Overwatch S23 Tokyo Streets — Street Rebel Junker Queen

This was an absolute joy to work on; from the challenges of the fabrics, to the details on the armor and weapons, the concept allowed me some unfettered access to functional design and developing additional detail zhuzhing. The rope knots are real, the flower decals are modeled, and everything is made in clean hard surface mesh, no sculpture. Just because it's fun! ;} This concept allowed me all manner of geekery and I very much look forward to the next one. Thank you, Blizzard!
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© 2026 Blizzard Entertainment Inc.
Character skin, outfit, weapon models and textures by Kristen Perry.
Concept, base model bits and any additional work done by the gentle-people of Blizzard Entertainment.

How cool was this concept?! I thoroughly enjoyed building and solving the peculiarities of this design. For fun, everything about her is hard surface modeling, including all the fabric folds, sashes, wraps, hair, and details.

How cool was this concept?! I thoroughly enjoyed building and solving the peculiarities of this design. For fun, everything about her is hard surface modeling, including all the fabric folds, sashes, wraps, hair, and details.

I modeled the concept's mass of hair into separate tufts; figured the physics weighting independently on all of them would make for a nice view when running in the world.

I modeled the concept's mass of hair into separate tufts; figured the physics weighting independently on all of them would make for a nice view when running in the world.

She's just shootin' her shot.

She's just shootin' her shot.

I always look for ways to add character to the model, even through props. The original concept was just a side view. That left opportunity for me to design out the inner details and volumes for the heft and architecture in game.

I always look for ways to add character to the model, even through props. The original concept was just a side view. That left opportunity for me to design out the inner details and volumes for the heft and architecture in game.

There was a lovely petal graphic on the axe concept, and it inspired me to redesign the guard of the knife to zhuzh it up! Also, all of the high res knots and rope wraps on the weapons are legit and continuous! No hand-waving topo here!

There was a lovely petal graphic on the axe concept, and it inspired me to redesign the guard of the knife to zhuzh it up! Also, all of the high res knots and rope wraps on the weapons are legit and continuous! No hand-waving topo here!

I got to add the paper fringe cap to the firework ammo casing, and there's a red rope tie to secure it when animated. Also improvised for the sticker designs. I really enjoyed crafting all the textures and patinas!

I got to add the paper fringe cap to the firework ammo casing, and there's a red rope tie to secure it when animated. Also improvised for the sticker designs. I really enjoyed crafting all the textures and patinas!

Even the grip wraps are designed after the proper twisting for katana.

Even the grip wraps are designed after the proper twisting for katana.

The hakama pants were a fun challenge; had to make them drape like a skirt but still look good as a game model while bending the leg and running without draping physics. I went for deep pleats and starched folds on the inside legs.

The hakama pants were a fun challenge; had to make them drape like a skirt but still look good as a game model while bending the leg and running without draping physics. I went for deep pleats and starched folds on the inside legs.

Everything is hard surface, even the organics. Skirt sash and chest wraps are one piece, oni mask is one piece, and why paint flowers on things when you can model them?

Everything is hard surface, even the organics. Skirt sash and chest wraps are one piece, oni mask is one piece, and why paint flowers on things when you can model them?

Looks like they're ready for shawarma. ;}

Looks like they're ready for shawarma. ;}