[REQ_ERR: 404] [KTrafficClient] Something is wrong. Enable debug mode to see the reason. health

welcome

We are glad to welcome you to our website

Please note, the environment is a test scene that modelers use to look at their characters and many of these armors are works in progress and subject to change and polish. Here is another slow motion video of the Barbarians. Please note that all these armors are a work in progress and are subject to some adjustment. The team is dedicated to delivering the best quality possible, and we hope that players will enjoy all the options we have available for customizing their characters in Diablo IV.

With monsters, success requires that many different things come together, but it starts with the player feeling satisfied in killing it. They should look like something you have not seen before as well as taking something visually familiar and brushing it with a Diablo paint brush. That Diablo brush applies a level of detail, an understanding of gameplay needs, a level of artistry, and the demonic Diablo theme to all our monsters. For me, everything starts with a goal.

Typically, it's a goal from design on what this monster needs to do and what the player experience should be. Making games is a collaboration. Sometimes a visual concept helps drive an idea, while in others a paper design is enough.

Our game design goal for the Blood Bishop was to make a caster who would cast direct damage and create AOE bombs for area of denial. As for the visual notes, we wanted a high-level boss based on vampiric blood and magic. That naturally led to the notion of arteries creating these blood clots that explode to cast the AOE effect design needs. An exposed beating heart was the natural visual choice.

So, the organic pulsing we see, the flowing arteries, and the blood-based VFX all combined to reach an aligned goal the team could get behind. The success here is when the game design needs were met visually in a true Diablo way.

This undead Skeleton Lord is made of fused skeleton and body parts, with sinew and blood connecting it togethersomething we felt fit our game visually. That led to a Design Lead wanting to create a fight based on this character.

The Design team was able to create a unique fight based on bone visuals, summoning skeletons, bone walls to restrict pathing, and leveraging the giant staffone attack has the Skeleton Lord smashing the staff into the ground and creating a shower of exploding bone shards.

Even though the art was created first, the Design team leveraged its look to help theme a fun and interesting fight we all enjoy. We also need to look at our assets from two main focal points. Our game camera and a closer full body size camera. This means we need to understand what is important and what is supporting these elements in terms of overall shape language and finer secondary and tertiary details.

Level of artistic detail is always a challenge. Details need to be readable for the game, colors need to group well, silhouettes need to stand out, as well as being built for performance and movement. Understanding this is key to allowing our monsters to look great from our isometric camera while also delivering stunning details up close.

This Spider feeding upon and birthing spider spawn from a bloated corpse has a great visual design. The spindly legs and back thorax instantly tell you what it is.

That thin look of the legs as it moves down to a thicker body give it a nice balance to settle the shape language from top to bottom. The saturated red of the spider, on top of the cooler and more subdued body, help pop the spider visually so your eye catches it as soon as they show up on screen. When we look closer, you can see the spectacular highlights on the bloated body, the torn and pulled flesh, and the bulging pustules. So, up close gruesome details are visible from the game camera because of the clear shape and color grouping.

This succubus is another great example of an interesting and clear visual read from gameplay, with finer details that don't get in the way of the game camera but really raise the visual bar. At the game camera we see a familiar silhouette. A winged demon hovering to seduce its prey and attack with magic from a distance.

As you look closer, you see intricate details in the cloths, translucent skin on the wings, as well as materials like gold clasps, stitching, and embroidery on the outfit. We also see the wings are attached at the base of the head. In order to achieve this, we needed a process and technology to realize these amazing and, honestly, disturbing creations.

To do that we have built a world class team creating monsters and demons at a level of quality that raises the bar for the Diablo series.