Check out Overwatch Assistant Game Director Aaron Keller talking with Ars Technica about the production of the Rialto map.
Nepal is a 'Control map', meaning it consists of 3 different symmetrical points in 3 differently themed areas: Mountain Village, Shrine, and Sanctum. The big challenge with these Control maps, are the themes that need to be different enough to
I worked primarily on the 2nd stage of the Ilios level where I was responsible for the majority of the modeling and texturing of the architecture. My good friend and co-worker, Thiago Klafke worked on the first stage and we did a lot of collaborating and brainstorming to make sure the transition between the 2 stages felt seamless so you didnt feel like you got teleported to another island when you went from one stage to the next. Andrew Klimas did an amazing job on the dropship and Bram Eulars crushed the 3rd temple stage. Big shout out to the prop department for all their hard work and of course to Dion Rogers for the vegetation and lighting, which really brought the whole level together. This is by far the level I enjoyed working on the most and I'm really proud of how it turned out.
Busan is a 'Control map', meaning it consists of 3 different symmetrical points in 3 completely different themed areas: Downtown streets, Sanctuary temple and the MEKA Base. Since the themes of this map are so vastly different and unique, it meant
As a Portuguese person, this is probably one of the most important and coolest maps that I have worked on for the Overwatch franchise. I have had a hand in every single map that we have built, in one way or another. I wanted to apply everything that I have learned during the past decade working on this game, and bring in the vibrant and cozy streets that I grew up around. I led the team through the process of map building for this richly themed competitive shooter. To ensure the success of this map, it was important to involve Art very early on with Level Design. This allowed us to truly bring in the unique feeling of the narrow Portuguese streets and the traditional flavor of the architecture. The map was designed to be fun to play and have beautiful composition, even from its inception stages (Blockout Design). Like all Overwatch maps, this one is divided into three larger sub-themes. The historical center in the middle showcases recognizable architectural elements, such as the tower (which we have taken some stylization liberties with, like everything else). The traditional residential area and classical architecture style where the spawn rooms are located make up the other two sub-themes. For both gameplay and art, it was important to uniquely theme every single interior in the game. This means that every restaurant, shop, bakery, and so on, has its own unique theme and set dressing. Even just walking around the map should feel like a touristic experience that has its own story beats and pacing. For a little more information on the making of the art, design and audio experience of the map please check out the blog post: https://news.blizzard.com/en-us/overwatch/23865963/voyage-to-esperanca-a-portuguese-city-built-on-tradition-brilliance-and-hope Extra credits to the very talented Blizzard Team 4 environment team. © 2022 Blizzard Entertainment, Inc. All rights reserved.
Oasis was the fourth Control map released and the first one released since Overwatch shipped. The City Center and University points were both blocked out by me while Thiago Klafke handled the blockout and finalization of the Gardens area. This map is laid as a circle around the central tower that was concepted first by Nick Carver and then Phil Wang and built by me. After the blockout stage I was mostly focusing on finalization of the City Center with help on a bunch of structures from Thiago Klafke and Phil Wang and spawn interior finalization by Andrew Klimas. The University part was largely finalized by me with additional work and layout changes on the spawn rooms by Bram Eulaers. Backgrounds and background vehicles were made by me. Additional credits for props, set dressing, lighting, vehicles and organics go out to Dion Rogers, Helder Pinto, Phil Wang, Nathan Bowden, Lindsay Johnson and the rest of the Overwatch Art team. Level Design was handled by Aaron Keller and David Adams.
philipk
Hey everybody, I had the pleasure doing some of the 3D Environment work on the Overwatch 2 - New Junk City! My role was as a Junior Environment Artist at Airborn Studios to make the exterior of the Refinery, some of the interior hallways of the Refinery and the 2 signs for the spawnrooms. Our team worked on the Ducts and Refinery Exteriors and Interiors. https://www.artstation.com/airbornstudios Lead Environment Artist: https://www.artstation.com/benjamin_sauder 3D Environment Artists: David Fraaß - http://www.digitalbalance.de/ https://www.artstation.com/bartndv https://www.artstation.com/gabh Game Design, Base Level Art, Set Dressing, VFX, and Lighting done by the Overwatch Environment team at Blizzard with Phil Wang as Environment Art Lead. Concept Work done by Blizzard and Airborn Studios under the Art Direction of Peter C Lee. All other work by Blizzard Entertainment. ©Blizzard Entertainment Inc 2023. Thanks to the entire Overwatch team.
This is some environment work I did on the Black Forest map for Blizzard Entertainment's Overwatch. I was responsible for creating the map from the block out stage to the final product. Other then the props and vegetation I worked on most parts of the map in these screenshots. A lot of the textures and models have been reused from the Eichenwalde map. Bram Eulaers created the terrain shader that helped us portray the rainy mood in this map. All Overwatch maps are a group effort. The following artists not only share in the credit of these works and others but are also some of the most talented individuals I have had the pleasure of working alongside: Bill Petras, Dion Rogers, Bram Eulaers, Philip Klevestav, Helder Pinto, Thiago Klafke, Gaëtan Montaudouin, Andrew Klimas, Nate Bowden, Lindsay Johnson, Phil Wang, Lan-Fang Chang. © 2018 Blizzard Entertainment, Inc. All rights reserved.
Midtown is a hybrid PvP map for Overwatch 2. I had the honor of being map lead on this level and got to work with some incredible talent to bring this location to life. I got teamed up with concept art Al Crutchley and we had a ton of fun brainstorming ideas and coming up with the best way to translate New York through that Overwatch style. Phil Wang tanked Grand Central Station while the rest of the city was being built up. He also did a ton of work on the background buildings. Helder Pinto hit the asphalt texture as well as a polish set dressing pass. Fabien Christin did the inital lighting pass with some Peter Tran Polish. Gaëtan Montaudouin was on vehicle duty including all the trains. Lindsay Johnson and her crew did a ton of props. Dion Rodgers on Art Direction. Of course, many others had hands on making this map what it is. Big shout out to team 4. Especially the environment team! <3
This was a massive team effort from so many people! Helder Pinto worked on the lighting before me and then passed it on to me for polishing and finalizing it. I was responsible for the lighting. ___ Art directions by Peter Lee and Dion Rogers. https://www.artstation.com/peterconcept Art lead by Helder Pinto https://www.artstation.com/helderp ___ And a massive shoutout to the worldbuilding art team! Philip Klevestav https://www.artstation.com/philipklevestav Travis Castillo https://www.artstation.com/darkrusader Lucas Annunziata https://www.artstation.com/lucasannunziata Dan McGowan https://www.artstation.com/danielmcgowan Courtney Vogel https://www.artstation.com/courtneyvogel Peter Tran https://www.artstation.com/petertran Phil Wang https://www.artstation.com/rush Thiago Klafke https://www.artstation.com/thiagoklafke Julia Nguyen https://www.artstation.com/juliatngn Marie Lazar https://www.artstation.com/pixelbutterfly Molly Warner https://www.artstation.com/mollywarner Enya Oreshkin https://www.artstation.com/thefoxespaw Bryan Shannon https://www.artstation.com/gula Alysson da Encarnação https://www.artstation.com/karalysson Kyle Tallant https://www.artstation.com/skmokyle Lindsay Johnson https://www.artstation.com/ljohnson Seokki Kwon https://www.artstation.com/seokki81 Tim Wasson https://www.artstation.com/timwasson77 Justin McMillan https://www.artstation.com/justinmcmillan Steven Rich https://www.artstation.com/srich Serina Mo https://www.artstation.com/serinamo Llia Yu https://www.artstation.com/lliaart Lina Yoo https://www.artstation.com/linainabox Andrew Menjivar https://www.artstation.com/andrewmenjivar Al Crutchley https://www.artstation.com/alcrutchley And a special thanks to Fabien Christin for everything he has done for our engine with the lighting! https://www.artstation.com/fabienchristin We also couldn't have done it without the support of our producers, QA, sound, tools, engine, VFX, live ops, concept art, tech art, any former team 4 artists and external people!
Explore larxian's 655 photos on Flickr!
https://www.facebook.com/hardsurface3d/ This is some environment work I did on the Busan map for Blizzard Entertainment's Overwatch. I was responsible for taking the Capture Point area of the Mech Base from the block out stage to the final product. All Overwatch maps are a group effort. The following artists not only share in the credit of these works and others but are also some of the most talented individuals I have had the pleasure of working alongside: Bill Petras, Dion Rogers, Bram Eulaers, Philip Klevestav, Helder Pinto, Thiago Klafke, Gaëtan Montaudouin, Andrew Klimas, Nate Bowden, Lindsay Johnson, Phil Wang, Lan-Fang Chang. © 2018 Blizzard Entertainment, Inc. All rights reserved.
This is some environment work I did on the latest map for Overwatch, Paris. I was mainly working on the last area of the map, the chateau.
This was the first map I had the honor of being in charge of for Overwatch 2. I was handed a grey box blockout and worked together with amazing concept artist Al Crutchley to bring this map to life. This was revealed at Blizzconline 2020. Phil Wang also had a huge hand in working on this map and killed it in modeling the background buildings and also handling the Grand Central Station facade and interior. Helder Pinto helped with some street polish and vehicles along with Gaëtan Montaudouin. Fabien Christian on lighting. Lindsay Johnson worked with her team to create tons of props and did lots of set dressing as well. We had great art direction from Dion Rogers and Billy Petras as well. The whole Overwatch environment team always chime in with amazing feedback along the way and this would not have been possible without all their feedback. Its a group effort that allows us to reach the quality we do!
Environment work I did on the "Nepal" map for Blizzard Entertainment's Overwatch. I worked mainly on interiors and some of the buildings. The majority of the architecture in this map was done by Philip Klevestav. Dion Rogers and Helder Pinto took care of the lighting and set dressing, while Andrew Klimas made the Dropship. These screenshots feature a lot of my work but of course this map is a culmination of team effort. Extra credits: Amirali Shojaei, Bill Petras, Nick Carver & the rest of the Overwatch team. © 2016 Blizzard Entertainment, Inc. All rights reserved.
This is the first Overwatch map where I got to take ownership of an area and take the architecture from start to finish. Philip Klevestav did the pyramid at the end of the map. Dion Rogers was responsible for lighting and vegetation and the prop team, led by Nathan Bowden did props. The env team participated in set dressing and decal placement. Bill Petras was the art lead. Making a nighttime map brings with it certain challenges, eps for a competitive game where you want to make sure there's plenty of visibility for the player. You don't want the map to bee too dark, making it hard for the player to navigate but also not so bright that it breaks the illusion of the evening setting. I am very proud of the end result and I had a great time making this map and for those of you that play the game, I hope you had fun playing it.