Overwatch 2
Aatlis

Posted on August 13th 2025

Blender Maya Photoshop Substance Designer

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.

As per usual, a big warm thank you to Airborn Studios for the opportunity to work such cool projects!

3D Artists

Benjamin Sauder (Lead)Artur RosárioAxel DaboineauDavid FraaßDenys YarmolaEmily BusseGabriel HannaGaël Le RétifViktor Colpaert

Game Design, Base Level Art, Set Dressing, 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!

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My main responsibility was the entire Resort area, including material creation. Emily Busse helped finishing the big sail on top of the main building.

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Apart from the architecture, I also got to make the date palm trees, seen here in the background.

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Emily Busse also helped finish the 2 pillars on the capture point, and also made the sails on top of the side buildings.

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Gaël Le Rétif helped bring the backdrop on which I worked to life, by adding set dressing and lighting effects.

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The bar on the bridge in the background was made by Viktor Colpaert.

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My bookcases luckily made it into the final iteration of Aatlis. The rest here was made by Gaël Le Rétif.

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One aspect I had so much fun with was creating countless materials, trimsheets and decalsheets for this map. The interwoven Moroccan design of the ground material was particularly fun to work on. All material work was mostly done by me, Viktor Colpaert, and Axel Daboineau, starting in Substance Designer, with final touchups in Photoshop.