Hush's telekinesis meets VALORANT's hitbox rules
Keeoh joins the developers over dim sum to explore the decisions behind the new Duelist's powers, personality and ghost-keychain look.
Why this story? The video opened at a pace of 461,568 views a day, 15 times a normal first day on this channel (30,265).
Shh.. We’re Chatting about Hush // Dev Diaries - VALORANT
Things we can learn from the video
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- 1:09Ryan Clements describes Hush as an eccentric, intelligent and capable presence within her friend group.
- 2:12Nicholas Smith explains how telekinesis became the foundation of Hush's competitive gameplay kit.
- 3:40The team explains its choice of a cooldown-based telekinesis passive.
- 4:45Rachel Chan explains how interface indicators and glowing effects identify objects Hush can manipulate.
- 5:31Nancy Kim discusses Hush's outfit and accessories within the limits imposed by competitive hitboxes.
- 6:43The developers explain projectile redirection and Hush's enemy-levitating ultimate.
Moving objects with your mind is the fantasy. Making that power readable to someone trying to shoot you is the design problem behind VALORANT's new Hush developer diary.
Hosted by Keeoh over dim sum, "Shh.. We're Chatting about Hush // Dev Diaries - VALORANT" brings together the people responsible for the Cantonese Duelist's story, art, interface and gameplay. The discussion drew roughly 370,000 views in its first fifteen hours, far beyond the channel's usual start for this format.
Game designer Nicholas Smith puts the starting point plainly: "The big draw was all telekinesis." Turning that into a competitive shooter ability meant deciding on a passive with a cooldown, while giving players clear signals about which objects they can manipulate. User experience designer Rachel Chan explains the glowing effects and interface indicators that make those possibilities visible.
The same balancing act extends to Hush's appearance. Concept artist Nancy Kim discusses bracelets, ghost keychains and an outfit that still has to respect the game's hitbox limits. Narrative writer Ryan Clements describes a character who is eccentric but capable, the unusual friend who knows what she's doing.
This is the design conversation following the restaurant-action reveal we reported here, rather than another cinematic. Gameplay accompanies explanations of projectile redirection and an ultimate that levitates enemies. In the comments, viewers are already considering possible movement techniques, including whether experience with Raze's satchel jumps might help them experiment with Hush.
Published on Trari
Where next?
What viewers say
The ability to curve your dash momentum after getting past your anchor point, looks like Raze post satchel jump but a hella lot smoother, there are probably gonna be some mad insane movement tech with that, I would imagine skilled Raze satchel players pull something off first whilst trying her out.
@elusivenobodyimportantSee it on YouTubeawesome how much smoother and natural these showcases are with a professional youtuber to convey the info!
@TomOnMarsSee it on YouTubeher select screen is so cute! can't wait to try playing
@ic236See it on YouTube
2 more comments
This agent is going to be so much fun to play! I love flash agents!
@iikkayaltySee it on YouTube8:13 oooo i thought its only player that levitated.
@muaimaonytSee it on YouTube
Public comments from the video's page on YouTube
- Channel
- VALORANT
- Subscribers
- 2,970,000 ▲ 10,000 this week
- Channel views, last 7 days
- 6,769,997
- Channel views, pace per day
- 3,320,538 (on a normal day: 623,552)
- Video published
- October 19, 2026
- Video views so far
- 367,517 (less than a day online)
- Video views, pace per day
- 461,568
The numbers
The developer diary is off to an unusually fast start. Across the channel, daily views are also running at more than five times the usual pace.
💡 Test your knowledge
Which studio created VALORANT?
VALORANT is Riot Games' character-based tactical shooter.



