Overwatch 2βs Rio de Janeiro map inspired by classic Counter ... - Dexerto Check more at https://m-ultratools.com/overwatch-2s-rio-de-janeiro-map-inspired-by-classic-counter-dexerto/
Check out Overwatch Assistant Game Director Aaron Keller talking with Ars Technica about the production of the Rialto map.
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.
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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
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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 FraaΓ - 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. Β©Blizzard Entertainment Inc 2023. Thanks to the entire Overwatch team.
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. Β© 2022 Blizzard Entertainment, Inc. All rights reserved.
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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, GaΓ«tan Montaudouin, Andrew Klimas, Nate Bowden, Lindsay Johnson, Phil Wang, Lan-Fang Chang. Β© 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. GaΓ«tan 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