The concept of Wrecking Ball had been proposed early in
Overwatchs development cycle, though never given significant development work until after release, according to Geoff Goodman. Writer Arnold Tsang said that the idea came from two different tracks of thoughts when they were designing the first set of characters of
Overwatch. One track was for a demolitionist character which would ultimately become Junkrat. One proposed idea was named "Ball Guy", a robot that could transform into a sphere and roll around. His skill kit would have included aspects of
magnetism, with one ability to draw in enemy bullets, store them, and then fire them back at opponents. However, at the time, the game already had several other Omnic characters and developers did not feel the need for an additional robot. The rolling aspect became the basis of Junkrat's ultimate ability, his Riptire. Another train of thought was to see if
Overwatch could support a "cute" character, and their artists came up with several animal-based concepts, including the infamous Jetpack Cat. However, none of these ideas worked within the
Overwatch theme. At this point, the groups working on these two tracks came up with the idea of making a robotic hamster to be combined with the spherical tank idea, playing off the idea of a
hamster ball. While they liked the idea, they decided to put the design on hold to focus on the initial roster of characters for
Overwatchs release. The team came back to explore Wrecking Ball while developing out the Horizon Lunar Colony map, which features into Winston's backstory, while at the same time planning on a new Tank hero. Previously, they had considered Winston, a super-intelligent gorilla who was part of an experimental study at Horizon, to be their most out-there idea. They were able to revisit the robotic hamster idea, but to fit into the Horizon setting, made the hamster a living creature - one of the Horizon test subjects with boosted intelligence - and gave him the spherical mech to pilot. Hammond's design was meant to be a mix of Western and Eastern art styles, somewhere between
Zootopia and
Hamtaro.
Jeff Kaplan stated that the goal for Hammond to be a "very disruptive, high mobility" tank that would be fun to play. Kaplan said that even within Blizzard, Wrecking Ball was a controversial character to add, with some developers thinking they had gone too far and wrecked the game. Kaplan reiterated that Wrecking Ball was designed to explore the edge of how far they could take a unique character in the game, and does not anticipate that there will be a hero more "wackier" than Wrecking Ball for future heroes. One ability that was tested involved Wrecking Ball gaining momentum as the character rolled through the level, causing more damage to enemy heroes. However, this had unintended consequences as Wrecking Ball's momentum could be redirected by certain abilities, like Pharah's "Concussive Blast", and damage unintended targets; as
Overwatch was developed to avoid
friendly fire, the ability was scrapped. During this period, developers came upon the idea of including a grappling hook as part of the character's skill kit, which Goodman believed cemented the character. For the grappling hook feature to work, Blizzard had to refine some parts of how the
Overwatch game was run related to their
physics engine; most physics calculations were made on the client side, so how objects moved under the control of physics may appear different to all players. Blizzard had previously explored a full server-side physics engine, which was helpful for testing, but was a strain for regular matches. Enough of Wrecking Ball's physics were conducted server side for consistent behavior for all players. Developers also experimented with several variants of what would become Wrecking Ball's adaptive shield, which at one point involved the character firing off up to four beam turrets that would provide shields for the hero, but like
Symmetra's turrets, these could be placed in difficult-to-hit locations, making it hard for opponents to destroy them. As Wrecking Ball was designed to fare well in clusters of opponents, the design team ultimately went with shields boosted in accordance with the number of nearby opponents. Wrecking Ball's piledriver ability was originally envisioned as his ultimate. In this iteration, the ultimate would launch Wrecking Ball up before slamming into the ground, and would have left opponents hanging in the air for five seconds. Once they added the grappling hook, these additional effects were deemed unnecessary and piledrive eventually became a regular ability. Due to Wrecking Ball having two sets of voice lines (one for Hammond's squeaks, another for the mech's translation), Blizzard had to rework the system that characters would use at the start of matches to account for Wrecking Ball's lines. Other sound effects for the character were taken from various weapons firing recordings, and from the sound of rolling metal balls and
bowling balls alongside the spinning of a hamster wheel. For voicing Hammond, Blizzard had constructed a fictional language of hamster-speak and was looking to use a mix of animal noises, such as coyotes pups, to create the voice lines. Blizzard then received an audition tape from
Dee Bradley Baker, a voice actor well known for his work doing animal sounds, and Blizzard changed direction to incorporate Baker's lines. Goodman considered that, at the time of Wrecking Ball's release, the hero would become disruptive to the
metagame at the time. A frequent strategy at that point was for defenses to stack up at an objective with shield-bearing characters like Reinhardt and Orisa providing sufficient defense to make it difficult for the attacking team to break through. Existing characters like D.Va and Winston can hurl themselves behind or within enemies lines, but without support, these characters do not survive long on their own. Goodman said that with Wrecking Ball's combined abilities, the character has a way to get into a defensive line, survive long enough, and escape quickly due to the mech's mobility. Goodman said that Wrecking Ball is still fragile, as if the character is trapped or slowed, it becomes very easy to take down. Wrecking Ball's release was an interregnum from preceding
Overwatch add-on content, which was based on new villains and geopolitical conflict. While
Overwatch developer Blizzard had hinted at the character's existence, the game's official Twitter account conspicuously teased the character in the days prior to its announcement in late June 2018 as the 28th playable hero on the roster. Wrecking Ball was released for public testing on the Public Test Region (PTR) the same day as the announcement. Wrecking Ball was fully added to
Overwatch on all game servers on July 24, 2018. == Appearances ==