Production team create incredible working model of Overwatch hero Torbjörn's turret - Dexerto

Production team create incredible working model of Overwatch hero Torbjörn’s turret

Published: 15/Jan/2019 11:26 Updated: 15/Jan/2019 12:14

by Joe O'Brien


The latest “Hero Story” from Blizzard follows the creation of an incredible working model of Torbjörn’s turret by KONGDOL E Production.

The “Hero Story” series shines a spotlight on exceptional members of the Overwatch community who might not otherwise be known to the broader fanbase.


Some episodes have highlighted people working on the game itself – such as Matilda Smedius, the voice of Brigitte – while others tell the stories of people bringing Overwatch to the real world, either by taking inspiration from the game’s message or literally fabricating game elements in the real world.

The latest instalment falls into the latter category, introducing the production team that built a life-sized, remote-control Torbjörn turret.


KONGDOL E Production’s Suhyun Lee explained that the team of four were inspired by the presence of talented engineers on the hero roster.

“During my Overwatch plays I really liked that it has many characters with engineering backgrounds. Torbjörn requires a lot of game-sense and skills to play well, but when you do, I think it is one of the heroes with potential to carry a match.

His turret design is actually very beautiful. Also it matched the robot image we have pictured ourselves. It was appropriate to build it considering our current working space and the resources we have. We were motivated to create a real-life model with the same function it has.”

The final product is incredibly accurate to its in-game counterpart, with the turret controlled by a remote and the guns firing out yellow spheres in place of bullets.


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.