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The Art of the Rejuvenator

June 12, 2025 - Waugh101
Tags:
development
We had a couple of distinct goals in mind when designing the look of the Rejuvenator. The first was to make it feel like something the Medic himself could have actually assembled, much like his other two Medi Guns. We referenced the design of these two existing options, which are both built around modified fire hoses and fitted with various pieces of mechanical and electrical parts. In comparison to the Engineer’s equipment, these feel rougher and less commercial. This represents a common theme across many of TF2C's weapons, with them being modified or entirely constructed by the mercenaries to suit their own needs.

So, this DIY thought process was kept in mind as we thought about the Rejuvenator. From the start, we asked ourselves “what would the Medic have access to when making a Medi Gun?” We kept supplies limited to consumer parts - things that might be found around an average household or in the Medic’s makeshift lab. Most concepts were built around the final cooking pot design, but others included things like a measuring cup or an oil pan.

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Initial Concept Exploration​

Our other goal was to keep the design clearly identifiable as a Medi Gun side-grade. One part of this was having the Medic hold the weapon with a similar stance to stock. We also directly reused small elements from other in-game items, a common trick to help new additions more easily fit in. The Medi Gun’s handle was reused as the design’s foregrip while the Shotgun’s handle was used as its back. The texture itself was also designed to stick closely to the color palette of its default Medi Gun counterpart.

Once these core components came together, it was pretty easy to imagine the base weapon’s design. From there, we continually iterated until we settled on a look that the team enjoyed. During this final iteration phase, the sizing of individual elements shifted around to visually balance the design. Notably, the entire design was at one point flipped to place the front handle on the Medic’s left side, so he could hold it more naturally.

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Final Design Refinements​

This wasn’t the end of our design process, though. Unlike many other weapons, the design of our Medi Guns aren’t just limited to what the Medic holds. We tried out multiple concepts for the backpack and, unique to the Rejuvenator, for its Über generator and healing projectiles. We wanted all of these to echo specific parts of the base weapon’s design, to help intuitively link them to it. We felt it important for its sounds and particle effects to feel nonthreatening, to make it clear that its grenades aren’t dangerous, unlike the rest of the game's projectiles, even when an enemy is shooting them directly at you.

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Backpack and Ăśber Generator Concept Exploration​

Overall, the Rejuvenator represents the most amount of art related work out of any of 2.2’s weapons. This ultimately included its model, textures, animations, particle effects, sounds, and just about any other art task that a weapon design could demand. We’re happy with the result, though, and feel that all of this came together to create a design that is novel in some ways, familiar in others, and, most importantly, represents its gameplay functionality.

The Art of 2Bridge

March 20, 2025 - Waugh101
Tags:
development
For 2.2’s levels, we placed a design constraint on ourselves to avoid the ever-common desert theming. We did this to try to introduce even more visual variety to our map pool. Instead of creating entirely new themes, though, we looked to expand upon other existing settings. This was important, since we try to give every map a unique visual feel, but can’t create brand new themes for every level.

Being considered 2.2’s flagship map, 2Bridge saw a large collaboration between developers to bring a unique flavor to the urban environment theme. Since this was our second-ever level to feature the theme, we had plenty of new room to explore. In contrast to Harbor’s downtown, East Coast influence, 2Bridge’s cityscape was inspired by the outskirts of cities in the upper Midwest. This also allowed us to more seamlessly integrate natural elements, like trees and hills, into the urban fabric, further setting it apart. This combination of natural elements and industrial back alleys is one of the map’s unique, defining features. We also tried to place an emphasis on neon signs and a sharp contrast between light and dark throughout the level.

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2Bridge before and after its art pass​

Our art is never separate from gameplay, though. We put a good bit of thought into helping players navigate the level through its visual design. To make each part of the level distinct, the map was roughly divided into three separate sections on each side: the disused park, the city alleyways, and the industrial grounds. This also creates a narrative progression, as teams push from the less developed park area up to the front door of their enemy’s operation. Throughout all of this, the map features a few notable landmarks. For example, each team’s buildings were designed so that their main factory was easily visible from the park area. Along with that, both exits from the park are lined up with an illuminated sign behind them to highlight each option.

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The signs visible behind each exit from the park
One of the specific challenges with urban settings is their inherent higher level of detail and contrast, something we want to relegate to gameplay-important areas. To help combat this, the map sticks to a tight color palette - using only about three or four main colors on each side. The out-of-bounds also quickly falls off into darkness, leaving most of it to silhouettes and keeping the eye in the play space. Placing the map at night also helped combat another challenge with the urban theme - believability. It wouldn’t make much sense for this secretive war to be fought in busy, public city streets. Placing 2Bridge both at night and in a derelict industrial district helped to sell the game’s larger narrative.

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An example of 2Bridge's small color palette
To complement this new take on the urban theme, 2Bridge also brings an entirely new industry to the game, auto manufacturing. We were largely able to represent this with existing assets, something that’s always a plus, but the bespoke factory signs help to fully sell the location. To wrap all of this up, we featured new ambient sounds to realize the feeling of a breezy night in a lonely corner of the city.

We also think it’s important to mention that a couple of the decisions mentioned in this post were initially less intentional, but a key part of design is recognizing what works and sometimes knowing what not to change. We’re happy with how all of this came together and look forward to continuing to introduce even more themes and subthemes within our future levels.

TF2 Classic is coming to Steam!

February 25, 2025 - bobatealee
Tags:
announcement
development
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TF2 Classic is coming to Steam in 2025!​

"Steam" is a mysterious resource created when coal is burned in certain situations — a harrowing thought to coal-lovers like the Civilian, to whom burning coal is like setting one's own children on fire. But maybe a foray into the Steam industry is just what the company needs to capture new eyes.

While porting efforts are underway, click here to wishlist!
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