VALORANT /

Spike News

Map Reveals?
What is it?
For about a year we were responsible for developing the hero content for the Latin American launch. of VALORANT’s first maps, the first-person-shooter of Riot Games. For this purpose, we undertook the task of producing an iconic proposal for each one of them, which, by counting with the dual virtue of being fictional and at the same time located in real places in the world (Icebox in the Arctic, Breeze in the Bermuda Triangle and Fracture in New Mexico), allowed us to arrive at a conceptualization for each of the maps.

Each map,
a different challenge

Our first challenge was Icebox. We leveraged its natural virtues to create the concept of “The VLRNT Planet”, a parody of the classic Animal Planet and National Geographic documentaries that despite its 5-minute length, managed to keep our audience engaged throughout this first long content. Then came Breeze, which thanks to its tropical characteristics, allowed us to develop a second audiovisual as a continuation of the original concept “The VLRNT Planet” called “The Two Faces of the Caribbean”. The execution was beautiful as our understanding of how to lift content in the game evolved. Finally, Fracture arrived. Here the challenge was different since this map was located in an abandoned research center, so the previous concept of natural documentary had to evolve. For this purpose, we developed the Fracture employee handbook, told by an asset characteristic of the map.

In-game footage:
A new experience

We all know what the traditional logic is for filming a commercial. You hire a production company, and they are in charge of doing the pre, camera lift, the director says action and do the post. However, filming in-game is completely different. Talent is digital. Remote Crew. Coordination happens through Discord and “filming” from different computers. Specialists who run the plays over and over and over again. Downloading special recording programs, understanding how those programs work, applying in-game settings that have nothing to do with gameplay plus lifting hours of content, selecting it and doing lots and lots and lots of post. And of course, adapting to the days in which the map will be available prior to its release that leave a very short window of time for post-production. You need to understand the game 100%. The first time was a headache, by the third map we became the best in-game producer in the region.