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Blizzard poster Bashiok has commented on the Battle.net forums about the game’s five classes, emphasizing on their diversity and uniqueness as characters, unlike those of many other games.

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Yeah, I think you guys hit the nail.

We’re setting out to create unique, interesting, and diverse classes that each have their own style and flavor. Most importantly this isn’t just a basic look at each individual class, but how they compare to each other and overlap (or hopefully, don’t).

When you up the number of classes more and more you’re eventually going to begin down the route of homogenization, they start to bleed into each other’s core abilities and styles which really just detracts from each individual class’ recognizability and distinction within the game.

In addition, by limiting the number - and I say limiting not because it’s a low number, it’s the number of classes in Diablo II and a good one at that, but because we’re not going crazy with it - we can focus on making each class really impressive, both visually and through the way they each feel and play.
Source: Blizzard Guru

76 Comments

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In a recent interview with Eurogamer, Blizzard's president of game design Rob Pardo gave console owners a tiny sliver of hope that Diablo III could find its way onto their systems:

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"I think it's theoretically possible. It would have some control changes that I think you'd have to make... But it's probably, of our major franchises, the one that's most console friendly, for sure. You'd need to think about a lot of the point-and-click spells, like point to area-of-effect, or things like line-damage in this direction. Target selection is something you're going to lose on console, you're really going to be able to do targeting direction, but not specific targeting. Out of StarCraft, Warcraft or WOW, Diablo would be the easiest game to translate. But it would still take a bit of work."
Now before you console owners get all excited, keep in mind that Blizzard has stated that they have no plans for console development and that Diablo III would be a PC and Mac exclusive. Still, it'd be interesting to see how Diablo would work on a console.

I'm sure some of you remember trying Diablo on the original Playstation system. It didn't look or play nearly as well as the PC version, but consoles have come a long way since then. So what do you think? Would you like to see Diablo III released on consoles as well or should it remain a PC/Mac exclusive?

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Diablo III Concept Art by Peter Lee and other artists can offer fans a view into the early stages of development for the classes and various locations of the world of Sanctuary. Here you have a few samples obtained at the Blizzard Worldwide Invitationals 2008 in Paris as an exclusive to fansites.

Among the concept art provided are the Barbarian and the Witch Doctor, Deckard Cain, and locations such as Caldeum, Tristram, and the Tristram Church. Other concept art can be found at the official Diablo 3 website here.

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It is no secret anymore. Diablo III has been officially announced. Now, are you passionate about Blizzard games and have great skills at what you do, and experience? Blizzard is hiring passionate fans with the following requirements:

Senior 3D Level Designer
The Diablo III team is looking for a skilled senior 3D level designer with experience building levels using Maya or other similar 3D level-building tools. The ideal candidate has created levels on a shipped game. We would also like for this candidate to have excellent analytical understanding of competitive online play with various Blizzard Entertainment games and mods (real-time strategy, World of Warcraft, Defense of the Ancients, etc.). The senior level designer needs to be able to create fun and interesting environments that look and play great while mentoring the junior members of the level design team. For more information, check out the job posting.

3D Environment Artist
The Diablo III team is looking for a 3D environment artist skilled at creating models and texture maps for both objects and natural environments. The ideal candidate has experience modeling and texturing assets for a diverse visual range of environments. A solid grasp of form, color, and light for both 2D and 3D art assets is essential. The environment artist must have a skill in another art task as well (illustration, modeling, texturing, animation, or concept drawing) and be well-versed in related tools -- Maya, Photoshop, etc. The ideal candidate works well in an environment of peers who are passionate about making great games. For more information, check out the job posting.

3D Level Designer
The Diablo III team is looking for a skilled 3D level designer with experience building levels using Maya or other similar 3D level-building tools. The ideal candidate has created and distributed levels in the fan/mod community, or has industry experience on a shipped game. We would also like for this candidate to have excellent analytical understanding of competitive online play with various Blizzard Entertainment games and mods (real-time strategy, World of Warcraft, Defense of the Ancients, etc.). For more information, check out the job posting.

Associate 3D Environment Artist
The Diablo III team is looking for an associate 3D environment artist skilled at creating models and texture maps for both objects and natural environments. The ideal candidate has experience modeling and texturing assets for a diverse visual range of environments. A solid grasp of form, color, and light for both 2D and 3D art assets is essential. The associate environment artist must have a skill in another art task as well (illustration, modeling, texturing, animation, or concept drawing) and be well-versed in related tools -- Maya, Photoshop, etc. The ideal candidate works well in an environment of peers who are passionate about making great games. For more information, check out the job posting.

Associate 3D Level Designer
The Diablo III team is looking for a skilled associate 3D level designer with experience building levels using Maya or other similar 3D level building tools. The ideal candidate has created and distributed levels in the fan/mod community, or has industry experience on a shipped game. We would also like for this candidate to have excellent analytical understanding of competitive online play with various Blizzard Entertainment games and mods (real-time strategy, World of Warcraft, Defense of the Ancients, etc.). For more information, check out the job posting.

Senior 3D Environment Artist
The Diablo III team is looking for a senior 3D environment artist skilled at creating models and texture maps for both architectural and natural environments. The ideal candidate has experience modeling and texturing assets for a diverse visual range of environments. A solid grasp of form, color, and light for both 2D and 3D art assets is essential. The senior environment artist must have experience mentoring a team and have a skill in another art task as well (illustration, modeling, texturing, animation, or concept drawing) and be well-versed in related tools -- Maya, Photoshop, etc. The ideal candidate works well in an environment of peers who are passionate about making great games. For more information, check out the job posting.

288 Comments

Diablo III Lead Producer Keith Lee responded to criticism toward the Art Direction of Diablo III during a brief interview with MTV Multiplayer during the Blizzard Worldwide Invitationals.  Who would have foreseen that in less than a week from the official announcement a Petition Online would have over 23,000 signatures of people who wish to express their disappointment toward how Diablo III artistic direction is being done.

Personally, I liked what I saw -- and I saw that demo right on my face on a HUGE screen at the event with plenty of detail. The outdoors naturally need to look sharp and colorful, while the dungeons have that dark ambience. There is also obviously a change of illumination between 2D and 3D environments.

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Keith Lee -  One of the things that we considered when we were working on the visuals for Diablo III is the fact that color is your friend. We feel that color actually helps to create a lot of highlights in the game so that there is contrast. A great analogy is like in Lord of the Rings. Not everything is dark. It allows you to see what a creepy dungeon can be like but if everything is dark it doesn't allow you to have a lot of contrast.

He continued: Diablo I and Diablo II are darker, and I think that the one of the main reasons why is the fact that in Diablo I, you're basically in a dungeon the whole time. And in contrast to Diablo III, you'll be exploring outdoors, you'll be in dungeons, you'll be experiencing so many different areas. We want to bring as much variety as we can when you're playing the game so that you're excited to check out new environments. We don't want everything to look the same and that's really what we're trying to aim for.
UPDATE: This quote was from the same day the game was announced, so it doesn't reflect much on the afterward fan response to the game. In short, he did not read the petition at that point.  However, for your knowledge, I submitted today the Diablo III Art Design Direction Survey thread to Bashiok (Diablo III Community Manager).  Your feedback was confirmed to have been received.

Said thread contains links to three of the online petitions.