Diablo IV: a quarterly report focusing on art direction, graphics and characters

Diablo IV: a quarterly report focusing on art direction, graphics and characters

© Blizzard

True to its promise, the team in charge of Diablo IV treats us to a quarterly report particularly provided for its future hack'n slash, plunging us into the Hell of detail about graphics, art direction and characters.

On the program: the integration for the first time in the Diablo franchise of a very complete character creator, graphics that have gained several levels and the discovery of new monstrosities to slay. Blizzard therefore makes us visit a real gallery of arts and horrors. And damn demon that it makes you want!



A full character designer for the first time in the Diablo franchise

We already knew it, Diablo IV will integrate for the first time in the history of the franchise a character creator. What was less known was how complete this one would turn out. Thanks to this quarterly report, we therefore have a better idea, and this promises to please many people.

Diablo IV: a quarterly report focusing on art direction, graphics and characters

© Blizzard

We will indeed have the possibility of choosing several character models and adapting them according to our tastes with great freedom: sex, build, face, hairstyle, facial hair, adding jewelry, make-up, tattoos or paintings, everything is customizable. It will of course be possible to change the color of the skin, eyes, hair and facial hair.

Diablo IV: a quarterly report focusing on art direction, graphics and characters

© Blizzard

A real renewal for the Diablo franchise, which had accustomed us to pre-established models for each class, with only in Diablo III the possibility of changing the gender. Beyond the physical aspect of our character, it will be possible in his Lair to freely change his outfit in order to really have a unique character specific to each and every one.



Diablo IV: a quarterly report focusing on art direction, graphics and characters

© Blizzard

Finally, the Diablo IV team focused on another well-known element of Diablo and hack'n slash: dye. It will therefore be possible to freely dye the different parts of our character's outfit (helmet, torso, leggings, gloves and boots).

Diablo IV: a quarterly report focusing on art direction, graphics and characters

© Blizzard

However, in order to offer as realistic a rendering as possible, each texture, whether fabric, leather or metal, will react in its own way to the dyeing process. This is part of a bigger goal to seriously raise the graphics quality of the Diablo franchise with this fourth installment.

Graphics that have gone up a few levels

For its new project, the Diablo IV team intends to set the bar very high from a graphical point of view. This includes light processing for various elements through a process called Physics Based Rendering (“PBR”). The latter will provide a more realistic rendering depending on the material affected by the light. Metal, leather, fabric or even flesh will therefore react differently to lighting around the world.

The artists of Diablo IV also spent a long time on the visual aspect of the characters themselves, each modeled by hand, in order to offer credible protagonists each time. Like their clothes, their skin and hair will react differently to the elements around them. They might even be called upon to shed a few drops of sweat at auspicious times.

To illustrate all the comments related above, the Diablo IV team has spoiled us with two short videos featuring the Rogue and Barbarian classes, with different models and outfits.



The isometric view still essential, but not only

Some skeptics may ask a pertinent question: why go to so much trouble when a hack'n slash is played exclusively in isometric view? Part of the answer comes from the fact that Diablo IV will feature many in-game cutscenes and cutscenes, bringing the camera closer to our characters. Because yes, our character made with love will also be at the center of these. This was also the case for the Rogue class presentation trailer during BlizzConline four months ago: an in-engine cinematic using an avatar created by a developer, and not pre-rendered.

Diablo III had also especially impressed thanks to its pre-rendered cutscenes (and a little less for its general artistic direction). The Diablo IV team intends to not only deliver equally beautiful cutscenes, in partnership with Blizzard Animation, but also quality in-game cutscenes. However, apart from the cutscenes, the main concern of the artists is to make sure that all this visual work is coherent with the sacrosanct isometric view.


JVFR

© Blizzard

The camera, for most of the game, must therefore be able to highlight all these carefully created characters, but in a way that does not detract from the overall playability. A point of honor that is interested not only in our avatar and his interlocutors, but also in the myriad of monsters that it will be up to us to kill during our adventures.

Disgusting new monsters to slay

To conclude this information-rich quarterly report, the Diablo IV team took a look at the other central element of a hack'n slash: monsters. And as much to say that fans of the oppressive and filthy atmosphere of the first two opuses will be in Heaven… or in Hell. The artists of Diablo IV have indeed tried to marry the unique atmosphere of this license with a coherent design in terms of behavior for all the creatures inhabiting Sanctuary. We first discover the Bishop of Blood, which is inspired in particular by the magic of Blood present in the kit of the Necromancer of Diablo III.


Next is the Skeleton Lord (not to be confused with the Skeleton King). Despite its very bony nature, it presents here and there a few tendons and bits of flesh, an element that seems to be a recurring theme in the bestiary of Diablo IV.

Then place a particularly charming creature: a blood spider (again) feeding on a corpse in which it lays its eggs (we warned you that Diablo IV did not shrink from gore and gloomy). The choice of colors is once again not insignificant, so that the dangerous part of this horrible amalgam is directly visible in isometric view.

To end on a dangerously seductive note, we discover a model of Succubus. This one has the particularity of having its wings at the level of its skull, once again in order to highlight the superb models created by the artists in a way that does not hinder visibility in isometric view.

Here is what concludes this gallery of arts and horrors that Blizzard opened up to us as part of its quarterly report on Diablo IV. See you in three months for the next episode, which this time will focus on sound design and endgame. The least we can say is that Diablo IV seems, from an artistic point of view at least, particularly successful. Enough to make our mouths water (or blood) and hope that the game will come into our hands Soon TM.

add a comment of Diablo IV: a quarterly report focusing on art direction, graphics and characters
Comment sent successfully! We will review it in the next few hours.