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0s | [sinister orchestral music] |
---|---|
7s | Hey, everyone. |
8s | I'm Qiu Fang, |
9s | Lead Character Concept Artist |
10s | on the Overwatch team, |
11s | here to talk about the concepting and design |
13s | of our newest tank hero, Ramattra. |
15s | Ramattra has been in development for a very long time. |
18s | We first began working on this character all the way back in 2017 |
21s | when we started concepting all the Null Sector units, |
24s | and there was a unit that had a pharaoh-type of look |
28s | in the front of the lineup that was a lieutenant type. |
31s | We looked at that and said, "That would make a really cool hero." |
34s | [Ramattra] Ramattra at your side. |
38s | We used a lot of triangular shapes, |
39s | both in the silhouette, like his cape, |
42s | his head, |
43s | his jaw, his hair, |
44s | and that's all done to give him this air of powerfulness, of intimidation, |
49s | and just make him feel a little bit sinister. |
51s | Alongside that, |
53s | you have the more skeletal-looking visuals from Null Sector, |
57s | and Ramattra's color is primarily purple, |
59s | matching all the other Null Sector units. |
62s | So, one of the Egyptian iconographies that made it through to the final design |
66s | was the idea of sand. |
67s | The original Null Sector units had VFX based on sand powers, |
72s | and we kind of thought of them as nanites. |
74s | And so, when we made Ramattra into a character, |
77s | his abilities became based on nanites. |
80s | Leaning into his lore as a leader and protector of his people, |
82s | Ramattra's final design archetype |
84s | is heavily inspired by a shepherd or nomadic figure, |
87s | with one of his main design points being a staff. |
90s | Ramattra's staff was initially designed to have a reservoir of nanites, |
96s | almost like a lantern hanging off of the staff. |
98s | We ended up simplifying it down into more of an orb |
102s | with a rotating kind of belt of nanites around it |
104s | that he would wind up and then shoot. |
107s | That's his primary fire. |
108s | Ramattra's nemesis form came from a need for this character to still be a tank. |
113s | He needed size and mass |
117s | to fulfil that role, visually and also functionally. |
121s | Ramattra's look was actually inspired by early Zenyatta concepts |
124s | that showcased religious archetypes of a multi-armed figure. |
129s | Inside of the suit, |
130s | we wanted to show that he's still this domineering, intimidating character, |
133s | and so his arms are crossed. |
135s | [Ramattra] You are safe with me. |
137s | Check out our other Dev Update videos for more about Ramattra's lore and gameplay. |
142s | I'll see you all in game. |