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
(Here's a shot of Crucible from the interwebs)
(@montykerr@kgliner who were there with me)
3) And that could have been it. Crucible very would've failed. BUT NOW EA bought Maxis & shut down Maxis South. I had a card from @MattHouseholder & called him. At 1st he didn't make the connection but then I got a call mins later and they flew me for an interview
LUCKY THING #3
4) I got the job. The office was not what I expected (more later) but still- BLIZZARD. Shortly I learned that none of the artists knew Max or Char Studio. They were using FK for feet, no IK and other sad things. I just fell into lead role since I knew stuff
LUCKY THING #4
So much in a career can be being in the right place at the right time with the right skills. I landed there because of... reasons that are hard to unwind. I was "lucky" if you call it that, and am forever grateful for the experience!
Next up- My first monster I made at Blizzard. A dude we all called:
BIG HEAD
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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!
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.
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). 🤢