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Where did the art team draw inspiration from for Diablo 2 Resurrected?

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Description

VV and Blizzard were able to get their hands on archived material, including original source models and scraps from the original game developed by Blizzard North.
The Mosque in Lut Gholein - original 3D model part-rendered.
The Mosque in Lut Gholein - original 3D model part-rendered.
The Mosque in Lut Gholein - original model rendered non-isometrically.
The Mosque in Lut Gholein - original model rendered non-isometrically.
Blizzard wrote:
As far as the inspiration we were inspired by some original documentation that we found from Blizzard North where there was a huge word doc of like where the original artists pulled inspiration from, so a lot of that was historical landmarks, locations, very very much real world referencing.

So its kind of like what we pulled our inspiration from as well - we wanted that functional design the original art had, that felt like it was believable. And that detail really does help to give it some realistic context and makes you feel more immersed in the game - makes you feel like you're part of this world where you can see every single buckle and strap.

Chris Amaral - Lead Artist 06:02 19th Feb 2021
Loving the comments regarding believability - one of the core art conventions of Diablo 2 was how it avoided more exaggerated Tolkien-esque visuals and settled on a much more sombre and realistic tone for it's environments and items.
Description by Stormlash
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Can be used to make Runewords:

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Stormlash 356Moderator

Paladin Europe PC
VV and Blizzard were able to get their hands on archived material, including original source models and scraps from the original game developed by Blizzard North.
The Mosque in Lut Gholein - original 3D model part-rendered.
The Mosque in Lut Gholein - original 3D model part-rendered.
The Mosque in Lut Gholein - original model rendered non-isometrically.
The Mosque in Lut Gholein - original model rendered non-isometrically.
Blizzard wrote:
As far as the inspiration we were inspired by some original documentation that we found from Blizzard North where there was a huge word doc of like where the original artists pulled inspiration from, so a lot of that was historical landmarks, locations, very very much real world referencing.

So its kind of like what we pulled our inspiration from as well - we wanted that functional design the original art had, that felt like it was believable. And that detail really does help to give it some realistic context and makes you feel more immersed in the game - makes you feel like you're part of this world where you can see every single buckle and strap.

Chris Amaral - Lead Artist 06:02 19th Feb 2021
Loving the comments regarding believability - one of the core art conventions of Diablo 2 was how it avoided more exaggerated Tolkien-esque visuals and settled on a much more sombre and realistic tone for it's environments and items.

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