Overwatch - Neon Junction

I had the pleasure of contributing to Overwatch's newest Hybrid map: Neon Junction! It was a ton of fun and good practice to work on such a beautiful and vibrant map.

I owned the task of creating the roads and sidewalks for this beautiful location, as well as putting together and iterating the main capture point area, which turned out awesome! I also got to contribute to a few interior artpasses like the station's forward spawn room, as well as a some sightline blockers, and many near backdrop views!

Overall I had the opportunity to do extensive research on Tokyo roads and sidewalks themes (and road traffic signage!) and bringing it together within the Overwatch's universe. This map really made me travel!

Starting with blockouts handed over by the level design team, we created the art models, handled set dressing, and put together the vibrant city backdrop.

We also provided support with the usual technical tasks, like setting up collision and general map optimization, to bring the map across the finish line.

3D Artists:
Benjamin Sauder (Lead): https://www.artstation.com/benjamin_sauder
Axel Daboineau: https://www.artstation.com/axeldaboineau
Denys Yarmola: https://www.artstation.com/d_yarmola
Viktor Colpaert: https://www.artstation.com/viktorcolpaert
David Fraaß: http://www.digitalbalance.de/
Reinier Goijvaerts: https://argee.xyz/

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 2026. Thanks to the entire Overwatch team!

For this new map, I mainly worked on creating the entire road and sidewalk meshes for the first and second areas of the map, as well as the main capture point

For this new map, I mainly worked on creating the entire road and sidewalk meshes for the first and second areas of the map, as well as the main capture point

Main chokepoint road and sidewalks, road traffic signs

Main chokepoint road and sidewalks, road traffic signs

I also contributed to putting together near backdrop views around the main capture point

I also contributed to putting together near backdrop views around the main capture point

Worked on initial versions of both red colored blockers, Viktor Colpaert did the final pass on them

Worked on initial versions of both red colored blockers, Viktor Colpaert did the final pass on them

Sightline blocker I worked on

Sightline blocker I worked on

I also worked on this attacker's last forward spawn interior, featuring a Pachimart and a timetable for the train station

I also worked on this attacker's last forward spawn interior, featuring a Pachimart and a timetable for the train station

Takoyaki restaurant interior

Takoyaki restaurant interior

Second capture point ground mesh that I worked on, Axel Daboineau helped bringing this area to the finish line

Second capture point ground mesh that I worked on, Axel Daboineau helped bringing this area to the finish line

Theater entrance capture point

Theater entrance capture point

Near backdrop views that I got to setup, created the ground and the further building, as well as overall set dressing

Near backdrop views that I got to setup, created the ground and the further building, as well as overall set dressing