IDC Games

Brawlhalla · 2026-10-02

From Cosmic Pet to Playable Fighter as Brawlhalla Reveals How a Legend Is Made

Creating a new Brawlhalla Legend involves considerably more than choosing two unused weapons and drawing six Signature attacks. Blue Mammoth Games has opened the development room behind Qinghua & Baobao , bringing together members of the team including WhiteSheepie, Foda, Steven and Mike to explain

Creating a new Brawlhalla Legend involves considerably more than choosing two unused weapons and drawing six Signature attacks. Blue Mammoth Games has opened the development room behind Qinghua & Baobao, bringing together members of the team including WhiteSheepie, Foda, Steven and Mike to explain how the game's 70th Legend evolved from a character concept into one of the most unusual playable duos in Valhalla.

The new How Qinghua & Baobao Became Legends feature arrives several weeks after the pair joined Brawlhalla on August 19 with Patch 10.10. Armed with Cannon and Orb, Qinghua technically occupies the player-controlled role, but virtually every part of her identity has been designed around Baobao, the tiny Voidspawn companion whose involvement transforms ordinary weapon attacks into miniature pieces of character animation. The result illustrates the central challenge Blue Mammoth faces whenever it expands a roster that has now reached 70 Legends — the underlying combat language must remain readable and competitive while the newcomer still needs to feel immediately different from everyone who came before.

A new Legend begins before anyone thinks about frame data

Qinghua and Baobao are built around a simple contradiction. Qinghua grew up on the moons of Nephrite-33b, where children are taught to fear Voidspawn capable of consuming entire moons. When the young starscout discovered an orphaned larval Voidspawn, protocol demanded that she report the creature so it could be destroyed. Instead, she named it Baobao and effectively adopted one of the most dangerous organisms in the galaxy.

That idea immediately gives the duo something stronger than a mechanical hook. Qinghua is an enthusiastic interstellar adventurer while Baobao is simultaneously an adorable pet and a creature officially classified as a galactic-level threat. Their journey across restricted space, frozen stars and wormgates eventually sends them accidentally through a Bifrost bridge and into Valhalla, where their combined abilities make them natural competitors in the Grand Tournament.

For a fighting game character, that relationship also provides animation opportunities everywhere. Baobao does not merely follow Qinghua around as a decorative companion. The creature becomes part of the attacks themselves, giving Blue Mammoth a way to make almost every Signature communicate the central relationship without requiring dialogue or exposition during a match.

Cannon and Orb create a combination Brawlhalla had never used before

Qinghua & Baobao arrived with Cannon and Orb, becoming the first Legend to combine those two weapon types. Their base statistics are 5 Strength, 4 Dexterity, 5 Defense and 8 Speed, placing the pair clearly toward the faster side of Brawlhalla's roster rather than turning Baobao's enormous implied power into a slow heavyweight archetype.

The pairing also gives the design team two very different combat languages to work with. Orb is relatively compact and fluid, supporting quick movement and versatile strings, while Cannon provides longer, heavier commitment and explosive horizontal movement. Competitive analysis since release has already highlighted Orb as the more flexible damage-building option while Cannon offers greater commitment and stronger reward when its slower attacks connect.

That contrast gives the Legend a natural internal rhythm. Qinghua can use Orb to control space and accumulate damage before shifting into Cannon for more forceful engagements, but the signatures ensure Baobao remains visible regardless of which weapon is equipped.

Baobao is effectively a second animation system

The Orb Signatures make that partnership particularly obvious. During the Neutral Signature, Qinghua sends the Celestial Puzzle upward and Baobao chases it through the air, creating an anti-air attack whose path changes direction during the sequence. The Side Signature again turns the Orb into bait, sending it toward the opponent before Baobao follows for the second part of the hit. The Down Signature has the creature circle beneath Qinghua while pursuing the Orb, creating a moving attack that can also be used around the edge of the stage.

Cannon pushes the idea considerably further. Qinghua's Neutral Signature effectively fires Baobao out of the Cannon, while the Down Signature lets the Voidspawn unleash a burst of green energy beneath the hovering fighter. The Side Signature is perhaps the clearest example of Blue Mammoth using gameplay to communicate personality, with Qinghua riding her Sun Seeker Cannon like a cosmic surfboard as its propulsion increases with charge time.

Fully charging that attack adds a particularly unusual consequence. Push it beyond the safer charge window and the Cannon overloads, producing a powerful explosion but leaving Qinghua temporarily unarmed. Blue Mammoth even had to address a Morph-specific bug in Patch 10.11 where that state could incorrectly become permanent after switching characters, illustrating how a character-specific animation idea can create mechanical edge cases elsewhere in Brawlhalla's systems.

Personality has to survive competitive readability

That is where building a Brawlhalla Legend becomes more complicated than creating impressive animation. Every Signature needs to communicate who the character is, but it also needs an understandable startup, active area and recovery that opponents can learn to read.

Baobao could easily make that problem worse. A creature capable of leaving Qinghua's immediate position means attacks can visually occupy unusual areas of the screen, potentially making the actual threat difficult to understand. The finished kit repeatedly solves that by giving the creature clear trajectories tied to familiar weapon actions. The Orb moves first and Baobao follows it, the Cannon points in the direction of the threat, or Qinghua's movement telegraphs where the attack is going.

That balance between expression and legibility is one of the recurring realities of fighting-game character design. A Signature that looks spectacular but obscures where its hitbox begins is frustrating competitively; one designed only around mechanical efficiency can make a supposedly distinctive character feel interchangeable with the rest of the roster.

Qinghua & Baobao work because the animation premise itself explains many of their attacks.

Mike Bedsole represents the animation side of that equation

One of the developers appearing in the new feature is Mike Bedsole, Blue Mammoth's Lead Character Animator. His involvement is particularly relevant for a Legend whose identity depends so heavily on coordinated movement between two separate characters. External documentation of Blue Mammoth's development process describes character creation as highly collaborative across artists, animators, designers, producers and programmers rather than a linear handoff between isolated departments.

That becomes especially important when animation affects gameplay timing. Qinghua needs to move convincingly with Orb and Cannon, Baobao needs enough personality to behave like an enthusiastic pet rather than a projectile with eyes, and both characters still need to complete those performances inside the precise timing windows demanded by a platform fighter.

Blue Mammoth has demonstrated similar attention to animation research with earlier Legends. During the development of Vivi, for example, the studio researched real capoeira movements and incorporated recognizable techniques into her attacks rather than simply using vaguely martial-arts-inspired poses.

Qinghua & Baobao present the opposite challenge. There is no real-world reference for firing a moon-eating space creature out of a Cannon, which means the team has to invent motion that still looks physically and emotionally coherent.

Foda brings the competitive design perspective

The video also includes Foda, Brawlhalla's Design Lead, whose background stretches back through both competitive play and the development of the game's esports ecosystem.

That perspective matters because every new Legend enters a competitive roster with years of established matchups behind it. Introducing a unique weapon pairing creates new interactions immediately, but Signatures cannot simply be evaluated in isolation. Their reach, startup, recovery, force and positional utility all interact with Cannon and Orb's existing light attacks, movement options and true combos.

Qinghua & Baobao's 8 Speed further changes what would otherwise be straightforward Signature tuning. High mobility affects how easily the pair can establish spacing, return to neutral after an exchange or threaten particular areas of the stage. A move that might be reasonable on a slower Legend can become considerably more dangerous when attached to someone capable of reaching the required position more consistently.

The final design therefore has to satisfy two very different goals at once. It needs to make players feel as though Qinghua and Baobao are improvising their way through a cosmic adventure, but underneath that presentation remains a carefully constrained collection of hitboxes, movement values and recovery windows.

WhiteSheepie shows why creating a Legend is also a production problem

WhiteSheepie serves as Lead Producer on Brawlhalla, coordinating what the development team is working on across the project. That role highlights another side of character creation that players rarely see.

A Legend touches numerous departments before release. Concept art needs to establish the silhouette and relationship between the characters. Gameplay design needs weapons and Signatures. Animation has to build every attack, movement state and reaction. Effects need to make Baobao's Voidspawn abilities readable without overwhelming the screen. Audio needs to support each impact. UI requires portraits, icons and store material. Lore has to explain why the character exists in Valhalla at all. Cosmetics must be ready for launch, while quality assurance needs to test the entire package across Brawlhalla's many modes.

Qinghua & Baobao launched with three skins — 2001 Skate Odyssey, Lunar Rabbit and Automaton — plus an Avatar and Emoji Skin, meaning the work extends well beyond producing a single base character model. Reaching level 50 with the Legend even awards two separate titles, The Voyager and The Void, reinforcing that Blue Mammoth treats them as two characters sharing one playable slot.

The result is a good example of why even a relatively small-looking roster addition represents months of work across a live-service fighting game.

Qinghua and Baobao became Brawlhalla’s 70th Legend

Their release also marked a significant numerical milestone. Qinghua & Baobao are officially Legend number 70, following Aurus earlier in 2026 and continuing a roster that has expanded steadily since Brawlhalla's early years.

That number makes originality increasingly difficult. Early in a fighting game's life, large portions of the obvious archetype space remain untouched. Seventy characters later, almost every straightforward weapon fantasy has been explored somewhere, and new Legends need stronger conceptual hooks to avoid feeling like recombinations of earlier ideas.

Blue Mammoth's answer here is not to invent another weapon. Cannon and Orb already existed. Instead, the studio changes the fantasy surrounding them. The Orb becomes a toy for cosmic fetch, the Cannon doubles as a surfboard and Baobao herself turns familiar attacks into something that no other Legend could convincingly perform.

That is arguably the most revealing lesson from the behind-the-scenes feature. Mechanical novelty does not always require adding another system. Sometimes it comes from finding a character concept capable of making existing systems feel new.

The duo arrived after a concentrated month of developer showcases

Blue Mammoth has also spent unusual effort showing the community how the pair were built. Shortly after their August 19 release, the official Brawlhalla channel hosted a Qinghua & Baobao behind-the-scenes art stream on August 28, followed by the hour-long How to Make a Legend developer broadcast on September 1.

The new feature condenses that development discussion into a more accessible look at the process, bringing production, gameplay and animation perspectives together rather than presenting Qinghua & Baobao only through trailers and patch notes.

That is useful for a game whose finished characters can appear deceptively simple. Brawlhalla's visual language is intentionally readable, its controls are relatively compact and every Legend ultimately shares the same fundamental movement system. The amount of iteration required to make one of them feel distinctive is therefore easy to underestimate.

Qinghua and Baobao make that work unusually visible because virtually every design problem is doubled. One playable Legend contains two personalities, two animated bodies and one mechanical kit that still has to communicate cleanly in the middle of a fast competitive match.

A Legend is finished when all of those pieces feel like one idea

The final Qinghua & Baobao design succeeds because the lore, weapons and animation all keep returning to the same relationship. Qinghua is the fearless explorer who treats a catastrophic cosmic creature like her best friend. Baobao is both pet and weapon, following the Orb, launching from the Cannon and helping turn ordinary combat into another game between the two.

Nothing in that premise inherently dictates 5 Strength, 4 Dexterity, 5 Defense and 8 Speed, nor does lore automatically produce balanced Signatures. Those pieces require developers from very different disciplines to repeatedly adjust the concept until personality and mechanics stop feeling separate.

That is ultimately what Blue Mammoth's new feature is showing. A Brawlhalla Legend is not created when someone finishes the concept art, writes the lore or designs a strong attack.

It becomes a Legend when all of those things start looking like they were always meant to exist together.

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