Diablo IV Quarterly Update: Sound Design

Blizzard Entertainment has published the Diablo IV Quarterly Update (Oct 7) featuring the sound design of the game. The update starts with an introduction by Joe Shely — the new Diablo IV game director (after the post-DFEH lawsuit triggered the departure of Joe Mosqueira).

After the intro, Kris Giampa introduces himself as the sound supervisor; and shared several 50 minutes long YouTube videos showing a scene of Diablo IV with ambient sounds. and explains the process to record and refine the sounds digitally into something that may be used in the game.

Diablo IV: Character and Monster Art

Blizzard Entertainment published the Diablo IV Quarterly Update focusing on Character and Monster Art. This blog shares insight by Game Director Luis Barriga, Art Director John Mueller, Associate Art Director for Characters Nick Chilano, and Lead Character Artist Arnaud Kotelnikoff as they reveal new assets and dive into how the team is approaching the visuals of character classes and the grisly monsters that roam Sanctuary.

Diablo IV will let players customize their characters to an extent that was not possible before in a Diablo game, allowing everyone to create a completely unique character but still staying true to core class fantasy. And of course, Diablo IV is focusing on the return to darkness with the development team making sure monsters are gruesome and horrifying while not losing the trademark hand-crafted art style Blizzard games are known for.

The team also dives into how modern technologies, such as PBR (physically based rendering) and the use of in-game engine cutscenes achieves a new level of graphic fidelity and storytelling for Diablo. The blog features a large number of still images and animated fragments showcasing some of the new enemies that players will come across in Diablo IV including the Blood Bishop, Skeleton Lord, Succubus, and other horrific creatures.

Diablo IV: Last 2020 Quarterly Update

Diablo IV Lead Game Designer Joe Shely posted a new quarterly blog update to highlight a few changes done to itemization — based on player feedback.

This new iteration of the game shows us that Diablo IV is heavily inspired in the roots of Diablo II, while borrowing modern quality of life features seen Diablo III that you should expect in a 2020s video game.

Diablo 4 Quarterly Update: Sept 2020

Blizzard Entertainment published today the Diablo 4 Quarterly Update with some juicy details. Something to note is that the images are tagged as Pre-Alpha.

So we can assume the game is played only by the Diablo 4 team at this point. Not company-wide, yet. Still the UI looks pretty good this early.

Tip: To view full size images below, hold the mouse’s right-button on the image and open the image in a new tab.

Diablo 4 Quarterly Update: June 2020

Blizzard Entertainment posted today the Diablo 4 Quarterly Update. They have more or less completed a team playtest of the Dry Steppes zone internally, from home. The best highlight is the mention of a PvP subzone.

This is a very comprehensive update covering several aspects of the game:

  • Team Playtest
  • A word about Blockout
  • Storytelling
  • Open World
  • Multiplayer
  • Items and Progression

The press newsletter fleshes it out much better:

  • A new look at one of the five regions of Sanctuary: The Dry Steppes! 
  • Open World will play a big role in Diablo IV and Camps are no exception. The team shares a look at how these important locations that are overrun by enemies can be conquered by players. Once cleansed, camps become outposts with friendly NPCs and a waypoint location. 
  • A new peek at some in-game cinematics for Dry Steppes experience.
  • The team’s philosophy on Multiplayer in the Open World and how to ensure that the world of Sanctuary in Diablo IV always feels dangerous.

While there are no plans to announce Alpha or Beta testing, it is absolutely incredible to have this amount of transparency from the Diablo 4 team discussing pre-Alpha playtest and current development so early.

Better yet, wanting feedback as they move from milestone to milestone. This tops the Heroes of the Storm early development transparency and feedback harvesting of years ago. Me like that.

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