OVERWATCH 2
Our team partnered with Blizzard Entertainment on a co-development project for Overwatch 2. By combining our expertise in first-person shooters with their deep industry knowledge and well-known IP, we collaborated on a project that exceeded all expectations. Our partnership was robust, with regular meetings, training sessions, and resource sharing, which made for a smooth, collaborative onboarding process. Beyond working on some amazing things, this project also strengthened our relationship, paving the way for more exciting opportunities to collaborate in the future.
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Character ART
Redhill Games was responsible for modeling additions and texture recoloring. Base model and all other work by Blizzard Entertainment.
Mikko Sinisalo
Principal Artist
It was an incredible opportunity to work with such talented artists and to see the ins and outs of how they approach different characters. I learned a lot from their methods. I especially appreciated how much attention they give to polishing their work; you can really see the difference when you focus on small details, and everything comes together consistently in the end.
Redhill Games was responsible for coloring and texture swapping. Base model and all other work by Blizzard Entertainment.
Redhill Games was responsible for modeling additions and texture recoloring. Base model and all other work by Blizzard Entertainment.
Concept ART
Redhill created Sprays and Rewards.
Environment Art
Redhill Games created castle for the Hanaoka map.
Martin Vierne
Lead Environmental Artist
The main challenge was getting up to speed quickly with the art direction and pipeline, ensuring the environment art team could catch up fast. What I liked most was precisely that—seeing how they work and learning to produce assets just like they do. The goal was for the work to be indistinguishable from something created within Blizzard itself.
Introduction room created for the Hero Mastery game-mode.
Weapons
Redhill was responsible for weapon modeling and textures. Concepts and character by Blizzard Entertainment.
Animation
Redhill was responsible for Animations. Models and all other work by Blizzard Entertainment.
Lauri Salo
Senior Animator
The top-tier feedback and guidance from the Overwatch 2 animators were incredible! Meeting the high style and quality standards set for Overwatch was challenging, but I learned more during my time with Blizzard than in all my years in games combined. I couldn’t have asked for better people to work with. Their character rigs and custom animation tools are also top-notch and a joy to animate with.
Lighting
Lighting for Rainy day in Korea. One of the only two overcast and rainy lighting scenarios in Overwatch.
Morning lighting scenario for Toronto – PvP map.
VFX
Maxime Mege-Ythier
Senior VFX Artist
At first, there was a lot of apprehension. Blizzard trusted us and gave us significant responsibilities, so there was a lot of pressure to “do it right” and not disappoint. That kind of growth, where you’re praised and valued by a AAA company (real veterans of the VFX world!) really boosts morale and self-confidence. I loved that we were truly considered part of the VFX team, trusted, encouraged, and given the freedom to complete tasks in our own way.
Technical Art
Turret destruction and VFX made by Redhill Games. Models and all other work by Blizzard Entertainment.
UI / UX
Redhill expanded the visual style of Overwatch 2 to encompass Hero Mastery and Gauntlet features. We created iconography system, card and panel backgrounds, event Hub backgrounds and cohesive UI/UX system.
Redhill designed and created the Progression badges.