![]() At this stage there's a lot of back and forth between the artist and project leadership to make sure the map follows the VALORANT narrative, is marked by visual variety, and most importantly, is something the team is really excited to be working on.Īfter a high-level direction has been locked down, concept artists begin to tackle specific locations and call-outs on the map based on the greybox layout. AFTER LEVEL DESIGNīefore 3D artists can touch a map, our Art Lead and Creative Director work very high level with the concept artists to iterate on finding an iconic look for our maps using a series of blue-sky concepts. If you want a closer look at how we approach level design, check out this story on the creation of Split. I hope to give you some insight into the challenges, successes, and misconceptions of crafting map environments. That's me, the person who works on models, textures, sculpts, paint, shaders, and building the overall visual world. Today you're going to hear from the 3D artist perspective. When it comes to maps, level design normally grabs most of the attention, and rightfully so, as designers spend months working on the greybox-playtesting and tweaking them until they are ready to hand off to the artists. It's a real collaborative feat getting a map from greybox (the earliest playable version of a map) to a version that's ready for you, the player. The VALORANT maps team is fairly small, and consists of level designers, 3D, concept, lighting, and QA. With the release of Icebox, I thought it was the right time to bring you in from the cold and discuss how we bring our maps to life, from the inside out. Hey everyone! I'm Lydia Zanotti, a 3D environment artist on VALORANT. ![]()
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