When creating a brand new Overwatch map, Blizzard considers many various design objectives.
If the developer is considering introducing a brand new character, maybe the map will deal with that individual hero’s moveset and motion capabilities, for instance. But what occurs when the map is there to serve story, and supply a brand new stomping floor for an already established character?
We requested Michael McInerney, senior stage designer at Blizzard, simply what this course of was like when creating Busan, Overwatch’s new map and residential of D.Va, in addition to relating Blizzard’s map design philosophy total.
Q: How did Busan begin out – what design objectives did you take note of earlier than you touched on map theme, and many others?
A: We did know the theme going during which made this very enjoyable to design. Being a coastal space, the water performs an element in every level. The prospect of the high-tech MEKA Base was additionally thrilling as a result of it afforded us some fascinating gameplay mechanics to play with, i.e. the blast protect partitions.
Q: How and why did you decide on the Korean theme?
A: With Busan we already had the objective in thoughts that we needed to have a narrative hook to the D.Va animated brief, and that we needed to showcase the MEKA base there. Maps come can come from a number of totally different influences: story, gameplay want, or artwork inspiration. Busan undoubtedly got here from the story aspect.
Q: Visually, what objectives did you take note of?
A: With Busan we tried to seize the culturally historic aspect of the town whereas additionally attempting to seize the futuristic metropolis of downtown and D.Va’s MEKA base.
Q: Obviously your roster has expanded lately – how did you design Busan to cater for these new character skills whereas additionally preserving all of the older characters in thoughts?
A: We at all times attempt to accommodate totally different hero sorts and incorporate alternatives for them to shine, often having to tweak areas if a singular hero turns into overpowered. We are okay with not each hero dominating on each level, however that’s Overwatch at its core: adapting to the state of affairs along with your group composition.
Q: Are any characters significantly sturdy or weak for Busan?
A: Personally, I really like enjoying D.Va in Busan. Her final when used proper might be devastating within the MEKA base, which feels acceptable!
Q: Can you discuss me via the way you designed this map with its three levels – Sanctuary, Downtown and MEKA Base – in thoughts, and the way the map progresses in a match?
A: We selected the three levels of Busan – Sanctuary, Downtown, and MEKA Base – as a result of they had been iconic to South Korea but additionally helped inform the story of considered one of our hottest characters, D.Va.
Sanctuary represents our homage to the culturally wealthy historical past of Busan and the real-life temples there. Downtown helped illustrate the high-tech bustle of a Korean metropolis. Finally the MEKA Base was very important as a result of it informed the backstory of D.Va and her band of MEKA pilots. All of our Control maps are symmetrical. The problem they current is creating one thing that feels natural, as a result of symmetrical areas can really feel mechanically designed.
Q: How do you develop on Overwatch’s lore with Busan?
A: Busan is dwelling of D.Va, the MEKA squad and a significant omnic disaster battle. Each location on the maps provides lore to the background of D.Va and her teammates with contextual storytelling and easter eggs.
You’ll additionally get to know the way the Overwatch group blows off steam within the noraebang and PC bangs in downtown. Also the memorial stone in Sanctuary is in remembrance of the individuals who misplaced their lives through the assaults by the gwishin omnics from the D.Va animated brief.
Q: Can you inform me about any cool maps you had deliberate that had been scrapped and why they had been scrapped?
A: For each map you see launched, we’ve normally gone via a number of iterative variations. We normally don’t get a map far into manufacturing after which scrap it. The modifications are rather more granular.
For instance, we had some escalators that we briefly tried in City Center that had been enjoyable for some, however prompted too many issues for others. That’s the kind of iteration that impacts virtually all maps.
Q: Are you planning on doing something to the older maps to make extra routes for brand spanking new heroes or something – in that case, are you able to give me any particulars?
A: We are at all times preserving a watch out in direction of steadiness on our maps. Our Horizon rework was profitable, and gamers had been receptive to it. If the case arises sooner or later we’re open to creating modifications when the influence to participant’s expertise is minimal.
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