Hyperly26

Hyperly26

@hyperly26

Favourite video game franchises: Half-Life / Portal / Titanfall / Halo / Borderlands / Devil May Cry Aspiring to be a translator/interpreter.

Hyperly26#3616
Joined 8 Jun 2021
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Joined our first private beta
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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 fin…

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NEW VIDEO on the LambdaGeneration YouTube channel! This week I'm talking about Desolation. A pretty massive Portal 2 fan project with great potential. Enjoy!

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🎁 Giveaway Time! 🎁

Thanks to this month's Community Sponsor @dustfade, we're giving away 5 copies of Military Conflict: Vietnam to our users!

To enter, simply

❤️ Like this post 
🎮 Follow @dustfade 

Winners will be selected next week. 🎁

PLUS.. We're also running separate giveaways on our Twitter, Facebook, Discord and YouTube (linked on our profile), enter those to increase your chances of winning a copy! 

Note: Maximum one copy per person. Winners who cannot be contacted will be re-rolled.

🎁 Giveaway Time! 🎁 Thanks to this month's Community Sponsor @dustfade, we're giving away 5 copies of Military Conflict: Vietnam to our users! To enter, simply ❤️ Like this post 🎮 Follow @dustfade Winners will be selected next week. 🎁 PLUS.. We're also running separate giveaways on our Twitter, Facebook, Discord and YouTube (linked on our profile), enter those to increase your chances of winning a copy! Note: Maximum one copy per person. Winners who cannot be contacted will be re-rol…

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