![]() To make dungeon creation effective and flexible, the team set out to create a variety of tile-sets that could be cleverly reused and paired with different props, interactives, and lighting. Interactable and breakable props frequent many environments as the team has pushed themselves to create realistic and variable destruction.ĭiablo IV also features over 150 randomized dungeons utilizing a combination of handcrafted and procedural creation. Dynamic props populate many of these areas to breath a sense of life into the architecture and terrain. From the Dry Steppes to the Scosglen coast to the glacial ridges, each area has been carefully handcrafted by the Diablo Art and Design teams. Weather and physically based lighting also play a larger role in creating the dangerous world of Sanctuary and allowing the atmosphere to feel more tangible.įor the first time in the series, Diablo IV features a shared open world with 5 captivating zones to explore. Using these pillars, the environment has been created with a controlled use of detail and color palettes to give a distinct visual style. ![]() ![]() To do this, the team has established two foundational pillars to filter concepts, locations, and implementation: “old masters” and “a return to darkness”. The darkest and most grounded of the series, Diablo IV strives for believability over realism in its environments. There are 7 YouTube videos showcasing different locations of Sanctuary and several screenshots. Chris Ryder (art director), Brian Fletcher (associate art director), Ben Hutchings (associate lightning director), Matt McDaid (lead exterior environment artist), and Chaz Head (lead props and interactives artist) share how they approach each of the distinct areas in Diablo IV and how they come together to form the immersive environment art.īring the popcorn and a few drinks.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |