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Idk I don't see it. there's a case to be made that they're both similiar because yea they're diving hats.. but silhouettes and colors and pose wise I don't see it. not to mention Engineer and pyro play drastically different and have very different vfx and sfx, I really do not see any instance where you could confuse the two in actual combat
You’re also ignoring everything else I said
YES. YES IT DOES. One of the things that makes TF2 characters so recognizable is that all 9 characters have distictive faces. The reason why the pyro can get away with putting object on head is because the character has on object, the gas mask, on his head. When you do that with the engineer, you're covering important distictive features of the character like the face and hardhat.
And you shouldn't be taking advice from a guy who worked on overwatch about character recognition.
Asymmetry and big landmark design aspects like Engineer’s glove, pyro’s propane tank, or heavy’s bandolier aren’t coincidental. They’re very useful indicators to ensure you know who you’re fighting, even if they’re halfway across the map.
As far as the “identical” pyro hat goes. The similarity ends at the fact that they’re diving helmets. I also think this argument is a bit null considering all-class hats are a thing.
Hope that helps and I apologize for going on a tangent
Valve was very deliberate across the board when it came to designing their characters. Class recognition doesn’t primarily extend to things like whether or not the character’s faces are visible. One of my teachers that worked on Overwatch even had us study how Moby Francke designed the mercs.
Anyway, what I’m getting at is that quite a few things help define class recognition:
1. Things like overall color placement (pyro’s gradient) like you mentioned. But this by itself isn’t realistically going to cause problems.
2. Class silhouette. This includes things like weapons. You’re never going to see a medic welding a huge flamethrower-like object.