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  • what's up everyone how you doing I'm

  • glad I could be here to host your

  • hangover i want to say I'm extremely

  • humbled to be in front of so many of you

  • you guys have created experiences that

  • have made me so happy as a gamer so on

  • behalf of all gamers out there myself

  • thank you for what you guys have done i

  • also want to give a shout-out to my team

  • it's always a little awkward at blizzard

  • because everything we do is a team

  • effort so whenever we put one of us

  • forward

  • I like to remind everybody that

  • everything we do at blizzard is a team

  • effort i think a lot of you guys who

  • work on team-based games understand how

  • important the team is so to my team I'm

  • honored to be speaking on your behalf

  • hopefully I don't screw it up so world

  • building is the theme of this year's

  • dice summit and it's one of my favorite

  • things about video games it's it's

  • probably the area that I feel most

  • comfortable in so it's very excited to

  • be asked to talk about world-building as

  • it relates to overwatch so what I want

  • to do is start with a concept from one

  • of the movies that we made called recall

  • and in this movie it features a doctor

  • named Harold Winston who has a baby gorrila

  • on the moon and at one point that the

  • baby girl had never seen anything beyond

  • just boring moonscape his whole life and

  • he has this moment where he shows baby

  • Winston what planet earth looks like and

  • he says never accept the world as it

  • appears to be but dare to see it for

  • what it could be and I feel like this

  • more than anything else really sums up

  • the world-building philosophy on

  • overwatch and I'm going to come back to

  • this later on so i just wanted to share

  • this with you and remind you of it so

  • the story actually begins with the

  • project before overwatch which was a

  • project called titan so Titan was to be

  • a successor MMO to world of warcraft

  • it's something that we began development

  • on in 2007 and for various reasons we

  • ran into a lot of trouble on the project

  • and ultimately in may of 2013

  • we had to put an end to the to the

  • project which is very rough because at

  • that time the team had grown to be about

  • a hundred and forty developers and we

  • were really emotionally invested in what

  • we were trying to do with the game so as

  • may of 2013 rolled around we got the

  • team in the room 140 people 80 of us

  • were told that we would be permanently

  • relocated to other teams within blizzard

  • we'd go on to work on Diablo hearthstone

  • world of warcraft heroes of the storm

  • starcraft 2 etc about another 20 of the

  • developers would be long-term loans on

  • those projects and what long-term to us

  • means is anywhere from six months to two

  • years so you were going to come back to

  • the shit to the Titan team anytime soon

  • what was left was a group of about forty

  • developers who were given the task of

  • come up with a new idea for a blizzard

  • game in six weeks and if we came up with

  • a concept that was compelling enough we

  • would move forward and we make that one

  • of our next projects if we didn't come

  • up with something that was super

  • compelling we too would be redistributed

  • to the other teams at blizzard

  • needless to say it was it very daunting

  • almost devastating sort of mindset that

  • the team was in because we were unsure

  • of what our future was going to be and

  • it was during this time that overwatch

  • was born

  • now I've been a blizzard for almost 15

  • years and I always thought in the early

  • years at work at blizzard that one the

  • dreams that I had as a blizzard

  • developer was having the opportunity to

  • come up with a new blizzard game

  • it seemed like it would be the most fun

  • sort of inspiring activity but fast

  • forward to may have 2013 we were going

  • through that process in a period of sort

  • of despair there wasn't a lot of hope on

  • the team we were very nervous about what

  • our future was so we started off with an

  • ideation process and we came up we

  • decided to sort of split our six weeks

  • up into these two week blocks so we

  • spent two weeks on an MMO that was in

  • the blue another blizzard universe that

  • we haven't made an MMO and a lot of

  • choices for you to figure out which it

  • was

  • and then we also spent another two weeks

  • on a brand new MMO that took place and

  • completely new intellectual property and

  • during this time almost on the side we

  • started cooking up this idea that became

  • overwatch and where the idea came from

  • was we had an amazing artist by the name

  • of Arnold saying who was drawing these

  • fantastic character designs have done

  • many of them back on project tighten and

  • we were sort of looking at his work and

  • then at the same time as we were doing

  • these MMO pitch ideas with a class

  • designer by the name of Jeff Goodman who

  • had also been an encounter designer did

  • all the big raid bosses on world of

  • warcraft and he had all these amazing

  • class designs and we started to think

  • about you know well what if we took

  • Arnold and Jeff you know strengths and

  • put them together and that really led to

  • the project that was to become overwatch

  • so this was an early rendition that

  • Arnold did of what the overwatch lineup

  • might be and some of these characters

  • were actually taken from the project

  • before which was project tighten and

  • there's a lot of inspiration that we had

  • taken from Titan in particular title was

  • a game that wanted to take place on

  • planet earth and we had this sort of

  • concept of a future worth fighting for

  • that was coined on Titan but we were

  • never able to figure it out and make it

  • work

  • fast-forward to overwatch and we were

  • starting to figure it out more we had a

  • really talented artist by the name of

  • Ben zhang who this was in I think June

  • of 2013 where he created this concept

  • picture we start talking about how we

  • want it over watch to play and how we

  • want to overwatch to feel and been made

  • this image that I think really holds up

  • today for those of you have seen over

  • watching knows what the game looks like

  • this was almost like a guiding light

  • image for us about the game that we

  • wanted to create and I need to say this

  • for our subreddit so it doesn't implode

  • know the hero in this

  • Center is not the hero who thinks think

  • it is thank you for putting up with the

  • head so as you guys know Blizzard has

  • been fortunate enough to work in some

  • very exciting IP spaces and world

  • building is something that we really

  • enjoyed doing is one of our favorite

  • things we've been fortunate enough to

  • explore high fantasy in the Warcraft

  • universe we've been lucky enough to go

  • to high science fiction and starcraft

  • and then also gothic fantasy in diablo I

  • think any blizzard developer feels very

  • comfortable in these spaces if you got

  • to go up to blizzard developer and say

  • hey we need an idea for a diablo dungeon

  • or we need an idea for a starcraft

  • planet or warcraft zone

  • this is our natural comfort space but

  • with overwatch like with project titan

  • we wanted to push ourselves into a new

  • frontier that we haven't explored and

  • that blizzard that challenging frontier

  • happened to be planet earth and it was

  • really daunting to us for awhile on

  • titan we really struggled our developers

  • would often ask the question what's cool

  • about planet earth we love these fantasy

  • universes that we explore we love these

  • science fiction universes that we

  • explore but what is so interesting about

  • planet earth to us that we can make a

  • blizzard game that takes place there so

  • our first step was to sort of study you

  • know how were other games approaching

  • planet earth or what was really going on

  • in gaming around planet earth and we

  • found I mean there's a lot going on and

  • when you put things like sports games to

  • the side for a second and look at the

  • universe building that was happening

  • there there was some incredible stuff so

  • you know starting off an obvious one is

  • post-apocalyptic and some of the most

  • beautiful games of our era were

  • post-apocalyptic I look at a game like

  • last of us which I think we can all

  • agree on is is pretty much a masterpiece

  • or fallout 4 so some incredible work

  • being done in this space and it didn't

  • feel like there was a lot of breathing

  • room for us to make a new statement

  • felt like a very daunting place for us

  • to go equally daunting to us because

  • some incredible games were being built

  • in the space was realism I think I've

  • lost more hours of my life to the

  • battlefield and call of duty series than

  • anyone have frequently told the story

  • about how world of warcraft production

  • literally shut down for a week when the

  • battlefield 1942 wake island demo came

  • out i'm not sure how many of you

  • remember that but we just stopped work

  • and pretty much bombed each other for a

  • week and we actually it was one of those

  • moments where you get the team talking

  • to like okay that's enough battlefield

  • guys it's time to get back to making

  • world of warcraft so we decided you know

  • like with tight and we wanted to go back

  • we want to finish the challenge and

  • finish with this work this future world

  • worth fighting for we weren't seeing a

  • lot of games exploring the space of what

  • is near future earth but in a sort of

  • positive hopeful way and this is the

  • place where we wanted to be and we

  • wanted to explore so as we embarked on

  • this journey to two world bill was to

  • become the overwatch version of Earth we

  • actually started with world of warcraft

  • and we look back on some of our basic

  • tenants of world-building from World of

  • Warcraft and the pictures that I've

  • chosen to show behind me are very

  • deliberate it's the human starting area

  • of world of warcraft for those of you

  • not familiar with it and it encompasses

  • Elwynn forest red Ridge duskwood and

  • Westfall and these areas are unique

  • because they each have their own special

  • story but the variation is what was

  • important to us they very deliberately

  • our art director on overwatch who

  • happened to be the art director on

  • original world of warcraft at the time

  • always talks about color theory of

  • location and these areas and where are

  • very deliberately green red yellow and

  • blue has an immediate emotional impact

  • on players for those of you who played

  • World of Warcraft i always use the

  • example

  • of that moment when you wander from

  • Ellen forest and you cross the river

  • into duskwood you immediately have an

  • emotional change that happens and you

  • know something different is happening

  • and we really want to take this concept

  • of variation and bring it into this new

  • world we're building for overwatch the

  • other lesson that we learned from World

  • of Warcraft is what I like to refer to

  • as the burning crusade lesson so burning

  • crusade introduce a new planet to world

  • of warcraft one called outland it was

  • very familiar to players of warcraft to

  • they had seen it before and and it was

  • familiar to warcraft three players but

  • Burning Crusade was very interesting to

  • us from a developer's standpoint I think

  • a lot of game developers and a lot of

  • you in this room we have a hyper

  • sensitive geek radar and what I mean by

  • that is we are extremely attracted to

  • things that are different and sort of

  • challenging more so i think than your

  • average person so we have the the

  • concept art that i'm showing behind his

  • friends owns like hellfire peninsula

  • another storm shadow moon valley and

  • blades edge mountains and immediately as

  • game developers we responded to these

  • areas like these are the coolest places

  • ever i can't wait to build them i can't

  • wait to go there as a player

  • what we found out over time is that

  • environments like this can actually be

  • very oppressive and fatiguing two

  • players and in a game where you hope

  • that players spend hundreds if not

  • thousands of hours you kind of need a

  • visual and a tonal break from the

  • oppressiveness every so often so in

  • burning crusade we start to see players

  • hang out more and more in a ground or

  • going to tarik our forests or even back

  • to starting areas like stormwind in the

  • old world because they found places like

  • netherstorm and shadow moon valley so

  • utterly oppressive so this was a lesson

  • we immediately thought of with overwatch

  • our goal is to make the game very

  • approachable we wanted it to feel as

  • inclusive as possible we wanted as many

  • hey gamers in the world to feel like

  • overwatch was a place that they were

  • welcome

  • so when it came to world building an

  • overwatch we started to ask the question

  • ok we're making this game that takes

  • place on planet earth where would you

  • want to spend time on planet Earth

  • what's cool and fun so what are some

  • vacation spots so santorini greece which

  • is the place on the Left someplace I've

  • always wanted to go on my life literally

  • dreamed as a fantasy for me like wow I

  • would be so great to go there

  • look so beautiful I've seen so many

  • pictures and on the right is our map

  • called illios which is RO Maj to

  • santorini greece so we started really

  • with this concept of you know visit

  • places that people have always wanted to

  • go to and might not ever have the

  • opportunity to get to in their lifetime

  • if they're going to spend hundreds and

  • hundreds or thousands of hours there

  • make it somewhere you want to be not

  • somewhere you're a oppressed by we also

  • wanted to be hopeful i have talked about

  • how a bright hopeful vision of a planet

  • earth was what we were sort of after so

  • my slide has not advanced correctly so

  • we're having a technical moment here so

  • Iraq was another place we wanted to go

  • to now if you look at how Iraq has been

  • portrayed in video games for the past 10

  • years i would describe it as usually

  • war-torn a place of conflict a place of

  • little hope but overwatch takes place 60

  • years in the future and we were asking

  • ourselves on the overwatch team could we

  • imagine a better future for Iraq is it

  • really necessary to show dusty streets

  • or bombed-out buildings anymore

  • haven't we seen enough of that not only

  • in video games but in the world so can

  • we please imagine a better future for

  • iraq so the overwatch vision of Iraq is

  • that as one of the most technical

  • technologically

  • advanced cities in the world exists in

  • Iraq and it was built by a group of

  • scientists and researchers hoping to

  • make an even better future for people on

  • planet earth so that's that was our

  • vision of it and where all this is going

  • to sort of that old cliché that fantasy

  • is greater than reality and there's

  • nothing new here it's it's all about

  • tapping in to the imagination of your

  • players and your players can imagine

  • things far greater than then we can

  • build them and we really wanted to to

  • run with this this kind of idea that

  • fantasy is greater than reality and I

  • have a couple stories that that I think

  • some this up better than than any others

  • so what is the story of Hollywood which

  • is one of the locations and overwatch

  • now I grew up in Southern California

  • while i was in college i interned for

  • four years at Universal Pictures and

  • when I was a teenager I used to hang out

  • on melrose boulevard going into the

  • vinyl record stores and trying to buy

  • imports goddamn fucking each end so

  • records where this thing was kidding but

  • I spent a lot of time in Hollywood

  • growing up and when it came time to make

  • a map and over watch that took place in

  • the u.s. myself and Chris Metzen who's

  • creative director really wanted to do

  • something in Hollywood we thought it was

  • one of those strong fantasies of you

  • know people who weren't from California

  • or who had never been there probably

  • would like to spend some time in

  • Hollywood and we're very fortunate at

  • blizzard to have an amazingly talented

  • environmental our team but our

  • environmental our team is comprised of a

  • lot of foreign folks so we have people

  • from Belgium Sweden portugal brazil for

  • the list goes on and none of them are

  • from Southern California so they start

  • building this Hollywood map and it's

  • looking amazing like they build the

  • streets of Hollywood and we're just

  • blown away at like what their vision was

  • for that map but when it came to work on

  • the backlot portion of the map they

  • didn't really know what a Hollywood

  • backlot was so we set him up on a day

  • trip to one of the studios

  • to check out the backlog get an idea

  • what soundstages look like that sort of

  • thing and it was fantastic they got a

  • ton of great reference but there was

  • this unfortunate moment where they drove

  • through hollywood on the way home and

  • they get back to the studio and they

  • start redoing the streets of Hollywood

  • in it and they're Sanchez they do this

  • totally different concept and they're

  • like we got it all wrong it doesn't look

  • anything like what we were building and

  • we were panicked because it honestly it

  • looked kind of shitty you know the new

  • version it looked like Hollywood uh-huh

  • and we went back to them and we said

  • like no I i would rather have the

  • Hollywood as it appears in the mind of

  • the guy from Belgium or Sweden than the

  • Hollywood that exists in the at in the

  • in the real we're not after realism you

  • know for those of you who know we have a

  • map that takes place in London and we we

  • have a EMP garage under big ben which

  • makes no sense whatsoever so it's not

  • about realism it's about that fantasy

  • similar story with the Mexican map that

  • we built which is called dorado so we

  • knew for a lot of reasons Dorado is an

  • important story location in overwatch we

  • had a hero coming up that was from

  • Mexico we had a movie that we're making

  • called hero that takes place in Mexico

  • and there's a lot of storytelling one to

  • do in this area so myself and the

  • assistant game director Aaron Keller

  • we're looking at locations in Mexico to

  • build and we start with mexico city but

  • it just didn't work for us mexico city

  • is a very contemporary urban sort of

  • modern what you expect it to be type of

  • city and the map we need to build had to

  • be coastal for gameplay reasons we

  • needed the edge of the map to be open so

  • we wanted a coastal town

  • it had to be hilly and we wanted there

  • to be a lot of color in the map we

  • really wanted there to be color but

  • we're kind of ignorant about you know

  • the area besides like you know mexico

  • city we live in Southern California so

  • we're familiar with you know Tijuana and

  • ensenada but none of them were really

  • hitting what we wanted so being the

  • utmost top researchers in the

  • industry we went to Google Images and we

  • typed in this is literally like you can

  • type this in right now on your phone if

  • you want colorful mexican town is what

  • we typed in and we weren't even looking

  • at that picture we just get the

  • thumbnail pictures and we're like this

  • is it this is perfect

  • it's so awesome this is exactly the the

  • version of Mexico that we wanted to to

  • build and like I said we haven't even

  • blown up the picture but the one that we

  • talked about the most that really fit

  • the gray box block out of the map that

  • we had was this one right here which is

  • just gorgeous this like coastal seaside

  • town after we had completed the map i

  • think it was about two months after

  • someone came up to us and said why are

  • you coming

  • why did you use manarola Italy as your

  • reference for your Mexico map and I

  • think this kind of is very exemplary of

  • the idea that overwatch is not about the

  • reality of what the planet is over

  • watches much more about what we hope

  • that the world would sort of be and I

  • promise the citizens of Mexico when we

  • make the italy map will only use

  • reference of Mexico for that so Chris

  • Metzen who is our creative director he

  • since retired and I miss him dearly i

  • hope he comes back to us has a quote

  • that I just love which is that Blizzard

  • is a hero factory and he sort of means

  • two things by this one we if we had to

  • align ourselves and terms of the type of

  • heroes we create their lawful good

  • paladin's if you look at Luther you look

  • at thrall if you look at rainer they're

  • all kind of they fit a type but also

  • that we try to make our players walk

  • away from our games feeling like the

  • hero and overwatch more than that then

  • the the environment that we built over

  • watch is more about the heroes than

  • anything else and i think it's

  • interesting to talk about how heroes are

  • part of the world building process is

  • not just about these environments that

  • you're building so approachability is

  • one of the top things we care about we

  • want as many people to feel included and

  • welcomed in overwatch as possible so for

  • that reason each of the heroes has to

  • have extremely distinct gameplay

  • mechanics and also extremely varying

  • skill levels required to be good at

  • those heroes we want some heroes to be

  • very approachable very easy for players

  • to pick up in play and other heroes have

  • an extremely high skill cap because we

  • care very much about hardcore skilled

  • players as well so there's a great

  • variety there the other sort of obvious

  • thing is the visual design it starts

  • with the character silhouette and how

  • the character gets modeled but also

  • includes how the character gets animated

  • imposed we wanted no characters to be

  • very visually different and you can

  • recognize them from anywhere on the

  • battlefield but even more than sort of

  • the gameplay and art mechanics behind

  • how these heroes work we wanted there to

  • be heroes that felt approachable to each

  • person we all like different things were

  • all attracted to different things that's

  • one of the beautiful things about

  • humanity and making a game on planet

  • earth is how awesome the differences are

  • so we started getting into the back

  • stories of all these heroes and we found

  • it to be really really fun to sort of

  • explore different countries and how

  • different people from different

  • countries might think about one another

  • and and how they're all going to

  • interact and it became really fun and

  • what's weird to us is that overwatch

  • started to spark lots of discussions

  • about diversity it was a very hot topic

  • during the development of overwatch you

  • think it's still a very important topic

  • in in today's gaming world and so

  • there's a lot of discussion about

  • diversity and we've been both praised

  • and criticized for some of our decisions

  • when it comes to diversity and I think

  • it's really interesting that people

  • think that diversity was the goal of the

  • overwatch team when it was not what we

  • cared about was creating a game and a

  • game you

  • reverse in a world where everybody felt

  • welcomed and really what the goal was

  • was inclusivity and open-mindedness we

  • wanted there to be this feeling and I've

  • talked to a lot of people about this and

  • I think they've agreed with it that you

  • know when I say like you you might be

  • from somewhere that we haven't

  • represented yet in overwatch but you

  • could imagine there being an overwatch

  • hero or an overwatch map from your area

  • and it seems totally plausible like it

  • seems like at any time I could be

  • represented in the game is the sort of

  • open-mindedness and inclusivity that

  • were the goal of overwatch I think

  • diversity is a beautiful end result that

  • you get when you embrace inclusivity and

  • open-mindedness now we did the subject

  • of stereotypes comes up frequently if

  • you are making we found it like super

  • challenging to make a game on planet

  • earth as her off and sanctuary and the

  • starcraft universe are far safer but as

  • soon as you say somebody's from a

  • location like I probably pissed somebody

  • off from Hollywood today but um as soon

  • as you say somebody's from a location

  • everybody gets very sensitive so we've

  • tried to in many ways challenge a lot of

  • stereotypes so I'm not going to tell the

  • story of each of the heroes that i put

  • up on the screen behind me but in some

  • way each of them challenges a stereotype

  • on on the far left is particularly

  • interesting to me because she is a

  • sniper she's an older woman who is a

  • mother and has a very complicated story

  • with her daughter about whether or not

  • she did the right thing by the way of

  • her daughter so as you can see there's

  • not a lot of it

  • games you know featuring older Egyptian

  • mothers who happen to be snipers we went

  • out of our way to sort of challenge this

  • notion in december we wanted to kind of

  • put a thank-you out to our community so

  • we made a comic book written by michael

  • to our lead writer that was called

  • reflections and we wanted it to feature

  • all of our heroes in there

  • in life we show them you know in these

  • adventures movies all the time and doing

  • all these cool things in the game and we

  • want to show them in their home life and

  • reflections happened to reveal that

  • tracer had a girlfriend at home not a

  • boyfriend like some people expected and

  • this is all part of what we on the

  • overwatch team just think of as normal

  • things are normal and it's important to

  • show

  • normal things as normal so they become

  • more normal and a lot of people had

  • expected other characters to maybe be

  • representative of the LGBT community and

  • maybe it wasn't tracer and to us what

  • was important about tracer was that she

  • was this badass time-traveling hero

  • first and foremost I i was preparing for

  • this talk and I i took a moment to study

  • some of the shooters over the past 10

  • years and as i was looking into these

  • games and these are some of my favorite

  • games of all time i played more shooters

  • I daresay than anybody and I poured more

  • hours into these games then I'd like

  • anybody to really be aware of and I've

  • had so much fun but I started to notice

  • a trend like as I put the box covers

  • together of these games and the trend

  • seems to be grizzled soldier dude and it

  • made me think about just how different

  • overwatch was in so many ways that you

  • know when I look back on the past 10

  • years of great shooters and I'm not

  • trying to say that overwatch is a great

  • shooter but we aspire to be

  • it's very different to have an LGBT

  • character on the cover and also one

  • who's a female so it's something that

  • we're pretty proud of

  • now don't think for a second that we

  • don't also embrace stereotypes

  • so I've never had an American come up to

  • me and complain about the horrible

  • representation of americans in video

  • games

  • it's actually it's more sad that i think

  • a lot of us Americans see ourselves like

  • this kite back here when it couldn't be

  • further from the truth

  • really what was happening through this

  • whole process is

  • that the world that we were building and

  • the heroes that we're creating no longer

  • belong to us

  • so the fans of overwatch through

  • fanfiction through cosplay through the

  • most amazing fan art that I've ever seen

  • started to take over the world building

  • and the intellectual property for us

  • you can ask the overwatch founds who's

  • dating who and the overwatch lineup and

  • it's actually kind of amazing they have

  • stories for for all the heroes and and

  • what their love lives are and we love it

  • we think it's the it's the best thing

  • ever that it belongs to them we now

  • think of ourselves you know blizzard and

  • the overwatch team we are just the

  • custodians of the universe we're taking

  • care of it for what our community is

  • going to create moving forward and the

  • end of january we saw something very

  • special happen there was an

  • international march for women's right

  • that that took place all over the world

  • and the thing that really caught our eye

  • was that in seoul korea during the march

  • somebody who's flying this flag that had

  • the symbol for diva who is our our

  • character from Korea who in some way

  • challenges stereotypes and and in other

  • ways embraces them but we saw this flag

  • flying for diva and we looked into it

  • more and there was this Nash this

  • National Foundation for diva which was a

  • feminist foundation for women's rights

  • and what really started to fascinate me

  • when I looked more into this i started

  • to read their charter and I don't expect

  • you guys to be able to read any of this

  • but it's a last sentence there so we

  • decided to act for feminism under her

  • emblem they're talking about diva so

  • that in 2060 someone like diva diva

  • could actually exist which I thought was

  • just amazing and it sort of came back to

  • that original point that I was trying to

  • make a never accept the world for as it

  • appears to be but dare to see it for

  • what it could be and that was exactly

  • what was happening in in korea in no way

  • do we aspire to be a political game we

  • have no political motivations whatsoever

  • but it's fascinating to see that the

  • values

  • of the overwatch team are now being

  • embraced and owned by the community in

  • their own sort of positive way and i

  • wanted to end with my team because this

  • is my team today and it's obviously

  • bigger than the 40 people that we

  • started with and a lot of that is

  • because we've had a decent launch and

  • luckily we didn't get dispersed to to

  • the winds we still exist but I talk a

  • lot about overwatch at and sort of the

  • people that it's touched in the type of

  • world that we tried to build but i want

  • to remind people that and I hate to use

  • the word has it sounds negative but we

  • started building overwatch from almost a

  • selfish place and what I mean by that is

  • you had a team that was faced with

  • little hope and a lot of despair and we

  • felt like there was a failure was kind

  • of a dark situation that we were in and

  • to almost pull ourselves out of that

  • dark situation we imagined a bright and

  • hopeful world and it all became true

  • sort of a fairytale ending

  • I don't want for a second to discount

  • the importance of realism and video

  • games

  • I think it's extremely important for us

  • is an industry to keep pursuing realism

  • because we need to show people what the

  • world is like

  • likewise i hope there continues to be an

  • awesome pursuit of post-apocalyptic

  • games because it's very important for us

  • to imagine what could end up being our

  • future if we're not careful but I hope

  • in some ways that the overwatch

  • experience of the overwatch team stands

  • to show that there is room for

  • positivity and inclusiveness in our

  • industry as well thank you guys very

  • much hope you enjoy the summit

  • what they told me don't ever touch the

  • clicker

what's up everyone how you doing I'm

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