In the next few (weeks? months?) I plan to tweet through my history at Blizzard North on Diablo II & LoD. Mainly work I have 1st hand exp with but probably some personal memories FTTT. Feel free to AMA & I’ll do my best.
Pls follow if you’re interested & RTs are appreciated :)
I’ve been wanting to do something like this for a long time. With D2 interest rekindled due to the upcoming Diablo II Resurrected (very stoked for that!) now seems like as good a time as any. I’ll be using #D2memories so others (devs & fans) can add to the project.
My goals are:
1) Game archeology from maybe the biggest, last, most ambitious sprite game before 3D took over. The team came up with a lot of tricks to push 2D about as far as it could go with the technology of the time.
2) Behind the scenes look at the process for making the character art. I’ll get as technical & detailed as you all want but I hope to at least show the original sketches, models & animations that I created and have access to, and get into some of the pipeline.
3) Behind the scenes for non-art projects I was involved with especially the Diablo “world bible” & initial LoD game design. There’s a lot of interesting things that happened during this time that set the stage for the Diablo universe and D3.
4) Hopefully provide an entertaining peek into what it was like to work in games 2 decades ago. Much has changed (a lot for the better) but it also feels like a rare magic period that I think back on fondly :)
1/9 Today is BIG HEAD the 1st monster I did for D2. When I started there wasn't much to see in the game- A temp char, a skeleton, basic dungeon. All would be redone later. @mediumclawboy gave me the docs so far. This was the monster planning sheet for Act 1: #d2memories
2/9 I recall none of those really grabbed me. Erich said "well those are flexible" so he let me just make something up. This is what I came up with:
3/9 Side note, I had come from a small shop w older PCs & had to justify software. At BLIZZARD- "well what do you want?" I was kid in candy shop! Back then for Max cutting edge was "MetaReyes" (metaballs) and "4D paint" (projection painting). I used both for Big Head!
THE START - 1997 I was hired at Blizzard North. This was my dream job. Me landing it was a series of LUCKY THINGS IMO
Previously I was at Maxis South in Austin TX where I was working on a Diablo-like game called Crucible. Here's how that played out: #d2memories
1) There I taught myself 3DS Max v1. It was JUST out & I actually 1st learned on a janky beta version because the current artist only knew old DOS 3D Studio. During this time I also beta tested Character Studio so I was 1 of the 1st in the world to learn it.
LUCKY THING #1
2) Crucible was "Diablo like" but started b4 D1. Inspired by old Gauntlet coin-op. When Diablo came out we PLAYED THE SH*T OUT OF IT. I had sinking feeling our little game would fail :(
BUT it showed at E3 & BlizzNo saw it. They asked q's & it went on their radar.
LUCKY THING #2
MORE BLOOD. So it looks like there were just 2 blood sprites in D2 (for hits not stuff preset into the environ). Small & Large. These were rendered in 16 dirs (missiles & chars had 16 dirs enemies had 8 IIRC) @davidbrevik@davidtglenn@MaxSchaefer@mediumclawboy#D2Memories
I got to thinking,. just two sprites for ALL THE BLOOD coming out of everything that ever got hit. Two fun trivias of possibly hazy accuracy:
1) We kept all the blood separate (eg not baked into art) so we could color it green or w/e for different territories. I think for Germany we used green? (some regions don't allow red blood). 🤢