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INSPIRATION
Originally to be Blizzards new IP, Titan
Was canceled after 6 years of development
MMO and FPS mix
Designed to draw a gigantic fanbase like World of Warcraft
Abilities and skill tree development led to a variety of skill
combinations that were too overpowered
Results were too cluttered and confusing
Environment Design
Each level uses shape design to continue Overwatchs story into the
levels themselves.
Curved shapes are used in futuristic settings while squared shapes
are used for classic architecture and design.
These design choices combined with other storytelling elements
give each level a unique atmosphere.
Inspirations
Each level pulls from the architecture and shapes of the real world
locations they are based on, giving each map a level of authenticity
that helps keep it grounded in reality.
LIGHTING/ATMOSPHERE
Colorful and Well Lit Environments
Most of maps are outdoor environments with bright sunlight.
Indoors are also well lit with ambient light and other sources.
Even the night time maps have lot of street lights and bright signs which
makes it easier to spot things and doesnt hinder gameplay
Abilities and effects have colorful and distinctive lighting style that grabs Bright and colorful abilities makes it
your attention and easily helps you identify it. easy to distinguish them
Overall the Atmosphere and lighting is very well done and improves the
overall quality of the game.
Night Time maps are clearly lit. Sometimes the bright lighting and bloom effects
make it hard to see clearly. Dynamic and Real Time lighting effects
VISUAL EFFECTS
Visual Effects in Overwatch stick to the over-the-top cartoon theme and thats shown in the stylized
explosions and muzzle flashes in the game.
The muzzle flashes are brief and appear to be emitted on quads or a premade spiky mesh.
These meshes are most likely rotated and scaled every time they are spawned.
Explosions often use a combination of parts, from unique mesh assets to particle VFX. This is
shown in the series of frames showing Junkrats Wheel exploding.
The visual effects for hitting a wall follow similar guidelines to that of the muzzle flashes.
Hit flashes start small, and scale up over time and then start fading away.
Hitting a wall
Diversity of Experience
Wide Range of environments and experience in maps Clarity of Space
Maps must have a good mix of fight hallways for our close range We should strive to design levels to be as simple
heroes contrasted with long range areas for our sniping heroes. and elegant as possible.
A map should feature as many areas as possible for heroes to shine. Play spaces should be uncluttered and details
should be pushed against the edges of an area.
Within a map there should be clear and simple
points of interest
Mechanics in our maps should remain
consistent.
Immersive World Fantasy
The goal of each map should be to put you into
an epic, awe-inspiring environment
While playing our game you should feel
immersed in some of the most exotic locations
in the world, making this a truly global game.
CREDITS
Zach Ricketson: Characters