Moderators Mr.JohnnySins Postat Aprilie 9 Moderators Postat Aprilie 9 Ah, spring is in the air! Rain is falling, flowers are growing. And if you close your eyes, you can smell the fresh glue from developers slapping googly eyes onto everything in sight. That can only mean one thing: it’s Underwatch time. Every year, Team 4 comes together to generate a full patch of frivolities to spread joy and a little bit of chaos in the Overwatch community. But getting this goofy with our favorite Heroes takes much more work than you might expect. Today, our devs are walking you through the process of creating the most shenanigan-filled patch of the year. Goofs Generated Silly patches start in a decidedly normal way: we have a big meeting with everyone likely to have a hand in developing the patch, normally several seasons ahead of the anticipated delivery time. Once a core team of engineers, designers, and producers make administrative decisions, that’s when the real fun begins. Folks across Team 4 are then invited to join a brainstorming meeting to pitch their ideas for the next Very Non-Serious Overwatch patch. Those ideas can range from minor Hero tweaks to patently ridiculous suggestions; there are no limits at this stage to encourage creative and maniacal thinking. You want Lúcio’s ultimate to trigger dance emotes for everyone in range? Put it on the list. The core team handpicks a few ideas to run with for each Hero, focusing on suggestions that excite them the most. They also queue up pitches that are funny enough to try and make work through coding or development solutions. From there, they implement ideas using existing assets and create a test build for the rest of Team 4 to try. Collaboration quickly churns out additional remixes and riffs, giving the core team more material to work with. The process of coding, testing, and integrating those bonus jokes repeats itself until developers have a substantial build to improve upon. Teamwork makes the memes work and that’s doubly true for patches like Underwatch. Beyond engineers, design teams like VFX and Sound are involved from the outset. Once the patch is about halfway complete, the rest of the cavalry arrives: UI/UX, additional engineers, and more staff dive in to get work done. Animation gets called in once most changes are set. Altogether, the initial core team of five to ten people grows until the entirety of Team 4 gets a chance to playtest and offer feedback. Sursa
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