Like the title says - Curse is looking to hire a new Interactive Graphic Designer. So, if you've got the skills and are looking to work for a company that's all about gaming, check it out.
Curse is hiring a new interactive graphic designer to work as a contractor in our San Francisco office. Applicants should have a love for gaming, experience in interactive development and an excellent work ethic. Curse is a leading company dedicated to providing comprehensive and accessible resources to enhance our users' gaming experiences. Our goal is to give gamers an unmatched suite of tools designed to meet their every need - from addons to online databases. Our lineup of website properties includes www.curse.com, www.aionsource.com, www.arenajunkies.com, and many more. Curse is a 30 employee dynamic start-up company with its headquarters based in the heart of San Francisco's financial district. Here are more details on this position:
Interactive Graphic Designer Details:
We are looking for a talented and experienced interactive graphic designer to work as a contractor alongside our production and development team on a major unannounced website (5-6 month time frame). The designer will take the lead in designing the user interface of the site and its tools, as well as creating custom graphical assets that will be used in the online visual design - including typography, visual concepts, icons and interactive platforms.
Click here for more information on the Interactive Graphic Designer.
What does this mean for us at DiabloFans? It means we will be gaining a Curse employee in the position to create a new website layout, with even better looks. Imagine being able to see the tiny little razor stubble right from the chin of Deckard Cain. But comon', you can't blame the poor old fella', the razors' back then weren't too great and it was hard to shave with a Dagger.
Countless discussions, our very own interview with Jay Wilson, and some interesting blue posts to boot, it's been a hell of a month ya'll, and to serve as a torch for those who need to get caught up, we have.. Community Spotlight, Chapter II
As I said, we've had an interesting month so far, and just like last time, we're starting with the forums.
This half of the month blew the first out of the water, we've had some incredible discussion on the forums, and to get us started...
We've got Scyberdragon, and his thread about the damage type of the fifth class. He outlined the damage types used, brought in old ideas from Diablo II, and laid the foundation for eight pages of discussion. So far, most think that we'll be getting another physical damage class, be it ranged or melee, is up to another thread to discuss.
Next up is Clew, who noticed one of the twitter posts and made a thread about it. The twitter post stated that we've got more fatalities on the way, which is basically fancy ways to kill our characters. The thread has had extensive discussion on hardcore fatalities (since you'd only see one killing blow). Several have asked the question if this would warrant exclusive hardcore fatalities.
Finally is a forum game. Started by Nacho_ijp, the answer a question with a question game has spanned twelve pages in only several days. While there is no actual game discussion going on in there, thought it would be nice to point out one of the more light hearted threads out there, get in and participate in the madness.
Sub section time!
We've had two new forum sections added to the website, those being PvP, and PvM sections. So if you've had an urge to set up duels or runs, now you've got a place to do it.
Take a glance up at the navigation bar, at the top of the page.
See that "Twitter Tracker" icon?
Also, we've got a new bi-weekly questionnaire, check it out to ask some questions, which will be answered by the staff here.
Well, our fan fiction and fan art forums are still relatively inactive, with very infrequent posting within them. Thus, this section will only be included when there are actual updates to show for.
What this means for you, is that if you've got an interesting story to write, or an incredible piece of artwork to show, there is a decent chance that it could make it to the front page. BUT ANYWHO, we've got some art.
Squishie joined us, posted his art, and left us in a flash. However, his drawing of a younger witch doctor still deserves merit. Many thought it looked older, I however, did agree that it looked younger. He looks as if he's sacrificing his own blood to fuel his spells, great work Squish.
Stressful times ahead and we've got turmoil in our beloved wiki.
With Lt. Venom briefly absent, we've got one less wiki sysop to contribute to the goal they're working on, which is outlined here. The wiki team is working on getting item pages, rune, and crafting pages done right now, so if you've got some time to spare, or some time to waste, get yourself over to the wiki and help out.
If you're unsure of how to work on the wiki, or unsure of what to do on the wiki, contact Phrozendragon, or one of the sysops, and they'll point you in the right direction.
Now, a while back, I posted a thread asking for spotlight suggestions. You obliged and threw tons of ideas my way, so make sure to vote on your favorite, the top one (possibly two) will be included in articles to come.
It's possible to vote on multiple choices, so choose all the ones that you want to see make it.
I'd like to point out that all users are welcome to PM me about any threads, fan art, fan fiction, or users that deserve to be in the spotlight. It's about the community, so it would be best if you got a say in how this thing turns out.
The race through the closing days of 2009 is upon us and with that comes a good time for us to reflect on what has come and gone. What better way than through a DiabloFans Thanksgiving?
We conducted a lengthy staff-wide survey to see what we are most thankful for across the Diablo franchise, and perhaps specifically for Diablo III. Read on to see what you agree with, what you don't, and what you want to add!
Daemaro: "I'm thankful for auto stats, so we have less vitality dependent builds."
DoranM: "I'm thankful for my old caned friend!"
LinkX: "I am thankful that we are getting Diablo 3. However, I'll be much more thankful when I install Diablo 3."
Lt. Venom: "I am thankful that Knaak, Odom, and a couple others wrote such great Diablo Novels."
Murderface: "I'm thankful for the gold autopicker [and] the inclusion of new damage types."
necronergal: "I am thankful for the new Havoc engine and 3d enviroments."
PhrozenDragon: "I am thankful for the increased depth added to the lore and story of the Diablo world."
Rykker: "Diablo III is coming... that's what I am thankful for."
Seth: "I'm grateful for the static overworld and a male caster."
Sixen: "I am grateful for the return of the Chat Gem, . Its purpose has been well-debated for years, and its mysteries have yet to unfold."
Stormcat: "Choice of female/male chars[.]"
Thasador: "I am thankful for interactive environments."
xXSoulXx: "Thankful for Barb returning."
Zhar: "I'm thankful for the inclusion of Azmodan and Belial, I feel they've been ignored for a hell of a long time, and it's about time we got to eviscerate them as well."
zhuge: "I am thankful for the asian looking wizardress."
Even if you're out of the States, the DiabloFans team extends a warm and welcoming hand to join all of us in a day of thanksgiving, family, friends, and food. Have a great day, everyone, and here's to another year here at DiabloFans.com.
(And, if you haven't seen it yet, check out our latest exclusive interview with Jay Wilson here!)
After a few all-nighters, lots of revision, and an interesting set of questions, we pulled an interview with Diablo's very own Jay Wilson! The interview was conducted Friday night when I received a call from Blizzard. Thankfully, we were able to get a lot of our item-related questions answered. So, without further a due, here it is... I've highlighted DiabloFans in Red the Blizzard in Blue.
DiabloFans: On the topic of the Monk, can you tell us if the skill trees have been named yet? So far they're listed as "Unnamed Skill Tree 1 - 3". Can we expect to see any more of his skills unveiled soon along with his female counterpart? Also, can tell me a little bit more about the new skill system?
Jay Wilson: In regards to the female counterpart, she'll be released soon. As far as exact dates go, I really can't talk much about them. A little news about the Skill Tree system should actually go up on our Twitter page pretty soon. About that, we've decided to remove the tree-type architecture and we are moving into a purely skill-based system. This new system is still in the development stages and if it does not work, we still have plenty of options to fall back on. Right now, we're just trying different things and getting a feel for the few ideas in regards to the skill system that we have going on right now. It differs from the World of Warcraft/Diablo II type hierarchical styles and is more of a skill pool/path than a tree per se.
DiabloFans: Will there be class specific quests in the game? If so, can you explain how they would work?
Jay Wilson: We are still discussing whether or not we would like to include class-specific quests in the game mainly because of the simple fact that it may not really fit in with the fast-paced play-style known to the Diablo series. While this is definitely something we would like to consider, we just haven't agreed on how just yet. However, we would like to do something in regards to character specificity. We are looking into having different dialogues and experiences for the same quest or interaction for each of the classes. Each character will react differently and have different responses for different scenarios. For example, the Barbarian may do or say one thing in response to what an NPC has to say, whereas a Witch Doctor will treat the encounter in a complete opposite manner.
DiabloFans: Back in Diablo I a player could find Elixirs. If you drank one it gave you 1 stat point (ie: drink elixir of strength, you gain 1 strength point). Seeing how Diablo III's stat points are non-customizable, by a leveling standpoint, could elixirs be an option to give stat points some player customization?
Jay Wilson: Well, if we did something like that, we would fall right back where we were in Diablo II. As far as stat point expenditure, we don't consider it to be a very strong customization system. Now, there are ways within the game to customize stat points mainly through items. However, there are still a lot of things and systems that we haven't even shown yet that are going to be new ways to approach your items that will allow for new "customizations."
DiabloFans: What are the differences in the difficulty levels in Diablo III other than just monsters doing more damage? ie: What reason will people have to play through these modes after having already beaten the main story of the game on an easier difficulty setting?
Jay Wilson: We haven't really gotten into the difficulty settings a lot; we're still just working on the core content for the game at this point. The primary reason as to why a player would want to progress through the game, through the several difficulties would be for more of a challenge. There will be also better item customization, for example a Level 100 character in a higher difficulty would see and wear items that a Level 30 character would not have a chance at seeing in the lower difficulty. Said items will also look and feel completely different whereas in Diablo II a lot of times you just had a remodel of the same old items with different names.
DiabloFans: Resistances played a huge part in Diablo II, but if you were not lucky with gear drops you would get very quickly overwhelmed in Nightmare/Hell difficulties. Can you give us any details on how the system will be changing? Will it replace the immunity system or will they go hand in hand, once again?
Jay Wilson: Well, the main reason for immunities in the game was to encourage party play. However, we have seen that some players just want to play by themselves? And that is fine, if a player wants to play single player, the player wants to play single player, we're not going to strong arm them into playing with others. Keeping this in mind, we aren't looking to have full immunities or anything of the sort; however we are considering keeping one-element immunities on enemies. Because of the way our skill system works it's almost impossible to build a character that won't have some alternate skill to attack an enemy. So then it becomes an interesting use of a skill or skills that you may not be using all the time. We think that's interesting and fun gameplay, to have to adapt to situations. The adaptation just shouldn't be realizing your character or class is broken and you have to run away or you need to get in a multiplayer game. Those are things we intend to avoid forcing the player into.
DiabloFans: How will rare / high level items stand out when equipped on your character since you've stated that you want all the items to have a more functional look rather than be too flashy or gaudy like they are in WoW?
Jay Wilson: There is a very fine line between the looks of WoW items and the looks of Diablo III items, and I'd like to call that Diablo II. Within Diablo II there were a decent amount of high-end items that were pretty fantastical looking. Obviously it's nowhere near what WoW does which works for WoW, their style looks great and it works for that game but doesn't work for Diablo. So we're looking to make the armor and weapons very fantastic looking, but we're not going to have for instance a two handed sword that's bigger than the character. We're keeping things proportional. One thing we do have that Diablo II didn't have is weapon effects, which was really more of a technical limitation back then.
DiabloFans: How will you balance the power of an item in comparison to its drop rate? In Diablo II runewords were extremely powerful, yet the required runes were also extremely rare to come by, or at least were supposed to be. Will there be items as rare in Diablo III that are as powerful from the start, or will players have to slowly improve the quality of their items, through crafting/runes/other systems?
Jay Wilson: Throughout the history of patches on Diablo II, there were a lot of updates to runewords and they really powerful from when they were introduced. At one time or another though all of the different item types were the most powerful, like unique items were the best, or rare items at some point. Our general approach for Diablo III is to make sure that every type of item has a place to be useful. For example, maybe we'll have a legendary item, which is the new name for our unique items, be the best helm, whereas rares will have the most powerful chest armor, and so on. Having a spread like that will allow for a more varied itemization system we hope.
DiabloFans: What types of items will merchants sell in Diablo III? Are merchants going to play a bigger roll in leveling or are item drops going to be the major upgrades once again?
Jay Wilson: This kind of goes back to the luck factor with your drops. The cool thing was, in Diablo II, you may have found a powerful sash after killing some mobs, but had no luck finding a weapon. You run to town and talk to one of the vendors and notice some items and a weapon that catches your eye, so you buy it and use that. So we want vendors to be there to assist in the gearing process, to fill in those gaps that may come just from playing with a random loot drop system. You may play through an entire act and just never find a great pair of boots, and so we want the vendor to be there to offer some ability to fill that gap.
DiabloFans: Can you tell us a bit more about how the PvP system will work?
Jay Wilson: I'm going to say no comment to save you some time.
DiabloFans: Will the published books be referenced during Diablo III's storyline? For example, will Zayl be an NPC? Will different places like Ureh be visited throughout the game?
Jay Wilson: We removed Ureh from the game as a setting to try and get the game out sooner. However, we like including things from the books and from other sources. No promises, but it's definitely something we've discussed.
DiabloFans: The Veiled Prophet mentions beings similar to Trag'Oul who stop the dragon when he tries to enter Sanctuary. Will we see some development of them in Diablo III?
Jay Wilson: That's probably a better question for Leonard Boyarsky. I'm pretty familiar with lore, but you just hit my lore cap with that question.
DiabloFans: The games feature a very slim cast of angels considering the role the High Heavens plays in the story. Will Heaven be more prominent in Diablo III compared to previous installments?