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Valorant Icebox Warmup Map | 1 vs 1 Map UE5
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Valorant Icebox Warmup Map | 1 vs 1 Map UE5

Ryan Bradford
by Ryanis3d on 17 Apr 2023

Valorant's Icebox meets CS:GO's warmup maps. I wanted to challenge myself to create an environment based on a highly stylized game such as Valorant. Combining that with CS:GO's warmup maps was a great way to bring a practical purpose to the environment while keeping the project scale down.

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Valorant's Icebox meets CS:GO's warmup maps. I wanted to challenge myself to create an environment based on a highly stylized game such as Valorant. Combining that with CS:GO's warmup maps was a great way to bring a practical purpose to the environment while keeping the project scale down. I got the idea while looking at Michael Shinde's Dust 2 Reskin in the style of Valorant, and ended up referencing his work and the shots provided by Riot Senior Lighting Artist Eric Durante. I made this project in Unreal Engine 5 as it is the future of game engine tech, and has amazing features such as Lumen and Nanite. A great resource for navigating the project also came in the form of Brandon Wang's Riot Games Technology article on the Valorant Shaders and Gameplay Clarity. This definitely opened my eyes to the possibilities of shader utilization within a stylized Unreal Engine project. All meshes were modeled and sculpted in Blender. Textures are created from a combination of my own Smart Material Toon Shader in Substance Painter, and tiling textures created in Substance Designer. The shipping container, crates, buildings, and most of the crane are High to Low poly baked, and the concrete is my own tiling texture edited in Painter. Valorant always does an excellent job of creating story within their competitive environments. Lydia Zanotti did a great job of explaining in her Dev article, The Art of Valorant Map Environments, the complexity that comes with combining story telling within a shooter that is meant to have a high level of competitive integrity. This became a challenge because it means moving story telling assets outside of the area that would distract from playing the game. So, I wanted to make sure that I followed a similar line of thinking while placing my story telling assets. 
At the end of the day, I'm very happy with how this environment has turned out, and look forward to using what I've learned in my future projects. Thanks for reading, and have a great day!


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