

In addition, regional weather conditions, varied local biomes, and a sense of history set the foundation of how an object or place should look visually in a medieval world like Sanctuary. Believability comes through our use of materials and deliberate construction of architecture and artifacts you will come across as you play through dungeons and the open world. The aim is for believability, not realism. We approach creating the environments of Diablo IV through a darker and more grounded interpretation than earlier installments. Of course, none of this would be possible without the collective efforts of our talented designers, worldbuilders, engineers, environment artists, lighting artists, and technical artists. It is where all the monster-slaying, loot gathering, and exploration happens. The environments of Diablo IV cover a lot of territory and visual real estate of the game: five distinct regions and hundreds of dungeons that you will experience.


While many of the locations we will be sharing are in various states of progress, this is an excellent opportunity to showcase the amazing work our teams are creating for the next installment of Diablo. They will be sharing how they approach each of their distinct areas that ultimately come together to form the environment art of Diablo IV. You will hear from our Associate Art Director, Environments, Brian Fletcher Associate Lighting Director, Ben Hutchings Lead Exterior Environment Artist, Matt McDaid and Lead Props and Interactives Artist, Chaz Head. The team has been hard at work, and we’re excited to take you behind the scenes on how we’ve developed the environments of Diablo IV. You can find the full rundown from Blizzard via their blog here, and we’ve also included all of the environmental videos below! Chris Ryder, Art Director, Environments Diablo IV: The new quarterly update for Diablo 4 is here and this time around the teams at Blizzard provide an in-depth look at how they’re creating the stunning environments of Tamriel.
