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On “The original pitch for Diablo (1994) [pdf]”
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Intermediate. Assumes working knowledge.
1.1M views10 years ago8 recommendations
Game developmentHistory and cultureGame programmingGame designHistory of computing
David Brevik shares the development history of Diablo, explaining how it transitioned from a turn-based claymation game to a real-time classic.
Diablo developer David Brevik returns to the GDC stage to give a classic post-mortem on Blizzard's action RPG hit Diablo in this 2016 talk. Brevik shares key takeaways from the experience and sheds light on how the game went from a single-player, turn-based claymation DOS game to the genre-defining classic it became. GDC talks cover a range of developmental topics including game design, programming, audio, visual arts, business management, production, online games, and much more. We post a fresh GDC video every weekday. Subscribe to the channel to stay on top of regular updates, and check out GDC Vault for thousands of more in-depth talks from our archives. Follow us on Twitter twitter.com/Official_GDC Checkout our Facebook page for GDC exclusives facebook.com/GameDevelopersConference gdconf.com/What people say. Highly recommended by game developers and retro gaming fans for its insights into the creation and design of Diablo.
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