Blizzard Animator Shows How the Doomfist Hero Select Animation Was Made - Dexerto

Blizzard Animator Shows How the Doomfist Hero Select Animation Was Made

Published: 28/May/2018 21:55 Updated: 11/Mar/2019 13:00

by Joe O'Brien


Blizzard animator David Gibson has released a video showing the process of creating the hero select animation for Doomfist.

The video shows the entire process of producing the animation, sped up to just a few minutes of footage.


The hero select animation is the movement the hero makes when switched to in the hero select screen. It’s one of the aspects of the game that, if done well, is both easy to overlook and yet contributes significantly to both the game’s feel and the character of each hero.

Doomfist’s hero select animation sees him turning to flex the Doomfist gauntlet, and also includes some smaller movements if he’s left idling. The video from David Gibson shows how the final pose was designed and selected, and then the process of creating the movement into that pose in a way that feels natural.


Animating Doomfist's Hero Select – David Gibson @Poodletime from David Gibson on Vimeo.

Not only is the video a fascinating look into one of the processes of game design, it also serves as a reminder of the careful thought and work that goes into every aspect of the game, not just the obvious gameplay elements. In combination, the smaller details contribute massively to the overall quality of the experience.


Jeff Kaplan reveals his ideal competitive Overwatch meta

Published: 8/Oct/2020 3:13

by Theo Salaun


Blizzard Entertainment’s Vice President and Overwatch’s beloved Game Director Jeff Kaplan has revealed what he thinks is the ideal competitive meta for the expansive title.

Overwatch exists in many forms, from its highest ranks to its lowest, but the game’s competitive meta at the professional level has also varied greatly since the original release back in May 2016. 


In the olden days, teams prioritized dive compositions led by Winston’s jumps and Tracer’s blinks. Then, in 2019, fans around the world either groaned or cheered as the divisive GOATS meta took center-stage, featuring a hefty squad built entirely with tanks and supports. 

Now, Kaplan is explaining his perspective on the game’s ideal state, following criticisms he levied back in July against the game’s double-shield reliance. Examining the game’s departure from a static, Orisa and Sigma-dependent environment, he dissects his compository ideology. 

Brigitte stuns Junkrat on Volskaya
Blizzard Entertainment
Barriers have held an uncomfortably powerful role in Overwatch for a long time.

As discussed in an interview with the Loadout, Kaplan is both aware of the professional scene’s interests and the casual base’s tendencies. Coupling those factors, he believes the game is at its best when there is some blend of high skill caps and diverse team compositions.

“The most ideal, healthiest state of the game is when the meta is somewhat fluid, when the meta is more map dependent or team match up dependent than it is static. We’ve all seen those moments when the meta has been completely static and all six players will just play the same six heroes every time. I think that’s fun from a mastery standpoint, but I think it’s a lot more exciting for viewers when creativity and curiosity come into play,” he said.

When Kaplan refers to a “static” meta, the simplest example is 2019’s GOATS, where three healers (Brigitte, Lucio, and Moira) were coupled with three tanks (D.Va, Reinhardt, and Zarya) and would barrel into opponents.


It took tremendous teamwork to be pulled off successfully against other professional teams, but many fans considered it more tedious than entertaining after months of gameplay.

In its current state, Overwatch is not completely balanced, but there is a degree of variety to it. That diversity seen in the Overwatch League spans downward into the casual ranks. Kaplan indicates that this is in line with his department’s hopes.

“I think most of our players would say in the ideal meta, all our heroes would be viable in some way competitively. I think as a competitive goal from a game designing and game balancing perspective that is extremely challenging, but it’s obviously what we strive to achieve.”


While he assures that Overwatch would be completely balanced in an ideal world, in the meantime, his team would at least like to push toward a game that varies to some extent based on coaching, player preference, and map.

It remains to be seen if current and upcoming patches can accomplish that, but Kaplan’s emphasis on “fluidity” is a welcome driving force.