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Audio Content for Diablo and Diablo 2: Tools, Teams and Products Teams Crucial help from the company which was in the process of acquiring us, Blizzard, also played a great role in making the game what it was. The team in Irvine gave us excellent ideas and feedback in a variety of areas, and was especially helpful in areas in which we had relatively little experience, ranging from technology and design to actual content like the opening cinematic and the unforgettable performances of the actors who populated Tristram and parts below. The experience that Blizzard had in putting together a polished PC title proved absolutely invaluable, and their creativity and perfectionism proved to be a great model for our team in Redwood City. A great part of the success of Diablo was due to the constructive relationship that was established between our two teams at that time, which was remarkably free of the adversarial posturing and suspicion which too often characterizes the developer/publisher relationship and sabotages what might otherwise be successful productions. Glenn Stafford, director of audio in Irvine, deserves particular thanks for establishing a good part of the Diablo sound design universe. Work done by Glenn on monsters such as the Scavenger Demon, Death Knight and the actual player characters not only provided great content which helped create the distinctive atmosphere of the game, but also provided a good model for me in my own development as a sound designer. Glenn's exceptional talent and greater experience gave his creations a degree of polish and personality which I was only beginning to approach at the time. Products The process of getting work into the game was actually quite fun - the game was almost a perfect balance between models which we had enjoyed in favorite games in the past with raw experimentation. Quite a few misfires in both sound effects and music were stuck in the game before the formula came to where we wanted it. If any general conclusions could be drawn from my experience in developing Diablo, it would be that in-house production was the best strategy to use. Working with an out-of-house contractor is often the best option for many developers for a variety of a reasons, but in this case, I do not believe we could have achieved something with the originality and style of the final product without the attention that you can only give with an in-house relationship. More than anything else, the creation of Diablo was a victory for the pleasure principle - if it isn't fun, why bother? Though many might find this attitude towards life and work exasperating or immature, I see no other way to create any kind of entertainment product. If you don't have fun creating it, how can you reasonably expect the consumer to enjoy it? ________________________________________________________ |
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