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Exploring Valve Archive, part 29 - the Mercs we almost got

valvearchive.com>archive>archive>Team Fortress>Team Fortress 2>Art>Character Art>Sniper/Scout/Pyro/Medic>Concepts

Valve's design process for the TF2 mercenaries was a balancing act on many fronts. They needed to be distinct and identifiable at a glance without being loud or too complex; they needed designs that communicated function without sacrificing form; and they needed to be iconic without hogging the character spotlight. 

To find the perfect balance of character design, Valve did what they did best: they iterated, iterated, and iterated some more, keeping the ideas that worked while scrapping or re-purposing those that didn't. 

This fine-tuning left a lot of interesting proto-mercs on the cutting room floor that often get overlooked in the TF2 beta community: a Pyro with a distinct face, a Medic with no handsome features in the slightest, a Scout who looks straight out of high school, and a Sniper very reminiscent of Crocodile Dundee.

It's interesting to see how the Mercs could've looked like, but it's good to know that the line-up we have today was meticulously crafted to be as timeless and iconic as they were when the game first released 16 years ago.
Exploring Valve Archive, part 29 - the Mercs we almost got

valvearchive.com>archive>archive>Team Fortress>Team Fortress 2>Art>Character Art>Sniper/Scout/Pyro/Medic>Concepts

Valve's design process for the TF2 mercenaries was a balancing act on many fronts. They needed to be distinct and identifiable at a glance without being loud or too complex; they needed designs that communicated function without sacrificing form; and they needed to be iconic without hogging the character spotlight. 

To find the perfect balance of character design, Valve did what they did best: they iterated, iterated, and iterated some more, keeping the ideas that worked while scrapping or re-purposing those that didn't. 

This fine-tuning left a lot of interesting proto-mercs on the cutting room floor that often get overlooked in the TF2 beta community: a Pyro with a distinct face, a Medic with no handsome features in the slightest, a Scout who looks straight out of high school, and a Sniper very reminiscent of Crocodile Dundee.

It's interesting to see how the Mercs could've looked like, but it's good to know that the line-up we have today was meticulously crafted to be as timeless and iconic as they were when the game first released 16 years ago.
Exploring Valve Archive, part 29 - the Mercs we almost got

valvearchive.com>archive>archive>Team Fortress>Team Fortress 2>Art>Character Art>Sniper/Scout/Pyro/Medic>Concepts

Valve's design process for the TF2 mercenaries was a balancing act on many fronts. They needed to be distinct and identifiable at a glance without being loud or too complex; they needed designs that communicated function without sacrificing form; and they needed to be iconic without hogging the character spotlight. 

To find the perfect balance of character design, Valve did what they did best: they iterated, iterated, and iterated some more, keeping the ideas that worked while scrapping or re-purposing those that didn't. 

This fine-tuning left a lot of interesting proto-mercs on the cutting room floor that often get overlooked in the TF2 beta community: a Pyro with a distinct face, a Medic with no handsome features in the slightest, a Scout who looks straight out of high school, and a Sniper very reminiscent of Crocodile Dundee.

It's interesting to see how the Mercs could've looked like, but it's good to know that the line-up we have today was meticulously crafted to be as timeless and iconic as they were when the game first released 16 years ago.
Exploring Valve Archive, part 29 - the Mercs we almost got

valvearchive.com>archive>archive>Team Fortress>Team Fortress 2>Art>Character Art>Sniper/Scout/Pyro/Medic>Concepts

Valve's design process for the TF2 mercenaries was a balancing act on many fronts. They needed to be distinct and identifiable at a glance without being loud or too complex; they needed designs that communicated function without sacrificing form; and they needed to be iconic without hogging the character spotlight. 

To find the perfect balance of character design, Valve did what they did best: they iterated, iterated, and iterated some more, keeping the ideas that worked while scrapping or re-purposing those that didn't. 

This fine-tuning left a lot of interesting proto-mercs on the cutting room floor that often get overlooked in the TF2 beta community: a Pyro with a distinct face, a Medic with no handsome features in the slightest, a Scout who looks straight out of high school, and a Sniper very reminiscent of Crocodile Dundee.

It's interesting to see how the Mercs could've looked like, but it's good to know that the line-up we have today was meticulously crafted to be as timeless and iconic as they were when the game first released 16 years ago.

Exploring Valve Archive, part 29 - the Mercs we almost got valvearchive.com>archive>archive>Team Fortress>Team Fortress 2>Art>Character Art>Sniper/Scout/Pyro/Medic>Concepts Valve's design process for the TF2 mercenaries was a balancing act on many fronts. They needed to be distinct and identifiable at a glance without being loud or too complex; they needed designs that communicated function without sacrificing form; and they needed to be iconic without hogging the character spotlight. To find the perfect balance of character design, Valve did what they did best: they iterated, iterated, and iterated some more, keeping the ideas that worked while scrapping or re-purposing those that didn't. This fine-tuning left a lot of interesting proto-mercs on the cutting room floor that often get overlooked in the TF2 beta community: a Pyro with a distinct face, a Medic with no handsome features in the slightest, a Scout who looks straight out of high school, and a Sniper very reminiscent of Crocodile Dundee. It's interesting to see how the Mercs could've looked like, but it's good to know that the line-up we have today was meticulously crafted to be as timeless and iconic as they were when the game first released 16 years ago.

sniper11
scout11
pyro11
medic11
MaskBoi
MaskBoi
Mar 13, 2023

Cool concept arts 👍