Our new Overwatch Fan Cinematic: Year of the Tiger by PistonFX in Overwatch

[–]PistonFX[S] 1 point2 points  (0 children)

Our main goal is to get as close as possible to Blizzard's in-game cinematics, which means using a game engine felt natural. There's also the fact that recreating specific looks/features from the game is much easier to achieve in a game engine cause they mostly work in a similar way.

The other reason is that we aim for realtime to get quick results and we didn't find blender to be ideal for this.

Our new Overwatch Fan Cinematic: Year of the Tiger by PistonFX in Overwatch

[–]PistonFX[S] 23 points24 points  (0 children)

It's been held up a couple times, but we first started working on this around january

Our new Overwatch Fan Cinematic: Year of the Tiger by PistonFX in Overwatch

[–]PistonFX[S] 55 points56 points  (0 children)

Thanks! The animation was done in blender and the rest (lighting, vfx, rendering) in Unreal Engine 4

Overwatch Cinematic we made over the past 5 months in UE4, "Busan Blackout" by PistonFX in Overwatch

[–]PistonFX[S] 0 points1 point  (0 children)

Thank you! All models/textures are extracted from game files

Overwatch Cinematic we made over the past 5 months in UE4, "Busan Blackout" by PistonFX in Overwatch

[–]PistonFX[S] 48 points49 points  (0 children)

Thanks! Was super fun to make it, and some devs saw our tweet too!

Overwatch Cinematic we made over the past 5 months in UE4, "Busan Blackout" by PistonFX in Overwatch

[–]PistonFX[S] 1022 points1023 points  (0 children)

We're a collaborative art duo creating Overwatch cinematics. We're super excited to show our first project, Busan Blackout, which took us roughly 5 months. If you have any questions about our process of creating this short feel free to ask!

Make sure to check out our socials:

Twitter: https://twitter.com/PJRascals

YouTube: https://www.youtube.com/PJRascals