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Overwatch 2 - Aatlis

For Overwatch 2 Season 17, we were tasked with creating the Aatlis map, set in Morocco. This is a larger map designed for the Flashpoint game mode, featuring a futuristic interpretation of Moroccan architecture. Our team handled most aspects of the map creation process. We joined early in the production cycle, working on visual development and blockouts based on the initial game design layout. These went through several refinement stages before becoming part of the final map. We also took care of the usual technical tasks, such as collision setup and general optimization.

Our team was responsible for everything except the forward spawn buildings and the old town area. For those sections, we only contributed set dressing and some optimization work.

I largely worked on the Medina, the exterior meshes for it, the tile materials and overall optimization and refinement of the area. I also contributed to some material work on the station, the exterior wall-tiles and the interior floortiles. For the Marina I worked on the refinement of the Bar mesh, and in the Gardens area I added the front entrance blocker and did an optimization pass. I worked on the early iteration of the capture point for the Old Town area and made a couple of the tile materials which are still present as well as the tower directly above said capture point.

https://www.artstation.com/airbornstudios

Lead Environment Artist:
https://www.artstation.com/benjamin_sauder
3D Artists:
https://www.artstation.com/artros
https://www.artstation.com/axeldaboineau
http://www.digitalbalance.de/
https://www.artstation.com/d_yarmola
https://www.artstation.com/emilybusse
https://www.artstation.com/kayadlx
https://www.artstation.com/gabh
https://argee.xyz/


Game Design, Base Level Art, VFX and Lighting done by the Overwatch Environment team at Blizzard with Phil Wang as Environment Art Lead. Concept Work done by Blizzard under the Art Direction of Peter C Lee.

All other work by Blizzard Entertainment. ©Blizzard Entertainment Inc 2025. Thanks to the entire Overwatch team!

On the Medina I started on the exterior assets and worked to keep things as modular as possible, I later on also worked on the inner area and did optimization for the whole area.

On the Medina I started on the exterior assets and worked to keep things as modular as possible, I later on also worked on the inner area and did optimization for the whole area.

I worked on the gate here and the small blocker in its opening. The base for this gate was made by Gabriel Hanna and then reworked by me.

I worked on the gate here and the small blocker in its opening. The base for this gate was made by Gabriel Hanna and then reworked by me.

I did some small tweaks for optimization on the blocker in front of the gate here. Emily Busse was responsible for the staircase area, the interior underneath and the blocker.

I did some small tweaks for optimization on the blocker in front of the gate here. Emily Busse was responsible for the staircase area, the interior underneath and the blocker.

I worked on some small fixes in the interior areas, mostly optimization, filling in gaps and applying feedback. I also made the floortiles and the small mosaic trim on the walls.

I worked on some small fixes in the interior areas, mostly optimization, filling in gaps and applying feedback. I also made the floortiles and the small mosaic trim on the walls.

On the Station I only contributed to some of the materials, visible here: the red/magenta wall-tiles

On the Station I only contributed to some of the materials, visible here: the red/magenta wall-tiles

Here I did some work on the bright floor-tiles. These materials were later still refined and worked on by David Fraaß who handled most of the Station's tasks and other members of the team at Airborn.

Here I did some work on the bright floor-tiles. These materials were later still refined and worked on by David Fraaß who handled most of the Station's tasks and other members of the team at Airborn.

The small bar near the Marina capture point was also worked on by me, later refinements were done by Reinier Goijvaerts.

The small bar near the Marina capture point was also worked on by me, later refinements were done by Reinier Goijvaerts.

I worked on an early iteration of the Old Town together with Reinier, a lot of meshes have been changed quite a bit but the tower remains mostly in its original shape.

I worked on an early iteration of the Old Town together with Reinier, a lot of meshes have been changed quite a bit but the tower remains mostly in its original shape.

Most of the materials I worked on are still present, the floor tiles and the green wall-trim.

Most of the materials I worked on are still present, the floor tiles and the green wall-trim.

The Garden area was worked on mostly by Denys, but I helped out on some smaller buildings and signeage. The waterfall-building in front of the main entrance was handled by me.

The Garden area was worked on mostly by Denys, but I helped out on some smaller buildings and signeage. The waterfall-building in front of the main entrance was handled by me.

The Sign on the left was made by me.

The Sign on the left was made by me.

I did some adjustments to the smaller planters and worked on optimization around the capturepoint area

I did some adjustments to the smaller planters and worked on optimization around the capturepoint area

I worked on the building in the left corner as well :)

I worked on the building in the left corner as well :)