D3 Team takes on Art Controversy

Posted 4th Aug 2008 09:23 PM by SCFreelancer

D3 lead designer Jay Wilson sat down with the folks over at Mtv’s Multiplayer to go through some examples of player-modified D3 screenshots. Jay talks about how the effects were created, how they resemble earlier art design passes on D3, and what’s wrong with using that darker, grittier, desaturated style of art for the final game. It’s a fascinating read, and here’s one example, with Jay’s comment above the shot in question:

Blizzard Quote:
Jay Wilson, Designer of “Diablo III”: The key thing to remember here is that this has been Photoshopped. This isn’t created by the engine. Though it looks really cool, it’s almost impossible to do in a 3D engine because you can’t have lighting that smart and run on systems that are reasonable. If we could do that, we probably would in a few of the dungeons.

Now in terms of the actual texturing, this texturing, where they grayed out everything and it’s very flat and the monsters are all kind of a similar tone — that does not play well. It’s very boring to run through more than a couple of times, and it’s very difficult to tell creatures apart and pop them out of the environment. So those things don’t really work for us. A lot of the lighting stuff I think is very cool, but it’s also not very doable for us.

palette12.jpg

One other interesting tidbit, when discussing this shot. Emphasis added:

Blizzard Quote:
Wilson: A lot of this change is adding noise to the screen. If [the characters] weren’t centered on the screen — like find the witch doctor. Especially think about him as a friend [in co-op play]. Standing over there, you can’t even tell the difference between him and the zombie. And that’s another player, and when you can’t tell the player apart from the creature, that’s horrible.

You’ve got to think that there’s potentially up to seven other people in addition to yourself, and several dozen monsters. All that noise just translates into unplayable, especially when this starts moving. This texturing was actually very similar to one of our previous art styles. But when you started moving and the whole screen just kind of shimmers, you can’t really tell anything that’s going on.

Slip of the tongue, or confirmation of 8 players in the game?  The designers said it would likely be just 4-5, for better gameplay/party size, during the WWI panels.

Remember to check out the Diablo 3 Media Coverage archive for all interviews and previews related to Diablo 3 from all over the net.




Bookmark and Share

Comments

Page 2 of 2 pages  <  1 2
PaGe
Posted 05, Aug 2008 03:25 AM
(0)
 

Maybe I just hadn’t noticed but, until now I don’t think it’s been specified whether Diablo III would be broken into Acts or not. But looking at this quote, "Wilson: [laughs] After the announcement, one of our environment artists went to the darkest area in Act One and put a giant rainbow across the whole area" seems to confirm Acts being in the game?

Reply
 
Flux
Posted 05, Aug 2008 04:23 AM
(0)
 

they’ve referred to the game as divided into acts, but haven’t said if they’ll be as abrupt and definite as they were in D2, or if it’s just a term they’re using internally for the game structure. I think they’ll go something like the D2 route, as much as the locations of the concept art vary. water cities, deserts, icy areas, etc.

Reply
 
popodomo
Posted 05, Aug 2008 05:34 AM
(0)
 

@hostileffect:  Huh? All the great people?  If you mean Blizzard North then I believe the majority left.  In fact, many have left Blizzard to make their own games and the only ones I’d consider successful are the Arena Net people.

Besides, this is no doubt the first Act, and Wilson has already alluded to the world becoming darker and more corrupted as you venture further through the game.

Color is your friend.  Diablo 2’s graphics were definitely mediocre.  I remember distinctly how underwhelmed I was of D2’s graphical prowess.  The 640x480 resolution didn’t help things either.

Art direction was good but the graphics weren’t up to snuff IMO.  And you know what?  That is how Blizzard develops games.  That’s how they get their sales.  By allowing their games to be played with modest requirements.

Besides, if the gameplay is golden you people will forget all about the graphics.  At least I did playing through Diablo 2.

Reply
 
Flux
Posted 05, Aug 2008 07:42 AM
(0)
 

This fan-made shot comparison is a good example of the hazy, fuzziness that I hope they minimize. it just looks clearer and crisper. click to see it big, where the differences are manifest.

http://www.diii.net/gallery/data/553/medium/snapshot44.png

Reply
 
Thaquitz
Posted 05, Aug 2008 08:28 AM
(0)
 

To each their own, I personally like the second shot (before) much better then the first.  The after shot shows far to clean of an environment for my taste seeing how the area is called the Forgotten Tombs.  Yeah everything like the spider webs and cracks in the floor are all there, but the before shot seems to convey the "old" feeling I would expect from an area with that name.  I am not saying I want that haze everywhere but that particular shot I think it fits extremely well.

Reply
 
RyTEK
Posted 05, Aug 2008 04:19 PM
(0)
 

I’m glad Jay officially addressed this issue.  I explained in the forums a week or two ago that when you go 3D, light is emitted from light sources, and projected off of the 3D backgrounds and models.  Shadows are also calculated.

Asking to darken the game was not just a texture-darkening issue… it was a light source issue.

Chalk it up to my hundreds of hours using the Unreal Editors.

Reply
 
Paalt
Posted 05, Aug 2008 07:43 PM
(0)
 

The "Haze" is actually the global illumination system in the game. Lights can have a tint of whatever color and in this case, they chose a mix of slightly teal and green color. Teal and green, is made out of blue which is the color of melancholy. To me, that fits well with the word "Forgotten". I’m looking forward to see caves and other areas, where the colors of the illumination is tinted red. Could be creepy if they pull it off.

Reply
 
Page 2 of 2 pages  <  1 2

Syndicate