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How Blizzard crafts Diablo IV’s menacing World Bosses, Beta details

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Today we’ll be exploring a totally new addition to the Diablo universe; World Bosses. These unique battles in Diablo IV give a taste of what it’s like to play with a large group of players engaging with a monster that is massive in scale, ferocity, and impact.

Core Philosophy

Each World Boss extends from four core player experience pillars. These pillars allow for alignment on the kind of gameplay that is our standard, even as we attempt to create wildly different monsters and challenges.

Everyone can contribute and be part of the solution
This is an activity for players of all classes, so no match-up feels favored towards one class and playstyle. There are no required actions to bring down a boss, so the “fun” can’t be monopolized or prevented.

Players should feel grateful for other players joining in
This content is for all players, from those who are learning the game, all the way up to masters. The activity is built so that each extra player means the World Boss will be conquered a little bit quicker. Don’t worry if you don’t know every attack; getting in and playing is the best way to learn.

Re-playable
We put heavy emphasis on mechanics that remain interesting time-after-time and feel larger-than-life. Experiencing the same Boss with a different class will present different challenges.

Stagger must be interesting and helpful but never required
Players who stagger or break the guard of a boss are rewarded with a high-impact adjustment to the fight flow. We spend a lot of time making these stagger moments significant without them being required.

Unique Experiences

World bosses are high-intensity fights filled with new to Diablo experiences, terrifying challenges, and joyous triumphs. It’s a lot of pressure to get them right!

From the Ashava concept art, you can see that even though we had a strong idea for the overall shape and claws, her head and overall texture went through multiple passes to find what told the clearest story about who she is and worked best with our top-down camera.

Once we’re aligned on what we think our new horror will look like from a high level, we move into building it in the engine.  At this stage the monster is extremely basic because making amazing character models takes a lot of time! The team can’t always wait for a finished model, so we start with something a little rough around the edges.

The process now becomes playtest-playtest-playtest. The team refines attack tells, damage payloads, timings, and assesses whole attacks for how well they’re working.  Bespoke spawn animations are created to tell a story of who this monster is and where it’s coming from. Stagger mechanics are reviewed to make sure that the player has interesting choices and it’s a rewarding experience.

Boss deaths are often given special focus; it’s an impactful moment that showcases the last gasp of a horrific monster in Sanctuary and each World Boss wants to leave a lasting impression.

Multiplayer Focus

As you’ve likely noticed, these titanic combatants are meant to be engaged with as a group. Going up against one without a sizable collection of fellow players would be a mistake until you’ve learned what’s in each World Boss’ bag of tricks.

Our first task was to make sure our World Bosses cover large portions of the field with each attack. To accomplish this, we built some o

PlayStation Plus Game Catalog lineup for March revealed 

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Today we’re happy to reveal the PlayStation Plus Game Catalog additions for March. The Game Catalog lineup will be available on Tuesday March 21 to PlayStation Plus Extra and Premium members. 

Let’s take a closer look at each of the games in turn. 

Game Catalog | PlayStation Plus Extra and Premium 

Uncharted Legacy of Thieves Collection

Experience Naughty Dog’s thrilling, cinematic storytelling and the iconic franchise’s largest blockbuster action set pieces. Discover lost history with the charismatic yet complex thieves, Nathan Drake and Chloe Frazer, as they travel the world with a sense of wonder, pursuing extraordinary adventures and lost lore. Uncharted: Legacy of Thieves Collection includes critically acclaimed, globe-trotting single player exploits from Uncharted 4: A Thief’s End and Uncharted: The Lost Legacy, remastered in stunning detail for the PS5 with improved visuals and framerate. 

Lunark: Getting retro with rotoscoping

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Greetings, readers of the PlayStation blog! My name is Johan Vinet, and I am the creator of Lunark, a pixel-art sci-fi action game that pays homage to the 2D cinematic platformers of the 1990s.

Cinematic platformers sought to immerse players by depicting realistic, methodical character mobility governed by the laws of physics. Classics like Jordan Mechner’s Prince of Persia, Eric Chahi’s Out of this World, and Paul Cuisset’s Flashback achieved this realism through detailed and lifelike animations, as well as rotoscoped cutscenes that rewarded players by punctuating key gameplay moments while also creating a unique and recognizable visual style.

Lunark: Getting retro with rotoscoping

Rotoscoping is a technique that was used to create realistic animations before motion capture, which traditionally involved painstakingly tracing film footage frame-by-frame. Fortunately, modern technology has made rotoscoping much more accessible. With a touch of creativity and the aid of a smartphone and graphics tablet, I was able to use this “lost art” to help bring Lunark to life.

Here is a breakdown of my workflow for producing the cutscenes of Lunark.

Step 1: Storyboarding

Creating a storyboard is the first step. This determines the overall look and feel of the cutscene, including characters, camera angles, and key actions.

Step 2: Planning

After storyboarding, I move on to the planning stage, where I choose filming locations (most of them being my home), props, and determine whether 3D modeling is necessary. In one scene, for instance, I found that it was quicker and yielded better results to make a “crystal” out of cardboard (and covering it with transparent adhesive to make it reflective) rather than modeling it in 3D!