Tristan and Oliver passionately channel Lucio’s ultimate as they break down Blizzard’s hero shooter phenomenon Overwatch 2 into these three bits:
- Teamwork By Design - Naturally enforcing team play through the classes system and other defining in-game features
- Asymmetric Level Design - Lifting the curtain on the compelling attack/defend dynamics and how they are enabled through the level design
- Zero Downtime - Keeping the player engaged in an endless loop of play
Find us on Twitter:
3-Bit Design: @3bitdesign
Oliver - @oliverwauters
Tristan - @theatrewalker
Some references:
‘Overwatch 2’ review: a colourful shooter that just works - Jake Tucker, NME article
BEHIND THE SCENES OF OVERWATCH 2’S DEVELOPMENT - Blizzard Entertainment
OVERWATCH REVIEW: A MASTERPIECE IN UX DESIGN - Kyle Hamel, Akendi article
Overwatch and Asymmetric Level Design - What Makes the Maps Fun? - Extra Credits, video essay
Blizzard's Aaron Keller Breaks Down Overwatch Map Design - Ars Technica, video interview
Overwatch and Asymmetric Character Design - The Challenge of Varied Playstyles - Extra Credits, video essay
Asymmetrical Game Design: How to find the balance - Josh Bycer, article

