Character concept project for TF2 -
(Team Fortress 2)

This project introduces a new mercenary concept to the TF2 universe. It’s a serious but ambitious effort to create something fans can connect with. The goal is to build a small, passionate community around this character. Anyone interested in supporting or contributing is more than welcome. Let’s keep the spirit of TF2 alive together!


This page will be constantly updated as new things come up, so feel free to check back often!- Created: 11/o1/2025 -
- Last update: 05/06/26 -


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© Valve Corporation. Valve, Steam, Team Fortress and related assets are trademarks or registered trademarks of Valve Corporation.This project (Team Fortress 2 Puppeteer) is a fan-made creation developed independently and is not officially endorsed, supported, or affiliated with Valve.

CHARACTER DESIGN

Every element of Puppeteer’s design has a purpose, his clothing, colors, and gear reflect his background and role. This section breaks down why he looks the way he does and how those choices support his identity as a mercenary.


HISTORY and LORE of the character

Basic introduction to Puppeteer’s background, personality, and role within the TF2 world. Covers key points of his story and what defines him as a character.


STATISTICS and MECHANICS

Includes basic gameplay information: his three main weapons, class role, combat traits, and core mechanics. A quick overview of how he works in-game and what makes him different.


This section compiles all extracted or referenced in-game assets related to The Puppeteer, including voice lines, taunts, HUD icons, and other technical material.


Dedicated to the development of MAPS and mechanics within those maps.


A collection of official artwork, concept pieces, 3D MODEL, character inspiration boards, old Art archive, etc.


A section dedicated to frequently asked questions, interesting facts, and fun trivia.


Interested in the project and making contributions?

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© Valve Corporation. Valve, Steam, Team Fortress and related assets are trademarks or registered trademarks of Valve Corporation.This project (Team Fortress 2 Puppeteer) is a fan-made creation developed independently and is not officially endorsed, supported, or affiliated with Valve.

La Consegna

Payload Map Concept — Milan, Italy

La Consegna is a classic payload-style map set in the streets of Milan, Italy.
The mission revolves around escorting a restored limited-edition Vespa as part of what appears to be a diplomatic peace delivery between the teams. The map draws visual and structural inspiration from traditional Italian environments, particularly the narrow streets, plazas, and alleyways seen in classic Italian-themed multiplayer maps.

Concept Overview

The Vespa itself is secretly sabotaged by Puppeteer, the operative responsible for preparing the delivery. Rather than serving a strategic necessity, the sabotage exists primarily because he wants to observe the chaos it may create. The payload becomes less of a diplomatic symbol and more of a controlled setup, with Puppeteer quietly guiding the operation through radio communication while knowing the outcome will eventually spiral into disaster.As the payload progresses through the map, the implication is that Puppeteer continues adjusting and modifying the Vespa remotely throughout the operation, subtly escalating the danger behind the scenes. What begins as a seemingly harmless delivery gradually reveals itself to be a setup designed to fail. The mission ultimately culminates at the final checkpoint, where the Vespa detonates, triggering the chaos that Puppeteer had anticipated from the start.


La Consegna: Concept art


Design Notes

Although the setting is inspired by the narrow streets commonly associated with historic Italian cities, the map layout itself is not designed to be extremely tight or restrictive.Team Fortress 2 gameplay relies heavily on mobility, class abilities, and projectile combat, which means excessively narrow spaces can negatively affect balance and player flow. Because of this, the streets and passageways in the map concept are intended to be wider and more open than real-world architecture, allowing classes to move, flank, and engage effectively.The goal is to preserve the visual feeling of a dense European city while still maintaining gameplay spaces that function well within TF2’s combat design.


Interested in the project and making contributions?

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© Valve Corporation. Valve, Steam, Team Fortress and related assets are trademarks or registered trademarks of Valve Corporation.This project (Team Fortress 2 Puppeteer) is a fan-made creation developed independently and is not officially endorsed, supported, or affiliated with Valve.


Puppeteer’s visual identity is built around a specific concept: a young, upper-class mercenary shaped by his upbringing in a powerful Italian mafia family. His design takes cues from 1950s–60s Italian fashion, where elegance and status were expressed through tailored clothing, accessories, and posture. The suspenders, for example, are an interesting element: they reference actual fashion trends of the time, while fitting naturally into TF2's style, similar to the belts and straps worn by other Merenarians.The bow tie serves as his standout detail. It reinforces his refined background and supports the “puppetmaster” theme without making the design feel out of place. His shirt and trousers keep a loose silhouette that feels lived-in rather than costume-like, which helps maintain consistency with the rest of the roster. The boots, while not historical, were intentionally kept in line with TF2’s utilitarian footwear to preserve gameplay readability.


One small but deliberate feature is the color shift in his buckles: gold for RED, silver for BLU. This was done for visual harmony and color balance rather than decoration, so the character always blends cleanly with his team palette while keeping the design unified.


FACE AND HAIR

Puppeteer’s facial features were intentionally designed to emphasize youth, confidence, and a sense of superiority. His face is structured to look conventionally attractive, but in a way that suggests entitlement rather than approachability, reflecting his background and personality. The sharp eyes, defined jawline, and controlled expressions reinforce the idea of someone raised with power and influence, and who fully believes he deserves both.His hairstyle follows the same logic. The longer, slightly unkempt look introduces a rebellious edge without breaking the refined image. This choice also ties back to real 1960s fashion trends, where longer hair among young men was becoming more common and symbolic of status or personality. He has an alternate styled haircut designed to appear more neatly groomed and traditional, but the standard version remains the preferred one due to how it supports his attitude and visual identity.


© Valve Corporation. Valve, Steam, Team Fortress and related assets are trademarks or registered trademarks of Valve Corporation.This project (Team Fortress 2 Puppeteer) is a fan-made creation developed independently and is not officially endorsed, supported, or affiliated with Valve.


Early Life and Family Background

Puppeteer (real name: Tyler Vercetti) is a 28-29 year-old mercenary born in Milan, Italy. He comes from one of the wealthiest and most influential families of the era, a legacy built not on business or politics, but on organized crime. The Vercetti family, led by his father, Mr. Vercetti, controls one of the most powerful mafia networks of its time.Despite his luxurious upbringing, Tyler’s childhood was far from ideal. His father subjected him to extreme situations from a young age, witnessing violence, executions, and illegal operations, all under the guise of “preparing him to inherit the family empire.” The intent was to make him “strong,” but the effect was psychological destruction. His father is ruthless and manipulative, and used terror as a method of control.The only genuine comfort Tyler ever had was his mother, who treated him with affection and protected what little innocence he had left. Her influence was seen as a threat by Mr. Vercetti, who believed she was making Tyler “weak.” Their conflict escalated to the point where she was killed by Tyler’s own father, severing the last emotional tie he had and leaving him permanently marked by the event.


Path to Becoming a Mercenary.

Tyler’s entry into the mercenary world was not by choice. Mr. Vercetti leveraged his criminal connections to force him into a contract with powerful external actors, including, presumably, the Administrator. The goal was to forge Tyler into a ruthless operative who could eventually return and take over the mafia empire, trained, hardened, and stripped of “weakness.”To Mr. Vercetti, TF2’s battlegrounds were a training ground designed to harden Tyler and refine him into a controlled weapon. To Tyler, it became both imprisonment and escape: a forced role that, over time, gave him distance from his father’s reach and a chance to exist outside the mafia’s direct grasp.This is where Puppeteer emerges, shaped by trauma, pride, and the pressure of a legacy he never asked for, yet determined to stand on his own terms within the world of mercenaries.


Tyler's parents character design.

Mrs. Vercetti

Mrs. Vercetti was a kind, gentle woman and the emotional anchor of the Vercetti household. In contrast to her husband, she strongly opposed the criminal path laid out for her son and rejected the values of the mafia world. She believed Tyler deserved a normal life, free from violence and fear, and often clashed with Mr. Vercetti over his upbringing.Her warmth and protectiveness made her a source of comfort for Tyler, but also a point of conflict within the family. Her presence was seen as an obstacle by her husband, who viewed empathy as weakness. Her death marked a turning point in Tyler’s life and left a permanent impact on his development.


Mr. Vercetti

Mr. Vercetti was the head of one of the most powerful mafia organizations of his time. A controlling and ruthless man, he ruled through fear, manipulation, and absolute authority. He believed strength was forged through exposure to violence and saw no issue in involving his son in criminal activities from a young age, viewing it as Tyler’s responsibility as his heir.Cold and uncompromising, Mr. Vercetti was deeply convinced of his own ideals. To him, power justified cruelty, and legacy outweighed morality.


BLU and RED color palette


© Valve Corporation. Valve, Steam, Team Fortress and related assets are trademarks or registered trademarks of Valve Corporation.This project (Team Fortress 2 Puppeteer) is a fan-made creation developed independently and is not officially endorsed, supported, or affiliated with Valve.


Class: Puppeteer
Role: Support – deception, pressure, tactical disruption.
Health: 175 HP
Base Speed: 107% (slightly faster than Soldier/Pyro, similar to Medic)


Puppeteer is a hybrid class that sits between Engineer and Spy. His gameplay revolves around misdirection, field control, and indirect pressure rather than raw damage. He uses holographic decoys and mobility tools to manipulate enemy attention, create openings, and support coordinated pushes.


Primary Weapon: The Tommy Gun.

The Tommy Gun is a fast-firing, heavy submachine gun designed for sustained defensive fire rather than burst damage. It provides stable, continuous pressure at close to medium range, allowing the Puppeteer to defend himself, finish weakened enemies, or disengage when pressured.


The Tommy Gun’s Stats:

Ammo
• Loaded: 45
• Carried: 120
(Box magazine, no drum — keeps it grounded and balanced.)


Damage
• Point Blank: 8–10
• Medium Range: 6–8
• Long Range: 4–5
• Mini-Crit: 11–14
• Critical Hit: 24
• Rate of Fire: 10 rounds/sec (600 RPM)
(Lower per-bullet damage than shotgun burst, higher consistency over time.)


Accuracy
• Moderate bullet spread
• Stable recoil during sustained fire
• Accuracy slightly improves after the weapon is fully spun up


Reload
• Reload Type: Magazine-based
• Reload Time: 2.2 seconds
• Spin-Up Time: 0.4 seconds


Mobility
• Slight movement speed reduction while firing


Secondary Weapon: Pantomime Engine.

Instead of relying on damage, the Puppeteer uses this portable holographic generator to control the battlefield. The Pantomime Engine allows him to create fake allies, health packs, and ammo boxes all over the map. These illusions don’t deal real damage or heal, but they trick the enemy into wasting bullets, repositioning, or falling into traps. The engine uses metal as a resource ( just like an Engineer ) so resource management is key: deploy smart, keep moving, and maintain pressure.


Hologram Types Available:

Fake player hologram
Fake health pack
Fake ammo box
(Chosen through an interface similar to the Spy’s Disguise Kit when the Pantomime Engine is equipped.)
A puppeteer cannot have more than 4 active holograms at the same time.

Hologram Types Available:

Fake player hologram
Fake health pack
Fake ammo box
(Chosen through an interface similar to the Spy’s Disguise Kit when the Pantomime Engine is equipped.)
A puppeteer cannot have more than 4 active holograms at the same time.


Fake player hologram:

• Max active: 3 holograms
• Duration: 70 seconds (or until destroyed)
• Each hologram has health values based on the class it imitates, but always with 50% less base health than the original mercenary.


Fake player holograms are fully rendered, collision-enabled decoys using simplified bot-like AI. They can appear as allies or enemies, depending on what the Puppeteer selects, this is instrumental in confusing Medics, Snipers, and Spies who rely on quick visual reads.Their behavior includes:
• Walking, jumping, idle movement
• Firing their weapon (no damage)• Reacting when shot: crouching, strafing, stepping back• Navigating around basic obstacles• Occasionally emitting voice lines (“Incoming!”, “Medic!”, “Go! Go! Go!”) to enhance authenticityPurpose:
• Waste enemy bullets
• Distract Snipers, Spies, Medics
• Create pressure / provoke hesitation
• Can be kept alive longer by feeding them metal from the Puppeteer.
Visual Appearance:
• Holograms replicate base TF2 mercenaries only (no cosmetics).
• Friendly holograms emit a subtle glitch effect, making them easy to identify for Puppeteer’s team.
• Enemy holograms appear fully authentic to opponents.


Special Interactions:

Medic ÜberCharge:
• Enemy holograms can call for your Medics and request ÜberCharge. If a Medic deploys ÜberCharge on a hologram, it instantly drains, with a spark/glitch effect.
Spies:
• The Spies can sap holograms, making them visibly fail.
• Backstabbing a hologram reveals the Spy and wastes the attempt.
Pyros:
• Flamethrowers do not ignite holograms (a tell for observant players).
Engineers:
• Sentry Guns automatically target holograms, draining ammo and attention.



Fake Health Packs & Ammo Boxes:

• Max active: 3 total (can be both or mixed)
• Appearance: Look real, even glow
• Duration: 70 seconds (or until destroyed)
On interaction:
• Do not heal or reload
• Burst with a visual effect and a small knockback
Purpose:
• Break enemy focus
• Push into traps
• Disrupt positioning without damage.


Metal Usage & Resource Management:

Metal pool: Max 200
Costs:
• Fake player: 50 metal
• Fake health: 30 metal
• Fake ammo box: 30 metal
Metal sources:
• Map ammo packs
• Dispensers
• Dropped ammo boxes from killed enemies (like Scout packs)


Tactical Purpose

The core purpose of holograms is disruption, not damage. They are designed to break enemy positioning, waste resources, and force hesitation.• Dealing with a Sentry nest? Let holograms draw fire and drain ammo.
• Problems with Snipers? Force them to waste charged shots
• Annoying Spies? Make them burn their backstab on a hologram first.


Tertiary Weapon: Mannequin

A wooden mini-mannequin used as a blunt melee weapon.
Not meant to deal heavy damage, but more as a last resort melee option, with the added flair that matches his identity as a puppeteer. Short-range, quick swing, and just enough to hold his own if someone gets too close and the Tommy Gun’s empty.


Mannequin Stats:

Damage
• Base Damage: 45
• Mini-Crit: 61
• Critical Hit: 135
(Lower than most stock melees, intentionally.)
Attack Speed
• Swing Interval: 0.6 seconds
(Faster than average melee weapons.)
Range
• Slightly shorter than standard melee range
Special Traits
• No random critical hits
• Quick deploy and holster speed
• Reliable swing arc, easy to land at close range


Weapon Balance Disclaimer!:

All weapon statistics are based on a combination of existing Team Fortress 2 weapon values and real-world weapon references, adapted to fit Puppeteer’s intended role and playstyle.These numbers represent conceptual balance, not final in-game behavior. Since the weapons have not yet been tested in a live TF2 environment, their effectiveness, comfort, and impact on both the user and opposing players remain uncertain.As a result, all statistics are subject to change. Adjustments may be made over time based on gameplay testing, balance considerations, and community feedback.


© Valve Corporation. Valve, Steam, Team Fortress and related assets are trademarks or registered trademarks of Valve Corporation.This project (Team Fortress 2 Puppeteer) is a fan-made creation developed independently and is not officially endorsed, supported, or affiliated with Valve.


GAME FILES — Voice Lines

A full collection of voice files used by The Puppeteer. Lines are sorted by category (combat, events, hologram deployment, team interactions, etc.) and include both .wav/.mp3 previews and written transcripts.


Voice lines - SOON


GAME FILES — Puppeteer theme

A short musical theme created to represent the Puppeteer’s style and attitude in-game. Just like the other classes, this track captures his role, personality, and the atmosphere around his gameplay.


Puppeteer theme - SOON


GAME FILES — Puppeteer’s Notes

Observations, judgments, and honest takes on people, chaos, and whatever crosses his path.
Take it or leave it.


Puppeteer's opinion on: SCOUT


Puppeteer's opinion on: SOLDIER


Puppeteer's opinion on: PYRO


Puppeteer's opinion on: DEMOMAN


Puppeteer's opinion on: engineer


Puppeteer's opinion on: heavy


Puppeteer's opinion on: the other mercenaries

- SOON



GAME FILES — Taunts

This page lists all official taunts associated with The Puppeteer. Each taunt entry includes a short description of when or how it is performed.


TAUNT - THE TASTE OF DEFFEAT

Puppeteer bends forward with a slight hunch, shoulders angled inward in an exaggerated display of annoyance. His face twists into a disgruntled expression as he sticks his tongue out toward the foe, eyebrows drawn down in irritation.


TAUNT - Capisce?

Puppeteer straightens his posture, lifting his chin as he adjusts his tie. He then raises his hand and performs the classic Italian hand gesture, fingers pinched together, wrist loose, moving it forward in a mocking, dismissive arc. While holding the pose, he leans slightly toward the enemy and delivers a sharp, irritated “Mamma mia…” before ending the animation with a subtle scoff and a tilt of the head.


more TAUNTs - soon


GAME FILES — Achievements

A list of all achievements specific to The Puppeteer.
Includes achievement title, and description as it appears in-game.


achievement - ¡that's not me!

How to earn it: This achievement triggers when an enemy Spy mistakes your hologram for the real you and attempts a backstab on it, wasting their attack and exposing themselves.


achievement - Wasted Potential

How to earn it: Make an enemy Medic activate and lost an ÜberCharge on one of your holograms.


achievement - Duplicate Duel

How to earn it: Position your hologram and the enemy Puppeteer’s hologram so they start shooting at each other.


achievement - Fool’s Step

How to earn it: Trick an enemy into walking off the map by placing a fake health or ammo hologram near a ledge.


achievement - Tommy Trouble

How to earn it: Get a total of 100 kills using your Tommy Gun.


more archivements - soon


GAME FILES — HUD Icons

This section catalogs HUD icons assigned to The Puppeteer, including weapon icons, and killfeed symbols.


HUD Icons - Tommy Gun kill icon

Indicates a kill made with Puppeteer’s Tommy Gun.


HUD Icons - Hologram push kill icon

Shows that the enemy was eliminated by being forcefully pushed off the map by Puppeteer’s projected hologram


HUD Icons - Mannequin strike kill icon

Marks a kill caused by a direct melee hit from Puppeteer’s mannequin unit.


HUD Icons - MEET THE - BANNER


© Valve Corporation. Valve, Steam, Team Fortress and related assets are trademarks or registered trademarks of Valve Corporation.This project (Team Fortress 2 Puppeteer) is a fan-made creation developed independently and is not officially endorsed, supported, or affiliated with Valve.

A curated gallery showcasing official art, development sketches, and stylistic experiments featuring Puppeteer. From early drafts to polished illustrations, this section highlights the visual identity of the character across different stages and styles.


ART GALERY — Puppeteer Concept art

Early design explorations of Puppeteer, focusing on silhouette, outfit structure, and personality cues. Includes pose studies, facial tests, and visual notes gathered during his development.


Perspective sheet


Alternate Hairstyle

Besides his usual longer, rebellious hairstyle, the Puppeteer also has an alternate look featuring a more controlled cut with a lifted quiff. This version leans closer to a clean, elegant 1960s aesthetic, fitting his high-class background while still keeping a hint of attitude. It’s not his main style, but it exists as an optional, more polished variant of his usual appearance.



ART GALERY — TF2 3D MODEL

A compact showcase of Puppeteer’s full 3D layout. This section includes reference renders displaying his proportions, silhouette, outfit layers, and overall structure from multiple angles. These images serve as a guide for modelers, animators, or anyone needing an accurate look at how Puppeteer should appear in three-dimensional form.




ART GALERY — Weapons & Gear

Renders and sketches of Puppeteer’s equipment, from Pantomime Engine prototypes to hologram emitters and close-quarters tools.


first pantomime engine concepts




ART GALERY — Character Inspiration Boards

Reference sheets showcasing thematic influences, aesthetic roots, and visual motifs that shaped Puppeteer’s final design.


DIO BRANDO - JOJOS BIZARRE ADVENTURE

(The issue of the Puppeteer's mother's death is still under discussion. It's an old image.)



ART GALERY — Cross-Franchise & Style Experiments

Art where Puppeteer is reimagined in different universes, media styles, or artistic languages. From anime renders to retro comics and cartoon reinterpretations.


Lil' Pootis - quazies


meet the silly spy - g_guy


tf2 recap - cas van de pol


tf2 official cómic - valve


ART GALERY — GENERAL ART

Renders and sketches of Puppeteer, illustrations depicting Puppeteer interacting with the TF2 cast, Aacheerful (and sometimes cursed) archive of comedic drawings, etc



© Valve Corporation. Valve, Steam, Team Fortress and related assets are trademarks or registered trademarks of Valve Corporation.This project (Team Fortress 2 Puppeteer) is a fan-made creation developed independently and is not officially endorsed, supported, or affiliated with Valve.

This section compiles a broad range of supplementary details about the Puppeteer. Here you’ll find curated trivia, character insights, and frequently asked questions.


Trivia & Key Facts — Frequently Asked Questions


"What do I think about what the community creates with the character?"

• We are generally very open and supportive of what the community creates, including ships, self-ships, fanfics, fanart, theories, and more. We encourage creativity as long as it avoids harmful, dark, or questionable dynamics.• Fanart, in particular, is something we deeply appreciate. Seeing the community’s creativity expressed through the character is genuinely meaningful and always valued.• Ultimately, Puppeteer is a character meant to be explored and enjoyed. We support interpretations that remain respectful, safe, and positive within the community.


"Does Tyler have any romantic interest in the mercenaries?"

No.• At this stage, we don’t see Tyler developing romantic feelings toward any of the mercenaries. While he may get along better with some than others depending on the situation, those dynamics are not intended to evolve into romantic relationships.


"What happened to the 3D model?"

• The 3D model is currently on hold.• During early development, it became clear that creating a fully functional in-game asset requires a wide range of skills, including modeling, rigging, texturing, and implementation. Given the scope and current priorities, the focus shifted toward artwork and other areas of the project.• Despite this, significant progress was made, including the completion of the body and clothing. Some areas, such as the head, hair, and rigging, remain unfinished.

• While there is no confirmed timeline for continuing this specific model, it is not considered abandoned. It is something we would like to revisit in the future when time and resources allow.• Community support is always appreciated. Anyone interested in contributing, sharing advice, or creating their own interpretation is more than welcome to do so.


"What future does envision for the project?"

• Realistically, a project of this scale is unlikely to become part of the official game. However, the main goal is to build a strong and supportive community around the character.• We aim to create a space where people can enjoy the concept, share ideas, contribute creatively, and help the project grow over time. Community-driven projects often evolve in unexpected ways, and that potential is part of what makes them meaningful.


If you have any other questions, you should ask us! Your question will probably appear on this site.


Trivia & Key Facts — Interesting Facts

Homage in His Name

• His surname, Vercetti, is a deliberate homage to Tommy Vercetti from GTA: Vice City. It ties into Tyler’s mafia-related background, mirroring the elegance, danger, and criminal legacy behind both characters. a small inside-joke turned into an official part of his identity.


Posture Correction Habit

• He often corrects other people’s posture without asking, claiming he’s “helping them look civilized.”


Musical Talent

• Tyler enjoys playing the piano and is fully capable of performing at a skilled level. He has a particular preference for Chopin’s pieces, favoring their dramatic expression and emotional depth.


Superiority Complex

• Tyler has a mild superiority complex—subtle, not obnoxious, but definitely present. He carries himself with a sense of elegance and expertise that sometimes borders on “I know better.”


Favorite Food

• He loves ravioli, especially homemade. He can rant for hours about the “proper texture.”


Italian Swearing

• When he gets really angry, he instinctively switches to Italian and starts muttering curses under his breath.


© Valve Corporation. Valve, Steam, Team Fortress and related assets are trademarks or registered trademarks of Valve Corporation.This project (Team Fortress 2 Puppeteer) is a fan-made creation developed independently and is not officially endorsed, supported, or affiliated with Valve.