Shout at the Devil: The making of Diablo III by Jay Wilson

Before I describe this talk I wanted to explain two things. First of all this post and the most of new ones will be in English. There are two simple reasons about that: I would like to go a little bit more global and I think this is understandable for you and I just want to improve my English skills – and to be honest there’s no better way than just use it 😉 The second thing is  why I’m just posting here someone’s talk. It’s because I strongly believe that this place, will become a source of knowledge for game developers and students. From the other point of view, I’m not able to produce enough articles during my common week on my own, so I’ll preparing for you the game development content that is really interesting and recommendable in my opinion.

OK – enough for marketing talk 😉 This speech from GDC 2013 from my personal point of view describe one of the best approaches to the game design pillars. If you’re not familiar with it, just Google it. But in few words, a team is trying to define new game using some general attributes. This helps them with making future decisions and ,what is the most important, give an overall vision of the product. Depends on the project’s scope this could be 1 to 10 terms that define the game. During those 60 minutes, Jay is trying to explain some of the Diablo III pillars and give the examples of how each pillar has been executed inside the game. I highly encourage you to watch it, if you’re during concept/prototype/pre-production phase because this will for sure helps you with creating the more consistent game vision. And if you would like to ask Jay a question a suggest finding him on LinkedIn 🙂

(if you have any questions/suggestions or found a bug inside the article feel free to leave a comment or ping me directly -thanks for helping)