Ilumm
12-07-2008, 14:35
From what the art director said Diablo and D2 were horror games and he wants to take up a level...I really can't think of D2 as a horror game and this is why i am somewhat afraid that they will make the game scarier than it should be...
"Horror Movie Visuals
An interesting thing we found in D1 and D2, from an art standpoint, was that our memory was different than actuality. Visually speaking we remembered very dark and colorless games. Playing through though, we discovered a lot of vibrancy and creatures and environments, and we wanted to expand on that in d3. To embrace the core values of the franchise, and still move forward.
Taking all that into consideration, and considering the story in the previous games, we knew that updating that would be quite a task. We have a fantastic group of artists to work on it at Blizzard. We sat down and took the core values and redefined our artistic goals. We updated engine, we're in 3d now, but we decided to stay with the isometric view, since that was true to d1 universe. And the isometric view is a good decision for art staff. Makes it easier to make things come to life, and to work on the environments and gameplay. (Since they only need to be seen from one direction/angle.)
Color
Color was one of the most controversial things. Our memory of D1 and D2 was not what they really were. We thought it was a very gray, washed out universe, very dark, nooks and crannies of black. But when we went back and played we saw a lot of really vibrant areas, and that's something we latched onto. We did research on horror movies that we thought accomplished the horror vibe very well. One of the things was use of color to establish mood. Carried over into art style for d3. choosing palettes carefully.
Colors seen outside of screenshot without context the colors are very bright, but when seen in context of the game the colors are effective in establishing mood. Dark greens and dark blues to establish a horror vibe, ominous vibe. Big brother is watching. You can get away with using very vibrant colors which is pleasing, but at the same time maintain that core value of the Diablo franchise. A horror vibe. And when you're not afraid of color you can use to your advantage. Use it to lead gameplay where you want to go. When you have an overall screen of greenish light, you can stick an orange torch in, and the bright orange flame becomes a beacon for the player to follow. It makes gameplay better for the player to understand. Everything comes together seamlessly. '
"Horror Movie Visuals
An interesting thing we found in D1 and D2, from an art standpoint, was that our memory was different than actuality. Visually speaking we remembered very dark and colorless games. Playing through though, we discovered a lot of vibrancy and creatures and environments, and we wanted to expand on that in d3. To embrace the core values of the franchise, and still move forward.
Taking all that into consideration, and considering the story in the previous games, we knew that updating that would be quite a task. We have a fantastic group of artists to work on it at Blizzard. We sat down and took the core values and redefined our artistic goals. We updated engine, we're in 3d now, but we decided to stay with the isometric view, since that was true to d1 universe. And the isometric view is a good decision for art staff. Makes it easier to make things come to life, and to work on the environments and gameplay. (Since they only need to be seen from one direction/angle.)
Color
Color was one of the most controversial things. Our memory of D1 and D2 was not what they really were. We thought it was a very gray, washed out universe, very dark, nooks and crannies of black. But when we went back and played we saw a lot of really vibrant areas, and that's something we latched onto. We did research on horror movies that we thought accomplished the horror vibe very well. One of the things was use of color to establish mood. Carried over into art style for d3. choosing palettes carefully.
Colors seen outside of screenshot without context the colors are very bright, but when seen in context of the game the colors are effective in establishing mood. Dark greens and dark blues to establish a horror vibe, ominous vibe. Big brother is watching. You can get away with using very vibrant colors which is pleasing, but at the same time maintain that core value of the Diablo franchise. A horror vibe. And when you're not afraid of color you can use to your advantage. Use it to lead gameplay where you want to go. When you have an overall screen of greenish light, you can stick an orange torch in, and the bright orange flame becomes a beacon for the player to follow. It makes gameplay better for the player to understand. Everything comes together seamlessly. '