![]() Breeze has a little bit of it, but not to this degree. They're all shapes that are a little more natural, with rounded edges and things that we haven't explored very much. I think with Lotus, we definitely explored some new ideas, particularly within the geo-shapes of 3D assets. Some of our maps will skew a little bit towards one or the other, but we generally try to build maps that appeal to everybody. These maps exist not just for pro-players, they're for everyone, so there needs to be accessibility and depth within any of our maps. ![]() We want to build maps that can appeal to everybody. Joe Lansford: Accessibility is always something that's on our mind with any map. How do you balance the obvious complexity that goes into Lotus with trying to make it accessible to players who might not be as good at Valorant ? This is not necessarily the most beginner-friendly map in Valorant, with the rotating doors. There's lot of indicators of what players can do on the map, but there's also a lot that they can do in general. And this is the one where we take it to fantasy India.įrom a gameplay perspective, I feel like the visuals are equally complex in that setting. Fracture was pushing it a little bit with split biomes, and we stepped it up a little bit further with the geodome underwater in Portugal on Pearl. Then we went to Breeze, which is your standard tropical island with a Valorant twist, but nothing over the top. We had an Icebox, which is literally boxes in ice. Recently, we've had pretty grounded experiences. There's a city that got ripped out of the ground and is floating in the sky and it's really cool, and players wanted some more of that. They wanted to see our IP, or expressions of our IP, in the realm of a certain setting. One of the consistent pieces of feedback that we got was that players wanted to see more fantastic visuals. Whenever we put out a new map, we survey players and bring them in for player labs where we ask questions and get player data. Joe Lansford: The art was sort of in response to player feedback. Was that the intention of the design going in, because it feels like the visuals are a really big selling point of Lotus as a map? Screen Rant: Lotus feels like one of the more visually complex maps.
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