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Audio Content for Diablo and Diablo 2: Tools, Teams and Products Diablo and its sequel have established themselves as two of the most commercially successful and influential PC games of the past decade. This presentation will discuss some of the nuts and bolts of one particular aspect of the development of this series: music and sound effects. Relationships in the development world have three facets - business, creative and personal. Despite the obvious fact that none of these three aspects exists in a vacuum, I will attempt to focus on the creative elements of my experience in working on these two titles. Aside from some work as an itinerant musician in my teenage years, my time at Blizzard has been my only real experience in the working world, so I lack the experience to offer much comparison between the environment we have created here against other workplaces. Still, I hope that by focusing on some basic elements of the production of these titles I can help shed some light on whatever "magic formula" it is that has given us our string of #1 titles. I will focus specifically on the tools I used in creating these hits; the individuals who played a great part in helping me get my material in the game, and, most importantly, my relationship with the final product while in the muddy trenches of content creation. Diablo Tools The live instrumentation used in the creation of Diablo also deserves a special mention, and I believe it made a great deal of difference in the quality and distinctiveness of the final game. The star of the show was a finger-picked 1994 Seagull acoustic twelve-string, which supplied the main theme for the Tristram shopping experience. The town theme also featured a nasty old Artley flute with a lower foot which would constantly fall off, and a turtle-shaped ocarina which my folks bought for me on one of their trips to Latin America. Also featured was a nice old Slingerland snare drum which was multitracked and panned for the march effect used in the opening theme of the game. A Jackson/Charvel electric six-string was recorded directly into the sampler in almost every tune in the dungeons, with crybaby, mesa/boogie distortion and the onboard effects of the Ensoniq often drenching the signal into something new and strange. This handful of toys was important in my production process, but was more important was what I did not have - no sample libraries, no recording booth, no expensive microphones, no Pro Tools setup, and, most importantly, no preconceptions or rules to cramp the creative decisions the team as a whole often had to make on the spur of the moment. Having less resources can be frustrating, but it can also force you to create something more original than might be found with the latest-and-greatest tools everyone else is using. ________________________________________________________ |
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