining acceptance within our community, exchanging feedback and ideas effortlessly. Honestly, I’m amazed by the camaraderie in this group. Warframe is not just a game for me; it’s my life, and this community is my life too. Rest assured, I’ll stick around until there are no more players left. Even if only one player remains, I’ll still be here.
Pablo: I’m not sure if I could express it any better. As a game developer, there’s no greater aspiration than having people show such intense interest in the game you’re creating. It’s heartbreaking to watch something so meaningful, filled with art and hard work, vanish into oblivion without being appreciated.
It’s truly rewarding for us developers to work on a game like Warframe, where our players exhibit such fervor. During TennoCon, I encountered a bearded adult who declared, “I’ve been playing since I was 12,” which left me astonished. It’s incredible to witness such dedication and enthusiasm from players, particularly those who contribute creatively through projects like TennoGen. I’m constantly impressed by the fan art I come across on Twitter, as it embodies a shared passion and investment in Warframe that significantly enhances the game.
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2025-07-23 17:20