about 2 years
ago -
VALORANT
-
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Transcript (by Youtube)
4s | [Music] |
---|---|
9s | after icebox after Breeze after fracture |
12s | we wanted to build something a little |
14s | more straightforward a little more |
16s | approachable for players all of those |
18s | maps are fairly strategically complex we |
21s | knew we wanted to revisit Old World |
23s | Europe and Portugal was a country that |
26s | has a ton of Rich culture somebody threw |
28s | out the idea of what if it was ocean |
30s | floor is risen they wanted to protect a |
32s | part of the city and therefore they |
34s | built this big dome this is our very |
37s | first foray into |
39s | Omega Earth this was really our first |
41s | opportunity to get to show that off to |
43s | players what are some of those defining |
45s | differences Pearl is one of its kind in |
48s | that way |
49s | foreign |
56s | internally we've come to sort of |
58s | associate maps with like well what's the |
60s | new hook what's the thing that this map |
62s | is going to do and we wanted to make |
64s | sure that we weren't sort of |
65s | pigeonholing ourselves into that making |
68s | that a requirement for a map every new |
69s | map needs to have a new mechanic so we |
71s | wanted to have something that was just |
73s | purely geo-driven this map was also in |
75s | response to you know player needs player |
78s | desires they were asking for something a |
80s | little more straightforward a little |
81s | simpler the initial pitch was |
83s | traditional three-lane map mid is |
86s | smaller attackers are descending into |
88s | Defender territory I'm going to do some |
90s | tuning with you know how much height is |
92s | okay and make sure that it didn't feel |
94s | too overwhelming for Defenders but it |
96s | also introduced some interesting |
98s | situations for certain utility so Reyes |
101s | allows to Satchel boost off high Deltas |
103s | sage has a little bit of a harder time |
105s | Walling off a then she's one of the few |
107s | people that can kind of cover the whole |
109s | choke on be long the other piece of that |
111s | is mid is a little bit more short range |
113s | so maybe you can actually go there on a |
114s | save round but then you still have kind |
116s | of a long fight into the sights |
118s | themselves |
123s | our story really began all the way back |
125s | with the map Ascent we haven't really |
128s | spelled it out up until this point so |
131s | this is really us finally saying yes we |
134s | have two realities Alpha Earth and Omega |
137s | Earth in conflict with each other and |
139s | pearl is that opportunity for players to |
141s | experience |
142s | Omega for the very first time |
145s | Omega has a unique visual language and |
148s | developing that visual language and |
150s | baking it into the DNA of this map was |
152s | something that the whole team |
153s | collaborated on and took part in here we |
156s | are on Earth 2 for the first time and |
158s | with our two comes Kingdom too here on |
161s | K2 we wanted to keep that thematic of |
163s | Kingdom with the metals in the concrete |
165s | however we visually wanted the shape |
167s | language to look and feel different |
169s | so when myself and some of the concept |
171s | artists were looking at Kingdom 2 we |
174s | wanted to create a type of architecture |
176s | that was somewhat based in reality right |
178s | you look at the architecture of like |
180s | zaha Hadid and Norman Foster or a number |
183s | of other Architects that are doing both |
185s | parametric Styles or organic types of |
186s | architecture and we saw that and wanted |
189s | to weave that into the K2 narrative |
191s | because if you look at K1 so much of it |
193s | is just your typical modern architecture |
195s | that we see you know out in the |
197s | day-to-day it was a lot of work but I |
200s | think we came up with something good |
204s | so underwater the deeper you go the |
206s | darker it gets also fun fact the deeper |
208s | you go underwater color actually starts |
210s | to really play a whole new role it |
212s | starts changing saturation levels the |
214s | values everything starts getting tweaked |
215s | out so for this was a challenge we had |
217s | to really start cranking up all the |
220s | artificial lighting essentially all the |
221s | wall sconces that we were able to place |
223s | throughout the map but at the end of the |
224s | day you know if we needed to crank up |
226s | the Sun or something like that we can |
227s | say hey the water level is very close to |
230s | the top of this Dome therefore there is |
232s | some actual sunlight peeking through and |
234s | we can play with that space to really |
235s | help lift the light if we needed to we |
237s | worked with some actual mural artists |
239s | from Lisbon Portugal and had them give |
243s | their Spin and their flavor of their |
245s | specific art that they do and |
247s | interjected in our map there's some |
249s | challenges there because obviously |
250s | they're painting on walls they're |
251s | popping that saturation doing their |
252s | thing we have to really clamp our values |
254s | specifically for gameplay so that a |
256s | character is always going to read no |
258s | matter what wall surface is behind them |
259s | the mural artists were fantastic people |
261s | and they were so cool to work with |
267s | foreign |
272s | the conversations have to start really |
274s | early in order to pull off cinematics |
276s | like shattered that are so integrated |
279s | into the setting of pearl we want you to |
281s | be able to immediately jump into game |
283s | and see those exact same pieces of |
285s | architecture the exact same symbols |
287s | understand what you just saw in this |
290s | cinematic expression of the world is |
292s | what players get to live and breathe and |
293s | experience in that competitive game |
295s | environment so there's a couple |
297s | different areas around Pearl's map that |
299s | I think really stand out as those lore |
302s | integrated spaces the comic book shop is |
305s | one of them high tide Comics looking in |
307s | the window and giving a glimpse into |
309s | Omega Earth it's very different than the |
310s | Valor protocol and how they operate |
312s | there is the Multiverse museum with |
314s | various displays that show a peek into |
317s | the history of Omega Earth's |
319s | relationship with radianite and other |
321s | dimensions high up above on certain |
323s | walls you'll see depictions of our |
325s | agents those are absolute depictions |
327s | that we hope helped fill in the gaps of |
331s | how omega's Society interacts with |
334s | valorent in this world |
339s | player jumping into Pearl for the first |
341s | time or 10th time hopefully it feels |
344s | comfortable like putting on an old |
346s | well-worn pair of shoes this map should |
348s | just be like it clicks you get it |
351s | hopefully the math is delivering on that |
353s | as you enter into this battle and |
356s | suddenly find yourself underneath this |
358s | giant underwater dome in a city that is |
360s | completely unlike so many of the other |
362s | environments I just hope the beauty |
365s | captured in Pearl is something that |
367s | players enjoy |
371s | foreign |
374s | [Music] |