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Postmortem Blizzard Entertainments Page of  Gamasutra Postmortem Blizzard Entertainments Page of  Gamasutra

Postmortem Blizzard Entertainments Page of Gamasutra - PDF document

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Postmortem Blizzard Entertainments Page of Gamasutra - PPT Presentation

gamasutracomfeatures20001025schaeferpfvhtm brPage 2br While the player characters are only seen in the game as 75 pixels tall all were modeled and rendered in high resolution for use on the character selection screen and in promotional materials Here ID: 16696

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 \n  \n\r\rPostmortem: Blizzard Entertainment's  \n\n \n  \n \r \r\r \n  \n\r    \n\n\n \n\n    \n \n  \n\n !\r\n" \n  \r\n\r  \n\n  \n  \n\r  \n \n  "     \n \n\n\n \n"\n   #\n$!  \n\r %%   & '()))\n\n  (  * \n\r  \n\r " \n ## \n \n\n !$\r  \n #\n   \n\r \r\n   \n \n\n  \n  \n + \r   \n\r \n \n \n\n   \n  "\n \n \r\n \r\n   \n# \n\r %%\r\n \r "\n \n\r %% "\n\n \n    ,\n\n \n \r\n$\n\n#  -  \n \n \n  ."\n\n \n\n  ".\n \n    "\n   \n \n !\n  \n\n # \n " "\n \n  \n\r \n \n/ #/\n\n\n \n\r %% \n   \n "\n\n  \n\r \n/ 0/\r \n \n\r  \n\r %% \n"\n\n   \n \n  "\n\n \n   \n \n0\n1 "2"  \n \r\n \n \r\n \r  \n \n\n \n"\r\n  0# \n  \r\n\r$\r3\n\n\n \n\r\n\n \n    \n \n  \n \n# \n \n  #\n\n Page 1 of 12 Gamasutra Printer Friendly Article 5/7/2007 http://www.gamasutra.com/features/20001025/schaefer_pfv.htm \n"    \n\r %%\n\n -\n \n\n\n4" \n"5\n \r\n# \n4" \n "5 \n+ \r\n  \n\n \n  \r\n \n \r 3 ++\n%"   #\n 3\n  3 ++\n \n 4\n  %" 5 \r \n0 \n\r\n#\n \n\r  \n\n  \n\r\n   * \n  \n\r %%   \n\n  \n\n\n \n   1 67\n!  !\n (  \n  \n\n 8\n  \n 99 :\n 6\n 66\n"    3 ++\n;\n\n \n 6\r1 \n \n  * \n =\n\r\n# \r\r\n \n\n  \n  \n  \n 6\n " &2\n\n#&#x-7.7;䆑6 6  \n 6 \n\n" \n  \n\n  \n3 ++\n? \n  \n"  \n6;  " &2\n\n#&#x-7.7;䆑   \n \n\r 3 ++\n\n \n \n  "  3 ++\n \n \n \n0  \n 3 ++\n;\n\n  \n$  \n   \n 3 ++\n;\n\n \n"   ,\n\n \n  \n\r(\n\n \n\r (@\n\n \n\r %%\n  \n  \n @)  \n))  \n"   #3 ++\n \n0\n %" \n \n  \n0\n \n\n \n# \r  \n  \n \n \n \n\n 3\n  ",\n \n A\n"\n% \n"\n \r   \n\n \n \n \n \n  While the player characters are only seen in the game as 75 pixels tall, all were modeled and rendered in high resolution for use on the character selection screen and in promotional materials. Here, the Paladin stands tall. Creating detailed sketches of settings, such as this hut in the Act III dock town of Kurast, preceded the actual modeling of background art. Page 2 of 12 Gamasutra Printer Friendly Article 5/7/2007 http://www.gamasutra.com/features/20001025/schaefer_pfv.htm \r\n\r  \n\r %%  \n\r * \n  "\n " \n\r %%\n\n  \n \n  .\n\n*\n#\n# \n   \n \n\n\n  \n \n \n\n \n\n # \n !\n  #\n \n\n\r\r\n# \n\n  \n" \n  \n  \n \n  \n      ## \n \n  0  "  #\n\n B%  $\n#\n\n   \n\n "\n \n" !\n \n#  \n\n  \n \n Much time was spent perfecting Act I since it would likely be used in a beta test or demo. The Amazon was the first character to be completed. The architecture in Diablo combines aspects of many different cultures in order to arrive at an interesting mix that doesn't look too much like any single one. Here, the buildings of Travical from Act III are based on Mayan and Aztec references. Page 3 of 12 Gamasutra Printer Friendly Article 5/7/2007 http://www.gamasutra.com/features/20001025/schaefer_pfv.htm 3 \n\r \n  \n\r %%"\n \n   \n\n \n\n\r\n\n \r"   "\n \n \n "\r\n \n \n  /# C\n/\r\r\n\n \n8 \n  \n  #  \n \n\n\n ! 3\n  \n\n\n\n \n \n    \n# \n  \n \n\n0\n\n  \n\n \n \n\n !  " \n \n"\n \n   \n  \n, \n\n \n \n#"  \n  7" \n  "  \n  7  \n \n\n  #D\n\n!   \n""#    \n \n\n \n   " \n \n #\n\n\n+     \n\r %%\n  \n\r  \n   \n "  \n \n\r" \n \r \n \n \r\n "\n#\n \n \n 8 \n \n   \n!  \n\n\n"  \n \n 0%  $\n\r   \n\r\n\n"$  \n#  \n\n"  \n 6   \n   \n #  \n \n � \n  \n\r \n  \n\r %%\n\n \n\n\n /7/- 7\n \n\n \n B%  \n    #\n  \n \n#\n\n#"\n# \n\n\n \n \n\r E\n  \nB2 # \n "\n\n \n B2 # \n \n\n#\n #\n \n #\n   \n\n\nB \n% \n\n+ \n \n\n"   \n #\r \n \n \n   \n \n\r(3 ++\n "  3 ++\n "    \n\n#\n\n\n \n     \n \r \n \n  \n\n\n\n \r\r +\n \n " \n"\n \r\n \n  \n\n\n \n\r \n "   "  �\n#\n \n\n\r \n \n\r  "  , \n \n\n" \n   \n \n#  \n \n \r \n \n\r  \n  \n\r    \n  \n \r\n#\n     \n  "  7\n  \n  \n\n  " \n "\n\n\n#\n\r  "� \n \r\n\r""\n \n \n \r#   \n\n \n \n    \n  \r\n\n#  \n\n"  \n   \n \n \n \n \n\n# \n \n \n %\n ! \n \n\n\n \n\r\n \n"   "*  \n  "\n \n\n \n\n \nF  " \n \n# \n\r " \n  \r\n#� \n \n  # 3 A \n\n\n\n \n\n\n\n"  \r \n\n\n \n" #\n #\n  \n\r\n  \n, #\n\n \r\n \n*%: "  \n \r\n$\n\r\n  \n \n !  "  \r\r  \n   \n\r %%#\n @) \n "\n \n \r\n\n\n\n \n \r  Page 4 of 12 Gamasutra Printer Friendly Article 5/7/2007 http://www.gamasutra.com/features/20001025/schaefer_pfv.htm * \n \n  "  "  "\n\n \n#\n\n\n  \n?"\r\n\n  \n \n\n  \n \n \n \n  \r\r\n\n\n\n*\n\n  #\n\n\r \n  \r\n \n*\n  #  \n \n  *\n\n \n" \n\n \n \r\n\n\n % #\n\n\n# \n \n\n \n \n \r\n\n \n  \r\n 1\n\n# ,"  \n \n\n\n\n# �\n\n\n\n\n  # \n0# \n\r \n\n\r\n   \n\n# \n \n " \n +\n  \n# \n  \n"  0\n\n*\n"   \n   \n  \n\r -\n\n  \n \n\r# \n  \n # F # \n\r \n(G \n\r   TOP: The player characters have modular armor of three varieties, light, medium, and heavy, which were mixed and matched to provide more individualized character appearances. "Paper dolls" created on paper and in Photoshop allowed mixing and matching of different pieces of armor to see how they worked together on the Barbarian.BOTTOM: The Barbarian, translated from the sketches into a full, high-polygon model. Each part of a character's armor (the head, the torso, the legs, each arm, a weapon, and a shield) was rendered separately with in-house tools. Page 5 of 12 Gamasutra Printer Friendly Article 5/7/2007 http://www.gamasutra.com/features/20001025/schaefer_pfv.htm \n \n\n\n \n\n\n\n# \n" \n\n \n   \n"\r \n " \r"\n\n\n"  \n   #  \n \n# \n\r \n*  \r \n\n \n  # \r   \r#\n\n \n  \n  #  "\r  \n \n\n\n#  \n \n\n % \n\n \n\n"\n \r\n       \n" \n\n\n\n"\n\n\n"\n \r \n #    \n  # "\n \n !  " \n\n\n  \n +\r \n"\n# \n +\r\n \n \n #  \n\n # \n \n\n\n   #  $\n   \n  # \n  \n\n " \n;\n #  \n  \n# \n \r\n\n \n   ;\n   #  \n  \n \n\n   " \n\r %% \r \n \r  \n\n\n \r\r\n\n ! @=\n \n\n \n# \n\n \n\r %%  \n  \n  \n   \n\n# \n 0 \n0\nA \n      \n\r\n \n  \n\n\n  \n\r \n\n  \n  \n\n \r\n  \n# 0 \n\n\n\n"\n\n# \n\n" \n ()1) \n\n  \n\n\n"\n# \n 0  \n "\n \n \n\n \n! "\n \n \n\n � \n \n  \n\n  \r\n \n  \n\n"8\n \n \n \n  "\n\n\r \n\r B*\n )) \n\n\r\n6 \n\r    /A /B=*\n\n\n\r\r\n\r \n\n\r\n\n+\n \n#\n \r\r\n \n \n \n \n %     \n\n G1))\n   \n +\n  \n  \n\n" \n \n \n\n#   \n  \n \n \n!   "\n\n   \n  "  \n \r=*\n\r\n" \n\n \n\r"\n?" # \n !  \n  \n\r '6 \n   \n% \n3 ++\n \n \n\n\r \n ;*\n \n   "\n0# \n\r \n?  " \n   \n  \n\r \n \n  \r(\n \n  "\r1)6  \n\r \n \n \n  \n \n \n \n\r\n \n \n  \n\r %% !\n \n \n ;*\n\n \n \r \nF 6\n \n\r %%\n \r \n \n"\n \n \n F6 \n    \r \n \n \r\r \n \n\n \n  Page 6 of 12 Gamasutra Printer Friendly Article 5/7/2007 http://www.gamasutra.com/features/20001025/schaefer_pfv.htm % \n\n\n F 6\n   \n \n\n  \n  \n\n  \n +   \n   \n \n  \n\r%   \n\n  \n # \n\r\n\n \n\n \n   \rF6"  \n\r \n\n\n  \r \n\n \n +"  \n\r %%  \n   \n\n \n \n# \n 8H\n \n\n \n + #\n *  \n  \n\n\n \n \n\n\n\n    \n\r %% \r\r "   3\n  \n"\n \n\r "\n\n  \n 3\n   \n  \n\r &\n  \n \n\r 3\n  \n \n  \n"  * \n\r %%  \n 3\n  \n\n    0\n"   Characters and monsters, such as this Vampire, were created in 3D Studio Max. An in-house tool would render the files from many different angles (eight for all monsters, 16 for player characters), and export them in the file formats used in the game. [Expand Image]  Page 7 of 12 Gamasutra Printer Friendly Article 5/7/2007 http://www.gamasutra.com/features/20001025/schaefer_pfv.htm  \n  \n\r    # \n\r\n "  \n\n  \n! \n\n \n"  \n\r %%   \n \n \n \n #* \n!\r\n \r\n   "  \n " 3\n   \r  !    \n \n \n\n \n \n\r\n\n #" \n \n\n\r\n \n   \n   \n \n   # *  \n 3\n  \n\r 6\n\n\n\n\n\n \n\n# " \n\r %% -\n"H\n \n \n\n \r \n\n\n\n\n"\n \n\n#      ! 3\n  "" � \n  \n \n"\n\n \n  \n 3\n  \r\n \n  \n \r \n  \n%#\n  \n   \n \n"\n \n \n\n \n\r\n" \n\n  \n  \n \r "\n# ! 3\n   \n"\r   \n \n    \n \n  \n  \n \n \r\n (2\n   3\n  3\n  \n \n\r   \n \n\n \n    \n\r \n \n3\n  \n\n   "3\n\n \n\r \n\n$ "  \n\r %%3\n  \n   " \n \n \n\n \n \n \n\n!\n \n # \n \n \n"\n\n\n \n \n   "\n \n \n\r %% !    \n 3\n    \n\r %%\r\n\r%68 \n     \n \n ! \n \r\n \n\r\n \n \n\n\r3\n  0\n \n\n \n "\n* \n\n )))))   \n\r %%H\n \n" \n     $#"\r" \r\n \r\n\n"   " \n \n\r \n\n\r \n *\n\n\r\n \n\n\n\n\n\n\n\n \n  \n  \n"\r  \n \n\r\n))))) %#\n \n  ! \n\n \n I  \n"\n \n"3\n  \n\n  \n\n \n  \n \n\n\n\n \n� \n \n \n \r\n\n\n\n  0\n \n\n \n  "\r \n\n\n\n \n\n# "\n \n\n \n  \n   \n \n\n\n\n \r\n \n % \n"  \n\n \r\n  \n\n  Page 8 of 12 Gamasutra Printer Friendly Article 5/7/2007 http://www.gamasutra.com/features/20001025/schaefer_pfv.htm  \n  3\n  H\n 3 " \n \r   \n\r \n  \n  3\n   \n\n\n\r "  \n\n \n\n"\n\n\n \n\n3\n   \n\n \n " 1\n6 \r \n\r %%\r\n   \r\n#\n\r  \n \n0   \n\r /\n//! \n/\n\n  \n   \n \n$\r\n\n  \n \n\n \n  \n \n\n  0\n\n\n \n\n  \r \n \n \n     \n \n \n 6 \n  \n"\n \r\n\r  \n"    \r\n  \n \n\r %% J "\n\n  #\n1   \n #"! % \n#  \r\n#\n  \n\r -( \n\n@)K@G)  G\r *\n\n  \n\n\n\n1) \n \n)) \n  \n   \n \n \n \n \n\n\n\r4\n   #5\n\n #\n\r\n\r  \n"\r  \n\n    \n#\n"\n \n\n\n\n  \n\n\n\n  % \n \n \n\r %% \r\n\r \r \n( \n @ "  \n  \n\r \n  \n \n\n \n  \r\n#  \r\n \n \n \n\n\n\n6 \n  \r\n \n \r"\r\n \n4/A \n#   \n\r  \n#/5 \n\r %% "\n  \n\n 0\r \n \n\r  % \n \n\n   \n \r \n\r\n   #   \r\n\n   \n\n  \n \n#"F  \n  \n  \n \n  \n\n  \n # # \n"  \n"  \n  \n  \n\n \n \n    "   #  "    \n\r  " \n"\n   \n\n#  \n *%?" \n\n\n \n \n"\n  \n # \r \n\n  \n ,    \n \n#  \n *:%"" \n \n    \n , \n# \n   \n \n  \n" \n \n \n# \r\n#   \n \n #\n  \n"\n \n \n   \n  % \n$\n  \n\n \n \n   #\n   \n \n \n"\n\n\r  \n \n\n  "!\n   Some of the many locales in Act II: The Sand-Maggot lair (top), Jerhyn's Palace (middle), and the Sewers (bottom). Background elements were created and rendered in 3D Studio Max. The rendered files were cut into tiles and assembled into modular "rooms" with an in-house tile-editing tool. The game engine reassembles the rooms to provide a randomized game environment. Page 9 of 12 Gamasutra Printer Friendly Article 5/7/2007 http://www.gamasutra.com/features/20001025/schaefer_pfv.htm  "   \n"\r \n \r \n \n  0\n  #'6\n"\n *\n\n#\n\n \n\n"\n  \n"\n?  \n"\n\n  \n  \n\r     \n"\n\n\n\n \r\n" \n  \n\n \n#\n \r\n" # \n\r    \n\n%  \n\r %% \n" \nH \n \n \n  \n \n"\n\n \n   \n"    \n  * \n   "\n \n \n\n \n"\n \n�  \n  # \n\r *\n \n \n  \n ! \n  \n  \n \n\n \n\n\n\n \n\n \n\n  \n 0#  0"\n�   \n \n\n   \n    \n\n \n \n \n \n \n \n\n" \n\r\n    \n  \n  \n   #\n \n# � \n \n$\n\n#   \n\n\n   \n\n#\n\n\n   \n0*  \n  #    "  \n"\n \r\n#\n\n\n\n  7\n \n \n  ! #  \n 0 \n  \n"\n\r\n#\n \n \n  # \n  \r\n \r\n\r    "  \n  \n"\r !" 7\n  / /\n   \n ,  \n  "\n  \n   \n\n\n\r\n\n   \n0 \n"\n #\n \n 0\n 0 \n\n \n \n,\n# \n 8H Monsters have 14 possible classifications of animation, from basics such as Walk, Attack 1, and Death, to the seldom-used Block, Run, and four Special modes, reserved for miscellaneous animations. Diablo is the only monster who uses every animation category available. Page 10 of 12 Gamasutra Printer Friendly Article 5/7/2007 http://www.gamasutra.com/features/20001025/schaefer_pfv.htm \n \n\n \n$\r\r  \n\n \n \n \n +  \n\r %% \n  \n \n  \n \n\n+ \n\n  \r \n\n"   \n\r %%\n\n#\n\r  \n#\n\n \n#\n \n\n  \n \n\r %% \r\n\n\n \n\n   \n"\n% \n \n \n  \n \n "\n" \r\r\n \n"\n \n ! \n  \n#" \r\n  \n$  \n\r %% "  \n \n \n #0*\n   \n\r     \n \n 0\n  ,\r\n   #\n# \n \n # \n\r %%\r  *\n\n\n !   \n\r$\r  \n \n \n # \n\n \r "\n\n# \n#\r  \n# \n\n $* %\n" \n + \n %\n!\n \n  "  \n \n\r %%  \n"\n \n \r "\n  \r \n"\n  \n \n $\n"\n \n\n  \r\n   \n $\nGame DataDiablo II Blizzard Entertainment http://www.sierrastudios.com Publisher: Sierra. Full-Time Developers: 40Length of Development: 3 years.Release Date: June 28, 2000. Page 11 of 12 Gamasutra Printer Friendly Article 5/7/2007 http://www.gamasutra.com/features/20001025/schaefer_pfv.htm \r \rPlatforms: PC and Macintosh.Hardware Used: Typical programmer workstation: 500 MHz Pentium II running Windows NT with 128MB RAM and 9GB hard drive. Typical artist workstation: dual 500 MHz Pentium IIs running Windows NT with 256MB RAM and 14GB hard drive.Software Used: 3D Studio Max, Photoshop, Microsoft Developer Studio/Visual Studio and SourceSafe Notable Technologies: Glide, Direct3D, RAD Game Tools' Bink, DirectSound3D, and Creative Labs' EAX. Page 12 of 12 Gamasutra Printer Friendly Article 5/7/2007 http://www.gamasutra.com/features/20001025/schaefer_pfv.htm