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Art controversy

1,764 bytes added, 16:23, 24 February 2010
Blizzard Changes Art Based on Feedback
<blockquote>''In the interview Jay talks about his past jobs in the gaming industry, the D2 team guys working on D3, struggles they've had with game and art design, and art design, and art design, and art design. Have you heard that there was a controversy about the art design? No? Well, this interview will fill you right in. Jay does elaborate on two art changes they've made based on fan feedback; they're going back and making a lot of the dungeon environments grittier and bloodier, and they're not going to fade out all of the corpses after battles now; just some of them. Many will remain on the ground until the characters leave the area. Also he confirms that there will be cinematics for D3, at least as many as there were for D2, and that the teaser we saw from WWI was pieced together from several of the longer cinematics we'll see in the final game.''</blockquote>
* [http://www.incgamers.com/Videos/190/Diablo-3-Jay-Wilson-GC-Interview Video Interview].
<br><br>===Too Many Special Effects?=== Though Diablo 3 is not being designed to be the shiniest, most graphically-amazing game ever produced, it does have a lot of nice visual effects. The team wants it to be pretty, but the visuals must support the gameplay. There's been some debate about just how many explosions and visual starbursts there should be.  This debate intensified after Blizzcon 2009, when many fans thought the action was somewhat obscured by the constant blasts of colorful light created by the characters; especially by the Monk's charge up skills. Diablo 3's Technical Art Director [[Julian Love]] spoke about this in an October 2009 interview.[http://www.diablo-source.com/index.php?cmd=article&sec=news&act=view&id=354] ::'''''Diablo-Source: '''What are your thoughts on the special effects and death animations since all the feedback fans gave at Blizzcon? ::'''Julian Love: '''Well, actually, the feedback I found that the fans gave mirrored our own internal feedback. It turns out that in order to get the Monk and a number of other features for Blizzcon we just slapped a lot things into a special effects kit that were not meant for how often they showed up in the game and made the Blizzcon build a little messier than we had intended it to be. However, the way we tend to go about doing this kind of thing is to make everything too big on purpose to make sure that we've gone far enough. Once we realize that we've done that, we go through a period where we sort of pull things back. It's kind of akin to mixing music where you sort of record everything in full volume and then you go to the mixer board and you tweak knobs until you tighten everything up and get back into reality. That's the mode we're in right now, tightening some things up.
==The End of the Art Controversy?==