![]() 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. ![]() ![]() Due to the update's impressive scope, here's just the introductory message from the game's director Joe Shely, and you take things from there: Hello and welcome to the first Diablo IV Quarterly Update of 2022. This year's first quarterly update for Diablo IV is dedicated to the various facets of the game's environment design, be it art direction, open world design, or dungeon design (of which the game will have over 150). ![]()
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