- [dramatic music] - The epiphany in the development of "Overwatch" for the Nintendo Switch was that first play test. And we're just sitting in our play test lab with the Switch and it was an immediate moment of, "We have to do this, like this feels so good, "it's so much fun, it's so unique and different "from the other ways the we play "Overwatch." - We started working on "Overwatch" for Switch about a year ago, around the time when "Diablo III" came out for the Switch. The folks working with Iron Galaxy were just raving about how awesome it was to work with them. We decided to do an evaluation with them and when we all sat down, we were kinda going, "Oh my god, this is just so awesome," just having everybody in the same room, playing the game, it was just such a different social experience. - People who are coming from the PC who also have a Switch have a really good understanding of the differences of the two systems. One of the reasons that we're a little late to the game in bringing the game to the Switch is because we initially had that reluctance of like, "Everything's not gonna look exactly the same "as it does on the PC," and I think once you get over the hurdle of, "That's okay, 'cause there's so many advantages "to this other platform," it's not all about visual fidelity. - We spent a lot of time with optimizations. We really wanted to kinda deliver that authentic "Overwatch" experience, so it had to kinda feel like you were playing "Overwatch" and kinda look like "Overwatch", right, so you felt like, "Yeah, this is just "what I'm used to playing on the Switch." We do do dynamic resolution scaling, we also, as we're kinda building the game and we're kinda looking at our budgets, we make sure that we have enough head room for the game play, and so that was kinda like the marks that we set for when we're looking at optimization targets. - You just say to somebody, "The game's gonna run at 30 frames a second," they'll put their nose in the air and go, "Oh, that's not good enough, it's not acceptable," but when you see how the game looks and you see how steady the game plays, it's kind of amazing and it feels great. - I'm pretty excited about the gyro aiming that we're introducing into the Switch. It was something that Nintendo actually encouraged us to try out. So we gave it a shot and we started putting it together and over the course of actually getting it into the game, it actually really re-changed my view on it. It was something that became so second nature. You have to spend about two hours really trying to learn it and then, now, I just can't imagine playing without it. - I think we would love to have cross-play and cross-progression between the Nintendo Switch and other platforms. It's obviously extremely challenging in many different ways and we hope that someday we can work through those challenges, but right now, it's all within the Nintendo ecosystem. More likely than not, we won't apply specific tuning changes just to the Switch, we would do that only in a case where we felt like, for some reason, maybe the gyro aim gave an advantage or disadvantage to some hero. That would be the only reason that we would make a Nintendo Switch specific tuning change. What you'll more likely see is some tuning changes between PC versus all three of the console platforms. I've always thought that there are two audiences that we're sort of hopeful engaged with the Switch version of the game. The first is people who are already playing on our other platforms who know and love the Switch's portability and love having it as an alternate system. The other audience that's super exciting to me is welcoming in that Nintendo audience that's very exclusive to the Switch who that's their whole expression of video games is through the Switch. Getting to see them, for the first time, play things like "Junkenstein's Revenge" and "Winter Wonderland" is gonna be really exciting, it's gonna be like relaunching "Overwatch" all over again. - [Narrator] Victory. [dramatic music]