GDC 2024: Diablo IV - The Art of Open World Sanctuary Level Art
An overview of the sub-disciplines of Environment Art for Diablo IV.
An overview of the sub-disciplines of Exterior Art. Please check out Sam Gao's presentation for overview of Architecture & Foliage or the GDC Vault for the full presentation (Links in description).
An overview of the level art process on Diablo IV and some of the different components that a Level Artist takes into consideration and channels into the creation of the level itself.
The left side depicts areas from Diablo IV at blockout quality and the right side shows the same areas but at shippable.
This is a breakdown of the main phases of development of level art using a particular area of Menestad as an example.
There are two main types of spaces in the open world - POIs (points of interest) and wilderness (interstitial areas between POIs).
The red line is the boundary of our navmesh. This is a discussion of making sure the edges of our navmesh are readable to the player.
Examples of spaces at Presentable phase.
At this stage, we lock in the terrain material palette, work on the transition between roads and wilderness, add decals, etc.
Examples of spaces at shippable phase.
At this phase, one of the things we do is pay more attention to the transitions between spaces such as the terrain materials here.
Example of real polish feedback during the development of this area and a before/after.
Example of real polish feedback during the development of this area and a before/after.
Example of real polish feedback during the development of this area and a before/after.
Credits go out to our whole Exterior Art team and more!
GDC 2024: Diablo IV - The Art of Open World Sanctuary Level Art
In 2024, I had the honor of presenting at GDC on Diablo IV: The Art of Open World Sanctuary alongside Sam Gao and Justin Whitehead. Together, we put together a comprehensive presentation discussing the Environment Art workflow and style for creating the open world spaces of Diablo IV including Assets, Foliage, Materials, and Level Art. Our pipeline was built through the efforts of our whole Diablo IV team and we were honored to be able to present on behalf of them.
I focused primarily on the Level Art section and presented our step-by-step process on taking spaces from blockout to shippable polished quality using the town of Menestad from Diablo IV as an example.