Samoa - Overwatch 2

I worked on Samoa during the last couple months of its production, and it was the final Overwatch 2 PvP map that I had the pleasure to work on. Since I hopped onto the map near the end, most of the work I did was set dressing, some prop and texture creation, polishing models and textures, optimization, creating custom collisions and lighting meshes, and bug fixing. My area of focus was on the beach point.

Like all of the Overwatch 2 maps, it was a huge team effort. Extra credits go to all the talented people on Team 4 who worked on this map including Phil Wang, Justin McMillan, Marie Lazar, Kyle Tallant, Chris VanderLeest, Courtney Vogel, and Mark Lai, as well as the outsourcing teams at Room 8 Studios and Airborn Studios.
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Sound on 🔊 for the atmosphere. Mauga's room in the Samoa map. Mauga was a new tank hero who released at the same time as his Samoa map for Season 8.🔊

Mauga's room - I created some of the assets alongside Chris VanderLeest and outsourcing, worked on set dressing, polish, and collisions.

Mauga's room - I created some of the assets alongside Chris VanderLeest and outsourcing, worked on set dressing, polish, and collisions.

I worked on set dressing, created Mauga's flag (concept design by Andrew Menjivar), the Zarya poster (Mauga is a huge fan of Zarya), created the Vaifala poster (original concept by Lina Yoo), and created the journal with Baptiste on the side table.

I worked on set dressing, created Mauga's flag (concept design by Andrew Menjivar), the Zarya poster (Mauga is a huge fan of Zarya), created the Vaifala poster (original concept by Lina Yoo), and created the journal with Baptiste on the side table.

Worked on the stone walls that go around the capture point, building polish including modeling and UV's, optimization, and made the collisions and lighting meshes for the stone walls, surfboard rack, and buildings.

Worked on the stone walls that go around the capture point, building polish including modeling and UV's, optimization, and made the collisions and lighting meshes for the stone walls, surfboard rack, and buildings.

Created the cabinet asset between the doorways, did the set dressing on it, worked on building polish, and made the collisions and lighting meshes for the building interior and exterior pieces.

Created the cabinet asset between the doorways, did the set dressing on it, worked on building polish, and made the collisions and lighting meshes for the building interior and exterior pieces.

Worked on set dressing and decals, building polish including modeling and UV's, optimization, and made the collisions and lighting meshes for this building.

Worked on set dressing and decals, building polish including modeling and UV's, optimization, and made the collisions and lighting meshes for this building.

Worked on building polish including modeling and UV's, optimization, and made the collisions and lighting mesh for this building.

Worked on building polish including modeling and UV's, optimization, and made the collisions and lighting mesh for this building.

Worked on set dressing, made collisions and modeling / UV polishing for the architecture, and created the festival posters / reworked the art for them (concept art originally by Lina Yoo).

Worked on set dressing, made collisions and modeling / UV polishing for the architecture, and created the festival posters / reworked the art for them (concept art originally by Lina Yoo).

Various hand-made looking signs I created for around the beach point - Measina, Gone fishing, and Crab Crossing.

Various hand-made looking signs I created for around the beach point - Measina, Gone fishing, and Crab Crossing.

Reworked the art for these digital festival banners which were originally in horizontal format and implemented them into this asset (concept art originally by Lina Yoo).

Reworked the art for these digital festival banners which were originally in horizontal format and implemented them into this asset (concept art originally by Lina Yoo).