Overwatch

Overwatch Dev Tracker



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There are times I really wonder how many hours are spent on the concept sketches. As a graphic designer, I recently completed a series of posters for a school project which involved illustrations (totally not Overwatch related), but each illustration for me averaged around 12 hours of work.


Yesterday

We had to develop a few new tools to actually get this to work properly,” Albert Vital, one of the Overwatch team’s technical artists who worked on Shin-Ryeong D.Va, says. In the end, the work paid off: concept artist David Kang’s dream of an untamed fox-girl caught mid-transformation was fully realized by the Overwatch art team in 3D, complete with tails that trail behind her mech-less form while she scampers around the boundaries of teamfights.

Shin-Ryeong D.Va’s pilot form isn’t the only star of this Halloween Terror show. She rides in spooky style, her temple-mech accented by tiny details like guttering candles on her fusion cannons, stone lanterns for boosters, and long strips of fabric that flutter ominously behind her as she hunts for her next kill.

Read on as Vital and Kang share more about the creation of D.Va’s fiercest skin yet.


How did you get started in the in...

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Overwatch PTR Patch Notes – October 28, 2020

A new Overwatch patch is in development and now available for testing! To share your feedback or report any issues, please post in the PTR Feedback or PTR Bug Report forums.

Please note that the below patch notes only include changes currently available for testing on the PTR. While many of these changes may also be available on Nintendo Switch, PlayStation 4, and Xbox One in a future patch, the PTR is PC-only and only reflects changes coming specifically to that ...

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27 Oct


23 Oct

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Overwatch PTR Patch Notes – October 23, 2020

A new Overwatch patch is in development and now available for testing! To share your feedback or report any issues, please post in the PTR Feedback or PTR Bug Report forums.

Please note that the below patch notes only include changes currently available for testing on the PTR. While many of these changes may also be available on Nintendo Switch, PlayStation 4, and Xbox One in a future patch, the PTR is PC-only and only reflects changes coming specifically to that ...

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22 Oct

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Hey everyone!

We’re back with another Experimental mode focused on testing some changes to Baptiste, Mei, and a change in how we address health value adjustments. As with all Experimental modes, these changes are not guaranteed to reach the live version of the game.


What are we trying to address?

We’ve identified some weaknesses with Baptiste and Mei’s kits, which we’d like to address. Baptiste has been one of the lower-performing Support heroes recently. For Mei, we’ve found that reductions to her maximum ammo have had detrimental effects to her gameplay.

We’re also making some health adjustments to a number of heroes in increments of 25, rather than 50. Historically, we’ve always adjusted health and shield values in increments of 50 for ease of understanding how many hits a hero could take. After years of balance updates and fine tuning, we want to try getting a bit more granular with this approach.


What are w...

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Overwatch Retail Patch Notes – October 22, 2020

A new patch is now live on Windows PC, Nintendo Switch, PlayStation 4, and Xbox One. Read below to learn more about the latest changes.

To share your feedback, please post in the General Discussion forum.
For a list of known issues, visit our Bug Report forum.
For troubleshooting assistance, visit our ...

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Comment

Hi! I’m going to copy-paste a relevant comment I made over in another thread on the Workshop Discussion section.

There are some complications with the added support of Button Values and Color Values. For anything loaded internally within the game (codes, presets, etc.) we can do the script fixups internally, so everything remains backwards compatible. So if you normally operate using the saved presets or codes, you should be good and won’t need to do anything!

Unfortunately, the copy-paste text system was not backwards compatible with this fixup. So if you normally paste in text files, you’ll have to do some manual fixups yourself (e.g. Red -> Color(Red), Interact -> Button(Interact)). While this isn’t great, we’re hoping that the added flex...

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21 Oct

Comment

The above comments here are correct. There are some complications with the added support of Button Values and Color Values. For anything loaded internally within the game (codes, presets, etc.) we can do the script fixups internally, so everything remains backwards compatible. So if you normally operate using the saved presets or codes, you should be good and won’t need to do anything!

Unfortunately, the copy-paste text system was not backwards compatible with this fixup. So if you normally paste in text files, you’ll have to do some manual fixups yourself (e.g. Red -> Color(Red), Interact -> Button(Interact)). While this isn’t great, we’re hoping that the added flexibility and options will be well worth the minor, one-time, inconvenience for our text-based users. Our goal is never to break stuff if we can help it. But for this case, we’re hoping it’s ok for the greater good of Workshop.

Comment

Glad you like it! Go give everything a shot and let us know if you encounter any issues or have any feedback!


20 Oct

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Overwatch PTR Patch Notes – October 20, 2020

A new Overwatch patch is in development and now available for testing! To share your feedback or report any issues, please post in the PTR Feedback or PTR Bug Report forums.

Please note that the below patch notes only include changes currently available for testing on the PTR. While many of these changes may also be available on Nintendo Switch, PlayStation 4, and Xbox One in a future patch, the PTR is PC-only and only reflects changes coming specifically to that ...

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19 Oct

At first, concept artist Daryl Tan doesn't even mention "art" when asked to describe his work. "I'm an idea salesperson," he says.

So are all of Daryl’s fellow concept artists on the Overwatch team. And it’s their job to make lots of people—inside Blizzard and out—into believers.

When a player’s interacting with a creative work, they need to be convinced to suspend their disbelief. Immersing you in another world requires an artist to invent credible details and to ensure their work keeps its essence in the face of development iteration. Here’s how the Overwatch team—armed with Photoshop and an aptitude for 2D illustration—does it.

Characters and Weapons

Senior concept artist Qiu Fang started at Blizzard in 2016, and he was soon assigned to work on the Talon units deployed to stop Blackwatch during the Overwatch: Retribution Archives mission. Those units weren’t the stars of the show—that ...

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