

The satisfying part of our work is developing and jamming on a location’s unique visual story, pushing and pulling the art until it becomes an iconic backdrop for combat, exploration finally screams Diablo.Ī town set in an arid location feels visibly parched, dust blowing, the color pallet plays into warm, oxidized hues to create an iconic region in the world of Sanctuary.ĭiablo IV’s art is built with modern techniques and utilizes physically-based lighting. We want to take you on a journey, hinting at a location’s past or recent events. Contrast that by making your way into a hazy fire-lit tavern that instantly contrasts with the atmosphere outside, a rare place of refuge and warmth. When it rains, surfaces get wet, puddles form in ruts and hoof prints, the ground feels muddy, the atmosphere is heavy and damp.

The atmosphere is almost tangible in places, with weather and lighting play a more prominent visual role in Diablo IV. It gives us a springboard to elaborate on the space visually, giving it a sense of identity we can lock onto and build around. Leaning into these characteristics adds to the richness of the world. Even the wealthiest areas in Sanctuary are challenging to exist in.
#DIABLO 4 ART FULL#
After all, Sanctuary is full of history, struggle, and conflict, giving us many opportunities to depict a diverse world full of compelling locations in a dark gothic-medieval setting. In addition, regional weather conditions, varied local biomes, and a sense of history set the foundation of how an object or place should look visually in a medieval world like Sanctuary. Believability comes through our use of materials and deliberate construction of architecture and artifacts you will come across as you play through dungeons and the open world. The aim is for believability, not realism. We approach creating the environments of Diablo IV through a darker and more grounded interpretation than earlier installments. Of course, none of this would be possible without the collective efforts of our talented designers, worldbuilders, engineers, environment artists, lighting artists, and technical artists. It is where all the monster-slaying, loot gathering, and exploration happens. The environments of Diablo IV cover a lot of territory and visual real estate of the game: five distinct regions and hundreds of dungeons that you will experience. While many of the locations we will be sharing are in various states of progress, this is an excellent opportunity to showcase the amazing work our teams are creating for the next installment of Diablo. They will be sharing how they approach each of their distinct areas that ultimately come together to form the environment art of Diablo IV. You will hear from our Associate Art Director, Environments, Brian Fletcher Associate Lighting Director, Ben Hutchings Lead Exterior Environment Artist, Matt McDaid and Lead Props and Interactives Artist, Chaz Head. The team has been hard at work, and we’re excited to take you behind the scenes on how we’ve developed the environments of Diablo IV. Thank you for playing the games we make, and without further ado, artists!Ĭhris Ryder, Art Director, Environments Diablo IV

We have exciting things to share this year, and we’re grateful to have you with us on this journey.
#DIABLO 4 ART UPDATE#
We hope you enjoy this update and look forward to your thoughts and reactions. Today we have artists from many of these layers here to talk about their craft and everything that goes into building the world of Sanctuary. The seamless game you play is a composition of many layers of art and visualization, from lighting, to environments, to props and interactives. Many artists need to work together to deliver Diablo IV with the top-tier visual quality we can be proud of and the promise of an immersive world you can wander through and enjoy getting lost in. And keep in mind the images you’ll see today still represent a work in progress! You can also see how much closer we’re getting to our artistic and thematic targets of dark, low-fantasy gothic horror. It’s difficult for these updates to showcase all the work our engineers, designers, artists, QA team, and producers have done–how do you show a bug that doesn’t happen anymore, or explain how the planning in a burn-down chart resulted in a feature making it into the game instead of getting cut? While you can’t see those things, you can see how systems like itemization and skill trees have evolved, incorporating your feedback and internal testing along the way. I’m struck by how much the game has evolved since our first blogs. That blog and our previous updates are available if you missed out. We hope you enjoyed last quarter’s update on systems, itemization, and visual effects. Hello and welcome to the first Diablo IV Quarterly Update of 2022.
