
Ubisoft has revealed the process behind creating new Operators in 'Rainbow Six Siege.' Rather than simply adding new characters, the approach involves analyzing the existing game meta, defining the necessary role, and then completing the gameplay, appearance, and backstory.
During a media briefing held in Osaka, Japan, Rainbow Six Siege Creative Director Joshua Mills presented the development process of Noor, the Egyptian Operator introduced in Year 11 Season 3. Director Mills explained that the goal of a new Operator is not merely to expand player choices, but to introduce new variables to existing tactics and continuously shift the game's meta.
Development of Noor began from the determination that a counter was needed against Shield Operators, whose influence was growing at the time. The development team analyzed the combat environment shaped by existing Shield Operators, including Blitz, alongside the remaster of Blackbeard, and conceptualized a new ability to counter them. At the time, Director Mills' direction to the development team was, "Make these three cry."
This design direction was compiled into an initial pitch document titled 'Starter Kit.' Noor was given specific criteria: the ability to decisively counter shields while leaving room for use in other situations, as well as being easy for anyone to understand and operate. A key goal was ensuring that even new players unfamiliar with Shield Operators could respond intuitively.
Following this, the gameplay team created three prototypes: 'Olaf,' 'Kraken,' and 'Fireworks.' Olaf possessed the ability to spray a vision-obscuring substance onto shields, while Kraken immobilized shields or disarmed them. Ultimately selected, Fireworks was an ability that countered Shield Operators with fire, which later evolved into Noor's unique gadget, the 'Horus Lance.'
Even after deciding on the basic direction of the ability, numerous design changes followed. The team evaluated whether the device should be thrown, deployed, or used as a launcher, ultimately designing it as a separate gadget distinct from primary weapons to secure freedom for future balance adjustments. In the end, a launcher format capable of firing two shots was chosen—a result reflecting the design intent of providing a second chance even if the first shot missed.
The character's lore and appearance were also developed alongside gameplay. Noor is a 28-year-old Egyptian male with a backstory as the son of an existing Operator. The development team researched equipment and attire of local military organizations and gathered feedback from players across the Middle East and North Africa region. The development team was particularly pleased when players who saw the early concept art reacted by saying, "I know someone like this."
Physical models were crafted to ensure realistic representation of the equipment. The Horus Lance took design inspiration from camping gas stoves, canisters, and 40mm grenades, with the development team 3D-printing the gadget for use during motion capture sessions. Animations were also created differently based on the structure of opposing character gear. While standard Operators remove the Horus Lance with a knife, Montagne features a dedicated animation where he folds his shield to remove the device.
Director Mills emphasized that development does not end simply because an Operator is released. Every time a new character is added, interactions between existing equipment and abilities must be reviewed, and whenever game systems change later, even previously released Operators must be re-checked. He explained that unexpected new interactions are sometimes discovered even in Operators released over seven years ago.
Ultimately, Noor was completed through multiple prototypes and iterative testing, originating from a single goal: countering Shield Operators. Director Mills explained that this process—where new Operators bring changes to existing tactics, and those changes in turn influence the development of future characters—drives the continuous evolution of 'Siege.'

