"Some designers prefer to do sketches on paper. Then, Salvatore Garozzo, level design lead at Riot, started cobbling together a rudimentary 3-D model. First, the team decided on a few premises to test: wide open spaces and longer sightlines chief among them. But the process that kick-started work on Breeze was informal. Tactical shooters can be unforgiving of clumsiness and imprecision, and maps are carefully constructed to test players' accuracy. Now, with the anniversary of the game's public launch on the horizon, Breeze is a showcase for the developers' ambitions, and the blueprint for where "Valorant" goes next. But it's also the culmination of a year of Riot observing player behavior. "We were all kind of excited to work on something more tropical."Īs the first map developed entirely after "Valorant's" launch last year, Breeze is an experiment, asking whether players can handle more: skirmishes over longer ranges and sites that are broader and less structured than any in the game so far. "We tried to make pretty, but it still was kind of cold and blue," said Devon Fay, art lead for "Valorant" maps. Compounding the displeasure was the map's setting: a frozen-over shipping facility, stocked with shipping containers. Built like a rat's maze, Icebox's spate of angles and unusual elevation ranges - both experimental points of interest for Riot's maps team - rubbed some players the wrong way. Look up are those seagulls hovering overhead?īreeze is a far cry from the most recently released "Valorant" map, Icebox, the reception of which was chilly. ("Valorant" dabbles in themes of haves versus have-nots, corporate versus authentic). The husk of a bleach-white villa spectates from its perch on a nearby mountain. Cozy shops and eateries bake in the sun, nestled between a bleak colonial fortress and the wreck of a massive cargo ship. Breeze, inspired in part by creative director David Nottingham's time living in Trinidad, unleashes "Valorant's" agents upon a tropical playground.
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