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March 9-13, 2026
Moscone CenterSan Francisco, CA

Agenda

Designing Stadium: Crafting a New Game Mode for 'Overwatch'

Scott Hwang  (Senior Systems Designer II, Blizzard Entertainment)
Larry Wu  (Systems Designer, Blizzard)
Location: Room 2005, West Hall
Date: Tuesday, March 10
Time: 1:50 pm - 2:50 pm
Pass Type: Festival Pass, Game Changer Pass - Get your pass now!
Audience Level: Intermediate
Track: Design
Format: Lecture
Vault Recording: Video
Audience Level: Intermediate

Join Blizzard designers Dylan and Scott as they break down the 18-month journey of creating Stadium, a brand-new game mode for Overwatch. From initial concept and design goals to prototyping, balancing, and post-launch support, this talk offers a deep dive into the challenges of building innovative experiences within an established franchise.

Learn how the team iterated on gameplay systems, expanded hero functionality, and integrated player feedback through live testing events and limited betas. The session also explores how Stadium maintained the core Overwatch feel while introducing new mechanics, camera systems, and strategic depth.

Attendees will leave with practical insights into cross-discipline collaboration, iterative design, and how to successfully launch new game modes in competitive multiplayer environments.

Takeaway

• Systemic Innovation in a Live Game: Learn how to introduce bold new mechanics—like a shop system or 3rd-person camera—without breaking the identity of a well-established competitive shooter.
• Hero Design in a New Context: Understand how to adapt and expand hero abilities to fit a new mode while preserving their core fantasy and balance integrity.
• Balancing Through Data and Playtesting: See how internal dashboards, live event data, and focused feedback loops were used to guide tuning and ensure clarity, competitiveness, and replayability.
• Prototyping for Clarity and Fun: Discover practical lessons from early failed prototypes, including what made them fall short and how those failures informed later success.
• Collaborative Iteration: Gain insight into cross-functional workflows—from design and animation to VFX and UI—and how alignment was maintained across disciplines during rapid iteration.
• Live Testing and Community Feedback: Learn how limited-time events and betas can be leveraged as safe spaces for experimentation and trust-building with your player base.

Intended Audience

• Game Designers working on live games or multiplayer systems who are exploring how to innovate within existing frameworks.
• Systems and Combat Designers interested in hero design, balance, and integrating new mechanics into established character kits.
• UX/VFX/UI Designers focused on visual clarity and feedback in fast-paced competitive environments.
• Producers and Team Leads looking for insights on cross-discipline collaboration, iteration pipelines, and live testing workflows.
• Developers at Large Studios navigating the challenges of shipping new modes inside beloved franchises with vocal communities.