Reaper of Souls First Look: Westmarch Level Design

Posted by DHAdmin on October 30th, 2013 at 1:21 pm
Blizzard Quote [source]

"Of all the world's myriad nations, it is Westmarch that has always fascinated me most." - Deckard Cain, Book of Tyrael

There was a time when Westmarch was a lively, vibrant city. Now, an unnatural chill hangs over the sprawling mass of Gothic architecture, and the unmistakable stench of decay chokes its few remaining survivors.

Take a trip with us through Reaper of Souls's first zone and peer behind the scenes at our design team's process in putting together the gloom and eeriness of a city under Death's siege.


Westmarch, Interrupted

When discussing Westmarch, we've often referred to it as the site of a "haunted apocalypse." What was once a bustling metropolis and the military capital of the west has now been reduced to something of a wasteland, its previous grandeur (and population) gutted by Malthael's vile, soul-pillaging minions. The elegant Western European and Gothic themes, upon which this city draws heavily, are now juxtaposed by the stomach-knotting dread that only the Angel of Death and his agents can bring.

WestMarch_01_thumb.jpg WestMarch_02_thumb.jpg

Don't expect Westmarch to be a simple palette of browns, blacks, and grays, though. More than a swatch of colors was considered when crafting this locale. Creating a truly dark and foreboding city requires evoking an emotional atmosphere, and you'll feel the burden of that weight as you brave the dangers wrought by Maltheal's reapers.


The Lay of the Land

Picture the fog-laden cobblestone streets of London in the 1800's, in the midst of England's Gothic revival. The rows upon rows of buildings tightly packed together, occasionally punctuated with small, dilapidated shops and sprawling passageways. The rotting clotheslines hung precariously between shingled rooftops and grimy windows, heavy with freshly-washed laundry. Or the pools of fetid water flooded with animal waste and discarded trash stagnating in neglected gutters and potholes, ideal breeding grounds for unspeakable plague.

That foreboding feeling, a setting where Jack the Ripper or Mr. Hyde might seem perfectly at home, is what you can expect as you navigate the winding, narrow alleyways and broad town squares of Westmarch. Our artists and designers worked to further this sense of dread and doom by leaving visual breadcrumbs of Malthael's presense, covering the city in a blue-green haze and littering its byways with freshly-reaped corpses. To give Westmarch a more worn-torn, apocalyptic feel, they also peppered the landscape with tattered remnants of failed defenses (smashed bulwarks, supply carts, and spiked blockades, for example) and emptied the city of its living denizens, replacing them with animated constructs—all macabre reminders of the slaughter that has occurred.

Westmarch%20Chapel%204_thumb.jpgWestmarch%20Walk-Up_thumb1.jpgWestmarch%20Street%201_thumb1.jpg Westmarch%20Corpse%20Blanket_thumb1.jpg

A Welcomed Reprieve:

The inspiration of this Gothic age does not stop there, however. The Survivor's Enclave, the artisan and quest hub for Act V located in the heart of Westmarch, was designed to be a place where the remaining citizens could feel safe as they seek refuge from Malthael's army, and also a location where the nephalem can rest and regroup.

Settled atop a hill overlooking the city, this cathedral square has been modeled after a real world locale in Toledo, Spain. As a densely packed city originally built in the 13th century, its large cloister safeguarded by soaring towers seemed to fit the safe haven tone just right.

 Cathedral%20of%20Toledo_thumb.jpg Toledo%20Spain_1_thumb.jpgAct_V_Door_01_thumb.jpgAct_V_Hub_01_thumb.jpgAct_V_Outside_Hub_01_thumb.jpg

Event Planning:

Littered throughout the zone, you'll also find multitudes of randomized sequences we affectionately refer to as "cellars," named after the one-room events scattered throughout Old Tristram in Act I.

This concept of one-room events has been taken to a new level in Reaper of Souls, to the point where you might consider these less like events and more like mini dungeons. One of our artists, Johannes Thé, came up with a new idea on how to chain together multiple types of rooms, which has allowed our designers to create some truly immersive experiences!

Imagine starting in a small house that opens up into a courtyard, where a path guides you through an alleyway to a new house. Not only is this a great way to introduce larger, more interesting story elements, but it's an opportunity to experience Westmarch as though you were actually traveling through it.

Overall, there are about 30 different cellars, more than in any other zone, scattered throughout Westmarch, each providing more juicy insight to the city’s history and people (and, of course, luscious loot).


Per Ardua ad Astra: Adversity in Design

Designing Westmarch did not come without its difficulties, however. The camera system used in Diablo III quickly proved an interesting obstacle when creating an urban feel. Our lead level designer Dave Adams offered some insight on this challenge.

"When we think of cities, even old ones, they are typically filled with tall buildings packed together. We wanted that vibe, but we did not want to have all those buildings fade out in front of the player. It can become very distracting after a while and take away from the gameplay experience."

What then, was the best solution to this issue? The fading of buildings has been reduced by positioning the buildings of Westmarch on opposite sides of the street to the regular camera angle. Roofs, similarly, have been angled away to minimize foreground distractions. 

Westmarch%20Rooftop%201_thumb.jpgWestmarch%20Rooftop%202_thumb.jpgSurvivor

This effect results in the feeling that you are really making your way through a realistic cityscape. 


The Journey Begins

Westmarch has been a challenging delight to explore, design, and implement. With this particular zone, we didn’t just want to set the stage for Reaper of Souls. We wanted to take you to a place of which you have heard only the faintest of whispers, to bring forth from your imagination a legendary location and make it breathe. Through the greatest depths of our artists' and designers' passion, it has been brought to life. . .only to be crushed beneath Malthael’s advancing legions.  

Are you ready to face the horrors that loom around each cobblestoned turn? Prepare yourselves, nephalem: Death awaits you.

Reaper of Souls First Look: Historical Westmarch

Posted by DHAdmin on October 28th, 2013 at 12:44 pm
Blizzard Quote [source]

"But one must remember that the Westmarch of modern times is vastly different from what it was at the moment of its creation." - Deckard Cain, Book of Tyrael

What first comes to mind when one thinks of Westmarch, the first zone players will encounter in Diablo III's upcoming expansion, Reaper of Souls? From the home base of an eponymous order of knights to an architectural wonder built of monuments to King Rakkis's conquests, it is a city steeped in tales both heroic and bloody.

But what of its founding? Or the secrets that drove King Rakkis to be buried in a fetid swamp rather than his shining capital? It is said that the best preparation for the future is to study the past, so let's take a closer look at these legends as we steel ourselves for the impending destruction and chaos of Malthael, the Angel of Death.


Product of Conquest

Nearly two and a half centuries past, at a time when the Zakarum faith was quickly gaining momentum, the empire of Kehjistan was beset by a myriad of troubles. From famine and disease to rioting amongst the citizenry, the stage was set for a new faith to rise and stoke the fires of hope in the hearts of the desperate. While many politicians and nobles saw this evangelical traction as a threat, Emperor Tassara, fresh to his rule, realized the teachings of Akarat could be used as a tool to solidify his reputation. By embracing the burgeoning religion, Tassara would hasten the rapid acceptance of the Zakarum doctrines, allowing him to ensure the people would stay devoted to his cause.

The Rise of Rakkis:

Soon after his ascension, competitors for Tassara's throne banded together in an attempt to overthrow the emperor before his position was fully secured. Anticipating this insurrection, Tassara enlisted the help of one of the most zealous Zakarum converts and a skilled military general: Rakkis. The exploits of Rakkis echo through the annals of history, but it is important to note that his undeniable strength and his series of victories to protect the crown were an inspiration to the common folk.

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Rakkis's popularity proved a double-edged sword, however, as Tassara began to consider the general a potential threat to his own rule. Thus, he ordered Rakkis to venture west and spread the Zakarum faith through conquest.

As this crusade tore across the land, Rakkis's army faced steep resistance, especially from the nation of Ivgorod and the barbarians of Mount Arreat. Despite these setbacks, Rakkis eventually banded together nine warring clans of the subcontinent under his banner, slowly integrating the Zakarum faith into their culture. This new force allowed him to crush the remaining resistant natives of the south.

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Rakkis' army marches forth after a victorious battle.

Soon, it came time for the general to claim proof of his deeds. To this end, he declared the land he seized Westmarch, in honor of the task to which Tassara had assigned him. Its capital, which would share the same name, was settled as a river port, and its convenient proximity to the sea allowed the city to quickly flourish into the mighty martial and mercantile power it is today.


The City Under Siege

Westmarch enjoyed many decades of peace and prosperity, as few would dare the wrath of its intimidating military. Those who did, such as Khanduras’s ill-fated invasion during the Darkening of Tristram, were slaughtered, with few survivors left to tell of their decimation. In the two hundred plus years since Westmarch’s founding, no outside force would visit harm upon those within the city’s formidable walls, until the arrival of Malthael, intent on slaughtering the entire population of the capital for an as yet undetermined purpose.

This begs the question: Why Westmarch? What secrets does the city hold that would lure the Angel of Death to its doorstep?


A Secret History

Generally speaking, if one were to carve a vast nation from the wilderness, the least appealing location to build one's new home would be next to a sprawl of fetid marshes. Yet, that is precisely what Rakkis did when he chose the location for his nation’s capital. Was there an ulterior motive? Surely there must have been, as the site would later draw forth the interest of not one, but two independent members of the Angiris Council.

Near Westmarch lay a treasure far more valuable than anything Rakkis had procured during his campaign. After his coronation, the king spent many years of his reign wandering the cyclopean ruins that lay forgotten beneath the adjacent marsh. At his behest, King Rakkis was laid to rest within it after his death. It was whispered by some that the ruins were not those of just any civilization, but rather, a lost city of the Nephalem.

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Left: A curious adventurer explores the Nephalem ruins. Right: The Angiris Council discuss the fate of the Black Soulstone.

This location holds undeniable power, and few have managed to pry secrets from its ancient corridors. The greatest quality the lost city is said to possess, however, is remarkable warding against the trespass of both angels and demons. Mentions of this warding were well hidden, but the new mortal Aspect of Wisdom, Tyrael, learned of the ancient protection in a time of great need. Seeking a place of refuge on Sanctuary for the Black Soulstone, he planned on using these ruins to hide the terrible artifact, shielding it from both demonic and angelic intervention alike. With power of the Prime Evil stored within the stone’s murky facets, not even the High Heavens could be trusted with its safekeeping.

Unfortunately, no one, not even Tyrael himself, could have foreseen the adversary who would pluck the Black Soulstone from its refuge. . .

Like Tyrael, Malthael had undergone a transformation, and his new incarnation as Death allowed him to cross the threshold of the ruined city unhindered.


The Future of Westmarch

Now, dangers beyond imagining threaten to lay waste to Westmarch, and only you, brave Nephalem, can save the historic city from ruin. Its residents are being culled and raised as an undead army bent on serving Maltheal’s every whim. How will you help cleanse Westmarch of the evil that’s befallen it? What unknown horrors do you imagine wait to stop you?

Let us know in the comments below, and remember: Be careful what you wish for!

Design By Humans T-Shirt Design Contest Winners

Posted by DHAdmin on October 25th, 2013 at 8:48 pm
Blizzard Quote [source]

Over the last two months, artists from around the globe have put pen to parchment to create over 300 t-shirt designs worthy of the heroes of Sanctuary.

Today, the winners of Blizzard Entertainment and Design By Humans' Diablo III t-shirt contest have been announced! And best yet? You can get in on the action by purchasing a t-shirt or phone case emblazoned with art from one of the top 26 winning entries as well!

Check out the five Grand Prize winners below.



5th Place - "Lord of Hatred" by Dr.Spazmo - Full Image Here


4th Place - "Majestic Spell" by Studio8Worx - Full Image Here


3rd Place - "The Great Conflict" by Gloopz - Full Image Here


2nd Place - "Ruthless" by silentOp - Full Image Here


1st Place - "Mephisto - Lord of Hatred" by TamplierPainter - Full Image Here


Head over to Design by Humans' blog for all the details and make sure to check out all the incredible contest submissions!

Reaper of Souls First Look: The Mystic

Posted by DHAdmin on October 24th, 2013 at 11:28 am
Blizzard Quote [source]

Thanks to you, hero, the Prime Evil has been vanquished and the Lords of Hell locked away within the Black Soulstone. You've saved countless lives on your adventures through the High Heavens and back, but your journey isn’t over. A terrible evil rises to threaten Sanctuary again—thankfully, another skilled Artisan has emerged to aid you.


(Re)Introducing, The Mystic:

In Reaper of Souls, you'll have the opportunity to join forces with a new and powerful ally: Myriam Jahzia, the Mystic. 

Myriam Jahzia is a wise woman who will offer you sage advice during the turbulent times ahead. She and her clan are nomads known as the Vecin—a spiritual people, blessed with magical visions. They hail from a matrilineal society who worship a powerful deity known as the Allmother. The Vecin believe that the Allmother is the source of their visions, and that it is because of her that all Vecin possess a sixth sense they call the Sight. While the Sight always manifests more strongly in Vecin women, it's especially strong in Myriam.

Although she is quite a resourceful individual, Myriam proves no match for Malthael's forces and is trapped by their relentless advance. You will have the chance to save Myriam while adventuring in the city of Westmarch, and shortly after encountering her, she will offer her Artisan services to you, regardless of your level. 


These early concepts showcase the progression of the Mystic's Cart.

Like your companions Haedrig Eamon the Blacksmith and Covetous Shen the Jeweler, Myriam the Mystic is a skilled Artisan, capable of altering the very nature of even the most elaborate armor and weapons. Over the years, Myriam has learned to harness her craft, and as thanks for rescuing her from Malthael’s vicious constructs, she offers two unique services to aid you on your mission: one that strengthens and enhances your items (Enchanting), and one that allows you to further customize your appearance (Transmogrification).


Enchanting:

Have you ever looted an item whose stats were almost perfect, but one property just wasn't quite what you had hoped for? Or perhaps you found an item you love, but are starting to outgrow its power? With Enchanting, you will be able to reroll one property on a Rare or Legendary item simply by speaking to Myriam, opening up her Enchant menu, and then paying a material cost. It's that easy!

While not all properties can be rerolled, most can, and you'll be able to reroll a single property over and over again, as many times as you like. This allows Enchanting to feel meaningful, while still allowing lots of room for you to hunt for even better base items (which, of course, you can then Enchant into even more powerful items, and so on).

How Enchanting Works:

Enchanting an item is simple:

1.) Talk to Myriam and select her "Enchant" Menu.

2.) From there, place an item onto the Enchanting window. A list of properties will appear under your item. You can choose to reroll any one of these properties, and you can find out what resulting properties you have the possibility to obtain by clicking on the question mark to the right of each property.

3.) Once you've decided what property you want to reroll, simply gather the required crafting materials and the necessary gold, select the property you wish to reroll, and then hit "Replace Property" to lock in your choice.

4.) Select your replacement property from the list of available choices. You can view the possible replacement properties to the right on the advanced Enchanting window.

5.) After you've Enchanted an item, you will have the option of replacing its previously Enchanted property with a new property for an additional gold and crafting material cost.

Further Enchanting Details:

Since the resulting property you receive during Enchanting will be random, it's possible that the new properties you're provided may end up being less desirable to you than the one you are replacing. But fear not! In order to mitigate this type of buyer's remorse, Myriam will also offer the previous property in the list of options when using Enchanting. So if you don't like the new property that Enchanting offered you, you can always choose to keep the old one.

Keep in mind that when choosing which property you wish to reroll, you will only be able to reroll that one property from then on out. After a single property has been changed via Enchanting, all other properties will become "locked in" and cannot be rerolled. Also, once you Enchant an item, it will become bound to your account and can no longer be traded to other players.


Transmogrification:

As you travel through Sanctuary on your quest to vanquish Malthael and his minions, you're sure to encounter a wide array of new and familiar armor and fearsome weapons. While you will still want to carefully check and compare stats on these items to make sure your hero is as powerful as can be, thanks to Myriam, you will also be able to access a new feature in Reaper of Souls called Transmogrification, which will allow you to change and customize the appearance of your hero’s items without having to sacrifice any of their power!

How Transmogrification Works:

All items with a visual appearance are currently planned to be eligible for Transmogrification, including Legendary and Set items. In order to use a specific visual appearance, you’ll first need to unlock it; once unlocked, however, that appearance will be available to all heroes on your account. Common, Magic, and Rare item appearances will unlock as you level up the Mystic, while Legendary and Set item appearances will unlock only after you’ve identified them. 

Transmogrifying an item is easy:

1.) Talk to Myriam and select her "Transmogrify" Menu.

2.) From there, place an item onto the Transmogrification window.

3.) A list of new visual options will appear under your item. You can select any of these appearance options and check out their look on your character in the Preview panel on the right.

4.) Once you've decided what item look you like, simply gather the necessary gold, select the new item look you crave, and then hit "Transmogrify" to lock in your choice.

5.) Adventure on, in style!

Additional Details:

There are a few restrictions to keep in mind whenever Transmogrifying an item:

  • Item appearances you collect in Normal mode will be separate from the unique item appearances you collect in Hardcore mode.
  • While all items with a visual appearance are eligible for Transmogrification, the item appearance you want to use has to have the same underlying animation set as the item you want to Transmogrify. (For example: You could replace the appearance of one two-handed sword with another two-handed sword, or a one-handed sword with a one-handed axe or one-handed mace.)
  • As you acquire new items you're eager to Transmogrify, you'll need to return to the Mystic again in order to have her work her magic on your armor and weapons. This is because Transmogrification affects an individual item, not the item slot.
  • You can dye Transmogrified items; however, if you Transmogrify an equipped item that’s dyed, that dye will be overridden with the current color of the item appearance you’ve selected.
  • Legacy items (items that drop before [the expansion/pre-expansion patch] goes live) will not unlock unique item appearance, but they can be Transmogrified.
  • As with Enchanting, Transmogrifying an item will also bind it to your account, so it pays to plan ahead.

Rolling the Cart Forward:

Myriam the Mystic will be a powerful ally on your journey through Westmarch and beyond. Whether you’re looking to improve a property on an existing item or eager to show off a unique outfit you’ve created, her Artisan services will help you get some extra mileage out of your arsenal and exotic wardrobe.




These images showcase the progression of the Mystic's Cart in-game,
from Artisan level 1 all the way through the esteemed Artisan level 10!

While there is sure to be a plethora of new weapons, exquisite armor, and other trinkets to discover in Reaper of Souls, what item looks are you eager to collect for Transmogrification purposes after Reaper of Souls launches? Do you have any current items you're looking forward to Enchanting? Let us know in the comments below!

Design a Legendary, Part 1: Choose Your Weapon

Posted by DHAdmin on October 23rd, 2013 at 4:11 pm
Blizzard Quote [source]

The first step in designing any Legendary is to figure out what kind of item you want to create. Do you want a weapon? An off-hand? A ring or amulet? A piece of armor?

For this particular project, we'd like to focus on a Legendary weapon, more specifically a melee weapon. We decided to do this for a few reasons.

The first reason is that Legendary weapons typically have a very strong visual identity. Unlike other item types—like a ring or a belt, for example—you can see the weapon you're wielding, often very prominently. This is important because, in addition to discussing the mechanical design of Legendary items (its stats and powers), we also want to talk about their visual design, and that's much easier to do when you've got something that's bigger and has a lot of visible components.

The second reason is that Legendary weapons are iconic, and there's a much stronger fantasy behind them than, let's say, a helm or pair of pants. As a result, players tend to identify with weapons more than any other item type. That doesn't mean the other types are any less important, but Legendary weapons are certainly more recognizable and carry more street cred (so to speak).

As for why a melee weapon instead of a ranged weapon (or both)? Pretty simple. Of the weapon types available to all classes, melee weapons are used more often.


Okay, so we're designing a Legendary melee weapon. Done. But what class of weapon should we create? Well that's up to you! We've selected 10 different classes of melee weapons for you to choose from and have set up a poll to help collect your feedback. Pick your favorite by using the voting options below, and be sure to spread the word. Whichever weapon class gets the most votes globally wins!

After the poll has closed, we'll tabulate player votes from all our different Diablo III communities around the world to determine the winner and share the results next week. Don't delay, though—this poll will close Wednesday, October 30.

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