![]() Visual storytelling is very important - not about spectacular big scenes, it's about claustrophobic scenes. ![]() The essence of Diablo - somewhere alone outside, you are a wanderer in this game, worrying about what awaits in the darkness.Think about Wint or Marius from DI and DII. Focus on simple stories, it's not about big heroes or politics, no high fantasy things, it's about the individuals. ![]() We really wanted to focus on a dark tone, a really specific vibe that makes Diablo unique.Metal was a way we described things in the game. One thing that inspires us a lot is music - I'd put on metal music to get inspired, and it permeated the office.When we see cute stuff through a Diablo lens, it comes out horrible!.We think of making this game as inviting you to our RPG table.Looked at comic books, movies, TV shows, horror, RPGs through a Diablo lens. We've looked at lots of references and get influenced by a lot of things.Sanctuary is a large world, although we didn't start off knowing that.We've been working on this game for a while and we're excited to tell you about it!.Join the Diablo developers as they explore the world of Sanctuary, there will also be a Q&A.Ĭandace Thomas, Senior Encounter Designer ![]() We'll be liveblogging the Diablo IV World & Lore panel at BlizzCon 2019. ![]()
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