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Tags: Diablo III
<a href="http://multiplayerblog.mtv.com/2008/07/31/diablo-iii-designer-talks-colors/">In an interview with MTV Player</a>, Blizzard talk about Diablo 3's lack of grit in the art department:
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<blockquote>“There’s no going back now,” he said during an interview in a Manhattan hotel where Blizzard was showcasing their newest games. “We’re very happy with how the art style is. The art team’s happy. The company’s happy. We really like this art style, and we’re not changing it.”
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But fans take note: The decision to add color to the macabre world of “Diablo” didn’t come lightly. “It’s actually the thing we struggled with the most,” Wilson said. When Wilson joined the project two and-a-half years ago, the game was similar-looking to what fans of the old games might expect — darker, desaturated and a lot of brown and gray tones. However, translating the game from 2D to 3D with a dark color palette didn’t make for the best gameplay experience. The first and second iterations of the art direction had a “modern, gritty look” but made it difficult to distinguish enemies from the environment. “When you have 30 creatures on screen — and four or five different types — target prioritization is a factor,” he said. “You need to be able to tell those things apart fast, and you can’t do that when your world is gray and your creatures are gray.”</blockquote>
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So I assume the gray world with coloured monsters didn't work out?
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Thanks <b>Dandelion</b>!
<a href="http://multiplayerblog.mtv.com/2008/07/31/diablo-iii-designer-talks-colors/">In an interview with MTV Player</a>, Blizzard talk about Diablo 3's lack of grit in the art department:
<br>
<blockquote>“There’s no going back now,” he said during an interview in a Manhattan hotel where Blizzard was showcasing their newest games. “We’re very happy with how the art style is. The art team’s happy. The company’s happy. We really like this art style, and we’re not changing it.”
<br>
<br>
But fans take note: The decision to add color to the macabre world of “Diablo” didn’t come lightly. “It’s actually the thing we struggled with the most,” Wilson said. When Wilson joined the project two and-a-half years ago, the game was similar-looking to what fans of the old games might expect — darker, desaturated and a lot of brown and gray tones. However, translating the game from 2D to 3D with a dark color palette didn’t make for the best gameplay experience. The first and second iterations of the art direction had a “modern, gritty look” but made it difficult to distinguish enemies from the environment. “When you have 30 creatures on screen — and four or five different types — target prioritization is a factor,” he said. “You need to be able to tell those things apart fast, and you can’t do that when your world is gray and your creatures are gray.”</blockquote>
<br>
So I assume the gray world with coloured monsters didn't work out?
<br>
<br>
Thanks <b>Dandelion</b>!