In Season 16 of Overwatch 2, an array of thrilling new elements are being introduced. Among them is the introduction of Freja, a fresh damage hero, and a novel competitive experience titled Stadium. Overwatch 2’s Stadium mode, which offers the ability to switch between first-person and third-person views, incorporates MOBA-style features, and retains the classic hero shooter mechanics, represents a groundbreaking moment for the franchise as it sets a new precedent.
The February Spotlight Event for the game “Overwatch” provided a sneak peek at the upcoming game mode, highlighting its seven-round best format, character builds, and distinctive skills. However, more recent previews have been geared towards development and gameplay. Recently, Game Rant conducted a roundtable discussion with game director Aaron Keller, senior game designer Dylan Snyder, and lead level designer Ryan Smith. (This interview has been condensed for brevity and clarity.)
Overwatch 2’s Stadium Mode Is Already Looking Toward the Future
A: Are there any thoughts on which characters will appear in Stadium next, and approximately how many new characters can we anticipate each season? Also, what’s the estimated duration for this process?
Keller proposes introducing several heroes per season, and he hopes that we can do it as soon as possible, rather than waiting. Nevertheless, keep in mind that transferring heroes to the Stadium requires a certain amount of time.
Initially, it took more time for our team to introduce heroes compared to later on, but now we’re operating smoothly. I previously stated in the Overwatch Spotlight video that we would start with 14 heroes, however, we are now launching with 17. This demonstrates the commitment of our team. A significant part of this expansion is due to the assistance from the hero design team, enabling us to collaborate directly with designers responsible for their respective heroes. Through this collaboration, we gain insights into each hero’s core and discover ways to expand upon it.
It’s difficult to provide an exact timeframe, but we’ve reached a stage where transitioning our hero from one platform to Stadium now takes weeks rather than months. This is a significant improvement for us, as our ultimate goal is to move the entire team to Stadium eventually. Maintaining this speed is vital, and we’ve gained valuable insights along the way.
Stadium’s First-Person and Third-Person Perspectives Have Their Own Strategic Advantages

A: Could you explain the steps involved in creating a stadium design, keeping in mind a third person’s viewpoint? Also, where can players locate instructions on adjusting their camera perspective if they wish to do so?
Keller: This is the initial release where we’ve sent the third-person character to play Overwatch. We’ve invested a great deal of effort to ensure the experience is as enjoyable as possible for us. We’ve made significant improvements in hero animations, camera angles, and hidden technology that we’ve incorporated to give the sensation of accurate aiming.
Absolutely! Players have the ability to toggle between first-person and third-person perspectives, which can be adjusted via the Options menu. We’ve designed it this way because we prefer not to enable real-time switches to maintain an immersive experience. There’s a thrill in discovering unique playstyles with this feature, but for now, our initial implementation of third-person camera is somewhat reserved. We eagerly anticipate player feedback and believe that improvements will stem from it.
As a cinephile speaking about my project: To avoid the usual annoyances associated with third-person perspectives in gaming, I’ve ensured that every map layout is perfectly mirrored from one side to another. This meticulous approach helps maintain a smooth gameplay experience. While designing the third-person mode, I had to make subtle adjustments to aspects like door sizes and hallway dimensions, as well as minor details, all aimed at making it easier for players to navigate through spaces comfortably.
A: From the playtest results, does it appear that most players prefer the third-person camera due to its default setting, or is their preference for the first-person view because they find it more comfortable and familiar?
Initially, when we began exploring third-person perspectives, many players were firm about sticking with the first-person view, expressing, “I’m all for first-person; I won’t even bother with third-person.” However, now, a significant number of those players are using third-person for specific characters. Conversely, some players find themselves exclusively preferring Ana or Ashe in first-person, due to their aim preferences, indicating that we should provide an option to set the perspective according to each hero as a personalized setting.
In other words, I often choose to play Lucio from a third-person perspective because it feels natural after so long, although the advantage of knowing the environment and enemy locations in third-person might be counterbalanced by the aim precision some characters have in first-person. It essentially comes down to a strategic choice, depending on what works best for me in each situation.
Stadium’s Intricate Hero and Map Design

A: Among the newly designed maps, is there one specifically that has you particularly thrilled and eager to share with players? Additionally, could you tell me which aspects of this map you find especially captivating?
Smith: Choosing a favorite among several new maps we’re releasing simultaneously can be challenging because each one excels in its unique ways. One of the Push maps we’ve been working on is themed as Paris, but differs from the existing Paris map in layout. The initial spawn point for the Push Bot, which serves as a remarkable combat area, was brilliantly designed by our level designer, Thomas. This central point boasts a robust design.
There’s something about Arena Victoriae that’s hard not to admire, even with a bit of personal bias since I played a significant role in its creation. Initially, it appears as mere blocks during development, but the focus is solely on its gameplay mechanics. What makes me fondest of it, however, is the stunning transformation the art team managed to bring about.
User: Gogadoro is my preferred map, strategically situated above an underpass on a raised train line in Busan. It features jump pads leading onto it, making for unique scenarios such as Reinhardt’s flying into the opening, jumping to the Jump Pad, and causing havoc upon return, a spectacle that can’t be replicated elsewhere. Reflecting on old maps to evaluate their strategic potential is captivating, just as intriguing is discovering maps specifically designed for Stadium, expanding our tactical possibilities.
I too find delight in allowing players to uncover hidden regions, fresh nooks, and concealed paths or shortcuts. With numerous agile characters in Stadium, you might wonder, “What’s the ideal Lucio roll-out for a quick escape from Spawn?” It’s likely that Twitch streamer Frogger will quickly decipher this, and until then, there’s an element of mystery to keep us guessing.
Q: Do you have any closing thoughts you’d like to share with the community?
Keller: I’m absolutely thrilled to discuss the Stadium in Overwatch, as it’s a topic that gets everyone on our team pumped up. We’ve invested countless hours, effort, and enthusiasm into its creation. As we roll out new heroes, maps, game modes, and features, our dedication remains steadfast. In the future, expect regular balance adjustments for this mode. If you’ve been pondering when to return to the game, Stadium is the perfect opportunity!
[END]
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2025-04-22 13:12