Quote from Daemaro
How in the world do you figure that? We've said exactly what will come of this competition. Also you're speaking to a art student. Umpa.
You've speculated that it may or may not be a good opportunity for a designer.
Google "spec work" and see what you can learn about it, and how it's one of the largest issues facing the design industry today.
0
0
I voiced my opinion mainly because Blizzard is generally one of the best game developers as far as graphic design goes - and web 2.0 buttons is a design solution that even myself (a design student who hasn't even graduated yet) could probably improve upon - in other words, for an experienced artistic director or graphic designer in the industry imo this is an incredibly poor design solution for a graphic UI for a gothic medievil action RPG.
Does rounded, bubble-shaped buttons really say "dark", "gothic", "medievil", or "action" to you?
0
From a purely graphic design standpoint, I felt that the design of some of the buttons stuck out to me, and didn't really unify with the design of the rest of the interface. Particularly the shape of the item icons and the skill icons - which take on a cliche "web 2.0" design style, ie: they have a subtle background colour gradient and a glassy/plastic texture, which makes them look very smooth and bubble shaped.
This didn't sit very well with me, and feels like a fairly lazy design solution to me (generally frowned upon as a common and un-innovative graphic design solution in the industry afaik). I also thought that it also somewhat detracts from the artwork of the items themselves, rather than support and enhance it. I much prefered the grungy, textural icons we saw in DI and DII, as this fitted the bloody, dark, action-packed atmosphere much closer.
I am being a bit picky, but I usually recognise and respect the very high standard of graphic design Blizzard puts out, and thought they might like some feedback from fellow designers. Just something the graphic artists may like to consider.
Did anyone else have any thoughts on this?
0
Spec him with Shout, BO, Frenzy, give him two one handed swords and you have dps.
Theres always been huge variation avaliable in skills and gear dude, and I'm sure it will stay this way, though diablo first and foremost is an actionRPG which means big dps no matter how you spec. If that doesnt suit you well this might not be the right game for you.
0
0
0
0
Like the OP states, the brightness of the scene is what is amiss. The fact that in the underground dungeon there is a huge amount of random green light that seemingly comes from all directions, leaving us without any dark corners at all, just doen't sit right. Not a big deal outside though to be honest, it actually looks dark and moody when the rain etc kicks in, im betting it will be even better at night time.
Sure as hell hope that night time looks decntly dark though, not like in WoW where I could hardly tell the difference except for a very slight blue cast because of the moon...
0
0
0
0
Really do think the light radius needs to return with some more emphasis put on creating that suspenseful horror feel - thats what the light radius was good for, I think it would have a good effect in the dungeons and at night time outdoor areas.
Being bright in the outdoor areas during daytime sits fine with me, heck, when it starts to get stormy and rain at the end of the gameplay vid it really does start to look quite gloomy and horror-ish, looks great!
0
Hoping to see perhaps 2 new classes joining us, and one more returning class tbh. Can see them including a pure caster archetype for sure, which leaves room for one more melee class and one hybrid caster/melee I guess?
I quite liked the paladin too, so I hope he is returning!
0
Personally I do think that the artwork looks a whole lot less dark and brooding than the previous games, which was a defining feature of the series. Leaving this in the game does not halt the evolution at all, it stops the lore from losing its identity. imo it would benefit from a bit more darkening up. The more badass the better, helps to distance it from the disney effect it has going right now.
Other than that I really think it looks great. To everyone QQing about the necro, get over it, you really do sound like you wanted them to keep all the classes and simply add a 3D engine to the game. The witch doctor, with his summoning, poison and curses is clearly an evolution of the necro. D3 looks massive so far, hope they can take some constructive comments from the community and make it stand out even further.
0