diablo iii press kit comp
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PRESS KIT::Diablo III: Reaper of SoulsTM Content
Diablo III: Reaper of Souls PRESS KITTABLE OF CONTENTS
3 FACT SHEET
5 QUESTIONS & ANSWERS
8 ACTIVE PLAY SCREENSHOTS
11 CONCEPT ART
20 MEET THE TEAM
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PRESS KIT::Diablo III: Reaper of SoulsTM Fact Shee
PUBLISHER: Blizzard Entertainment
DEVELOPER: Blizzard Entertainment
GENRE: Action RPG
PLATFORMS: PC
RELEASE DATE: To Be Announced
PRODUCT OVERVIEW:
The defeat of Diablo, Lord of Terror, should have given rise to an age of hope. Instead, it has
drawn out a shadowy being of immense power whose malevolent purpose has yet to be revealed.
Reaper of Souls, the upcoming expansion to Blizzard Entertainments epic action RPG Diablo
III, opens a dark and terrifying new chapter in the ongoing conflict over the mortal realm of
Sanctuary.
Malthael, the fallen Archangel of Wisdom, vanished long ago. In Reaper of Souls, he returns
as the Angel of Death and seizes the Black Soulstone, which contains the essence of the Prime Evil.
Should this dark power be unleashed upon the world, the results would be catastrophic.
Fortunately, a new hero is ready to join the cause and bring Malthael to justicethe
Crusader. Clad in massive armor and bearing an impenetrable shield, this new playable class
charges into battle wielding a range of cruel and punishing weapons and employing powerful battle
magic to strengthen allies and weaken foes. A natural walking tank, the Crusader adds might and
versatility to any party of adventurers.
For more details about Diablo III: Reaper of Souls, visit http://www.diablo3.com/reaperofsouls.
Diablo III: Reaper of Souls PRESS KITFACT SHEET
http://www.diablo3.com/reaperofsoulshttp://www.diablo3.com/reaperofsouls -
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PRESS KIT::Diablo III: Reaper of SoulsTM
GAME FEATURES:
Act V continues the story where it left off in Diablo III, taking players through the legendary
city of Westmarch to the ancient halls of the Pandemonium Fortress
Level cap increased to 70, enabling players to reach new heights of power
The Crusader enters the fray, joining ranks with the Barbarian, Demon Hunter, Monk, Witch
Doctor, and Wizard
New spells and abilities for each of the games five original heroes
Redesigned loot system drops fewer, but better items, rewarding players with usefulupgrades
Collect rare items of unprecedented power, including game-changing Legendaries
Customize your heros appearance and augment your items power with a new artisan, the
Mystic
Upgrades to Diablo IIIs Paragon progression system add even more end-game character
advancement and replayability
Battle a new menagerie of fiendish monsters slavering for the chance to feast upon Sanctuarys
heroes
Never stop exploring with Adventure Mode, where all waypoints are unlocked so players can
do battle in any setting
Engage in Loot Runs to test your mettle in 10-20 minute dungeons consisting of randomized
areas, monsters, and bosses
Take on Bounties for fun and rewarding objective-based challenges
Connect with your allies like never before with all-new updates to Diablo IIIs social system,
including Clans and Groups
CONTACT:
Chevon SlaughterPR Manager
(949) 955-1380 x14338
Fact Shee
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PRESS KIT::Diablo III: Reaper of SoulsTM Questions & Answer
Q:What is Reaper of Souls?
Reaper of Souls is the upcoming expansion to Blizzard Entertainments epic action
RPG Diablo IIIa dark and terrifying new chapter in the ongoing conflict over the
mortal realm of Sanctuary.
Q:What is the story of Reaper of Souls?
Following the defeat of the Prime Evil by the Nephalem in Diablo III, the mortal realm
of Sanctuary should have entered an age of hope and prosperity. Instead, this event has
drawn out a shadowy being of immense power, one more sinister than any demon.
Malthael, the fallen Archangel of Wisdom, vanished long ago. In Reaper of Souls, he
returns as the Angel of Death and seizes the Black Soulstone, the ancient artifact containing
the essence of the Prime Evil. It is now up to the Nephalem to track down Malthael and
thwart his plans, a journey that will take them through the legendary city of Westmarch,
across the fetid swamps of the Blood Marsh, and into the ancient halls of the Pandemonium
Fortress.
Q. What new features can we expect to see in Reaper of Souls?
In addition to expanding the story of Diablo III with an all-new, action-packed Act V
and introducing the incorruptible Crusader class, Reaper of Souls increases the games
level cap to 70. Players forging ahead with their existing Barbarian, Demon Hunter, Monk,
Witch Doctor, and Wizard characters will benefit from an array of fearsome new spells and
abilities as they advance in level.
The expansion also builds upon several key features of the Diablo franchise, with agreater emphasis on randomized environments, horrific new monsters, epic new quests, and
substantial updates to the loot experience. The redesigned loot system in Reaper of Souls
focuses on rewarding players with even better treasure through targeted smart drops,
new and improved multi-level Legendary items, and a third artisan, the Mystic, who can
augment an items power and appearance.
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A new Adventure Mode has been added as well; with all Waypoints unlocked in thismode, the entire world becomes the players battlefield! Included in Adventure Mode are
two new game features, Bounties, a randomized objective system, and Nephalem Rifts
aka Loot Runs, a randomized dungeon system, provide fun and rewarding challenges for
players to tackle when theyre looking for new ways to test their might. Diablo IIIs Paragon
progression system will also be receiving several updates for the expansion, adding even
more endgame character advancement and replayability.
Q. What is Adventure Mode?
In Reaper of Souls, players will be able to experience the world of Sanctuary throughtwo different games modes: Campaign Mode and Adventure Mode.
In Campaign Mode, players reprise their pivotal roles as the heroes of Sanctuary in
this latest chapter of the continuing Diablo saga. All quests, cut-scenes, in-game movies, and
NPC dialogue will be available and progression is intentionally linear. Campaign Mode is
very similar to how Diablo III plays currently.
Adventure Mode is Diablo IIIs new sandbox mode, where players have the freedom
to explore and play the game however they like. All waypoints are now unlocked, soplayers
can go where they want, when they want. The waypoint list has been replaced with awaypoint map, a metaphor for the world that serves as a guide for Bounties and a checklist
of completed gameplay options. The world is literally your battlefield! Adventure Mode also
includes the aforementioned Bounties and Nephalem Rifts.
Q: Can you give us more background on Malthael?
Quiet and elusive, Malthael was an enigma even to his own kind. In the years following
the destruction of the Worldstone, this revered member of the Angiris Council grew
increasingly distant and withdrawn, prone to long periods of isolation. Malthaels eventual
disappearance led to his transformation into the Angel of Deatha cataclysmic threat tothe people of Sanctuary.
Questions & Answer
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Q: What can you tell us about the new class: the Crusader? Will the Crusader beavailable to all players?
Crusaders are righteous warriors who have been hardened through relentless, brutal
combat with the foul evils plaguing eastern Sanctuary. In addition to wearing immensely
heavy armor and wielding a wide range of cruel and punishing weapons, this new playable
class uses battle magic to strengthen allies and weaken foes. A natural walking tank with
a plethora of mid-range melee abilities, the Crusader adds power and versatility to any
party of adventurers. The Crusader class will only be available to players who purchase the
expansion.
Q. Have any changes been made to the difculty scaling or settings in Reaper of
Souls?
In Reaper of Souls, the game difficulty settings have been updated to Easy, Normal,
Hard, Torment, Demonic and Apocalypse. Similar to the way the tiered settings and
Monster Power work in Diablo III, higher difficulty levels present more powerful enemies
who will potentially reward players with more powerful loot! Unlike the previous tiered
difficulty system, though, players are not required to defeat the game on a lower setting in
order to unlock a higher difficulty setting. These settings can be selected at any time, for
both Campaign Mode and Adventure Mode, making it more convenient than ever to find the
level of challenge thats right for you!
Q.How does the new Paragon system work? Will the new Paragon system be
available to all players?
Weve made three significant changes to the Paragon system:
There is no cap on Paragon levels. Players can now earn as many Paragon levels as they
please.
Paragon levels are now account-wide per game type. Normal characters on an account
will share a Paragon level. Similarly, all Hardcore characters on an account will share a
Paragon level. Any Paragon experience you gain on your Normal or Hardcore characters
will contribute to your accounts Normal Paragon level or Hardcore Paragon level.
Players will now earn Paragon Points each time they level up. These points can then
Questions & Answer
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PRESS KIT::Diablo III: Reaper of SoulsTM Active Play Screenshot
Diablo III: Reaper of Souls PRESS KITACTIVE PLAY SCREENSHOTS
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PRESS KIT::Diablo III: Reaper of SoulsTM Concept Ar
Diablo III: Reaper of Souls PRESS KITCONCEPT ART
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PRESS KIT::Diablo III: Reaper of SoulsTM Meet the Team
DAVE ADAMS
Lead Level DesignerBlizzard Entertainment, Inc.
As a lead level designer on Blizzard Entertainments Diablo III team, Dave Adams oversees
the level design team in the construction of dungeons and exterior environments. His team creates
scripted events, boss fights, seeds the world with monsters and monster populations, and place loot
in the game for player to discover.
Adams joined Blizzard Entertainment in 2003 as a lead level designer, and served as
senior level designer on the Burning Crusade and Wrath of the Lich King expansions to World of
Warcraft. Before joining Blizzard, Adams served as lead level designer on Metal Arms: Glitch in
the System at Swingin Ape Studios.
When hes not conceiving of interesting locales to chal lenge the heroes of Sanctuary, Adams
enjoys classic car restoration and ice hockey. He holds a degree in Film Studies from the University
of California, Irvine.
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LEONARD BOYARSKY
Senior World DesignerBlizzard Entertainment, Inc.
As a senior world designer for Blizzard Entertainment, Inc., Leonard Boyarsky was involved
in developing and implementing the lore and story of Diablo III, and now is continuing that work
on DiabloIII : Reaper of Souls. His work also includes expanding the history and themes of the
franchise.
Boyarsky started at Blizzard Entertainment, Inc. in January 2006 in his current position.Before that, he worked at Interplay Entertainment Corp. and Troika Games, helping to create
classic role-playing games such as Fallout and Arcanum: Of Steamworks and Magick Obscura.
Boyarsky holds two degrees in illustration a Bachelor of Arts from California State
University, Fullerton and a Bachelor of Fine Arts from the Art Center College of Design. In his
spare time, he consumes books, games, and movies at a rapid pace.
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ANDREW CHAMBERS
Senior Game DesignerBlizzard Entertainment, Inc.
As a senior game designer on Blizzard Entertainments Diablo III team, Andrew Chambers
is responsible for numerous game design duties and has spearheaded the design of the new class
making its debut in Reaper of Soulsthe Crusader.
Chambers joined Blizzard Entertainment in 2010 as a member of the Diablo III design
team. In this role, he helped design and implement the games crafting and achievement systems.Before arriving at Blizzard, he was a lead designer at Relic Entertainment, heading up Dawn of
War: Winter Assault. He has also been a lead designer on a number of other projects at Relic and
Microsoft.
Previously, Chambers taught fundamentals of game design at Vancouver Film School. In
addition to playing computer games, Chambers enjoys playing golf and is currently training to
enter the sectional qualifiers for the U.S. Open.
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WYATT CHENG
Senior TechnicalGame DesignerBlizzard Entertainment, Inc.
As a senior technical game designer on Blizzard Entertainments Diablo III team, Wyatt
Cheng is responsible for reviewing, tuning, and balancing skills and runes across all of the games
classes. He also monitors and adjusts difficulty, champion monsters, crafting, and random item
generation, among other game systems.
Cheng joined Blizzard Entertainment in 2003 and has contributed to many memorablebosses in World of Warcraft, such as the Twin Emperors, Patchwerk, and the Four Horsemen, in
addition to his work on Diablo III.
Cheng holds a B.S. in electrical engineering from Simon Fraser University. In addition to
computer games, his hobbies include board and card games, as well as playing the guitar and
cooking.
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TRAVIS DAY
Game DesignerBlizzard Entertainment, Inc.
As a game designer on Blizzard Entertainments Diablo III team, Travis Day contributes to
the development of new game features and class improvements. Since joining the team, he has been
primarily focused on itemization, conceiving of new and interesting ways to reward players for
their heroic feats.
Day joined Blizzard Entertainment in 2005 as a game master in the customer servicedepartment. He also worked as a QA analyst before becoming a game designer. His first position as
a game designer was as a member of the World of Warcraft team, handling item design duties.
Travis is an avid board game player who can usually found with a pair of dice in hand. He
also spends a lot of his free time playing the Netrunner collectible card game.
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JOHN HIGHT
Production DesignerBlizzard Entertainment, Inc.
As Blizzard Entertainments production director for Diablo III, John Hight is responsible
for coordinating all development team efforts. This involves overseeing all aspects of the project,
including all post-launch game updates, as well as managing the production of the console version
of the game.
Hight joined Blizzard Entertainment in 2011 as lead game producer on the award-winningWorld of Warcraft expansion, Mists of Pandaria. His career in games development began in the
early 1990s, and in the years prior to joining Bl izzard, he has worked on over 40 games on various
platforms. As an executive producer, he has worked on numerous award-winning franchises
including Command & Conquer and Neverwinter Nights. While at Sony Computer Entertainment
of America, Hight was instrumental in the development of many critically-acclaimed titles,
including Shadow of the Colossus, flOw, flower, and God of War 3.
Hight holds a B.S.E. in Computer Science from the University of New Mexico and an
MBA from USCs Marshall School of Business. He served as a board member of the Academy
of Interactive Arts & Sciences and was the lead author of Game Development Essentials: Game
Project Management, a comprehensive introduction to game project management that trains
readers in the tools and techniques necessary to become effective team leaders. He also taught
game production for four years at the top-ranked Interactive Media division of the USC School of
Cinematics.
In his free time, Hight enjoys tabletop gaming, scuba diving, photography, watching movies,
and riding his Harley.
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BRIAN KINDREGAN
Lead WriterBlizzard Entertainment, Inc.
As lead writer for Blizzard Entertainment, Inc., Brian Kindregans primary responsibility is
to shape the story and characters for the Diablo III universe. Kindregan oversees all the in-game
text in Diablo III, and has a key role in developing the storyline for the franchise. This includes
coordinating with Blizzard Entertainments creative development department to ensure that the
stories told in licensed products like novels and comic books maintain consistency with the Diablo
games.
Kindregan started at Blizzard Entertainment, Inc. in 2009 as a senior writer, joining the
StarCraft II development team. Prior to joining the company, Kindregan worked at Bioware,
contributing as a writer on Jade Empire and Mass Effect 2. He also has experience as a storyboard
artist with several companies in the film industry, including Warner Bros., Sony Imageworks,
Disney, and Universal, and has taught storyboarding and visual storytelling as an instructor at
California Institute of the Arts.
When hes not writing stories or shaping characters, Kindregan spends his spare time
gaming on PC and console. His other hobbies include sketching and reading science fiction,
fantasy, and contemporary fiction novels. He also holds a bachelors degree in fi lm from the
California Institute of the Arts.
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JULIAN LOVE
Lead Technical ArtistBlizzard Entertainment, Inc.
As a lead technical artist on Blizzard Entertainments Diablo III team, Julian Love is
chiefly involved with character concepts, as well as visual ef fects for heroes, monsters, and bosses.
The technical art department serves as a bridge between the programming side and the art side
of game development, building custom art tools during production and provides the means by
which the animators can bring life to the characters. Loves team also works on special effects,
breakables, and lighting.
Love joined Blizzard Entertainment in 2001 as a technical artist and has held senior
technical artist roles over the years, working on numerous projects. In fact, Love was a member of
Blizzard North and has been working on the Diablo franchise since its earliest days.
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KEVIN MARTENS
Lead DesignerBlizzard Entertainment, Inc.
As lead designer on Blizzard Entertainments Diablo III team, Kevin Martens is responsible
for overseeing the creation and refinement of the games levels, classes, rules, story, and monster
and treasure distribution, among other areas.
Martens joined Blizzard Entertainment in early 2009 as Lead Content Designer, becoming
Lead Designer in early 2012. Before arriving at Blizzard, he worked at BioWare, where he heldleadership roles in the development of the Baldurs Gate series, Neverwinter Nights, Jade Empire,
and Dragon Age: Origins.
In addition to computer games, Martens is an accomplished chef, and likens the mixing of
flavors in unexpected and enjoyable ways to the process of game design.
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ALEX MAYBERRY
Lead Game ProducerBlizzard Entertainment, Inc.
As a lead game producer on Blizzard Entertainments Diablo III team, Alex Mayberry is
responsible for overseeing the games content pipeline from beginning to end.
Mayberry joined Blizzard Entertainment in September 2004, serving as senior producer
on World of Warcrafts first three expansions. Before arriving at Blizzard, he held positions at
Swingin Ape Studios and Electronic Arts, among others.
In addition to computer games, Mayberrys interests include cycling, playing piano, and
creative writing.
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JESSE McCREE
Senior Level DesignerBlizzard Entertainment, Inc.
As a senior level designer on Blizzard Entertainments Diablo III team, Jesse McCree
is an integral part of the level design team tasked with conceiving of and building the games
challenging environments. His work on Reaper of Souls has primarily been focused on new
gameplay features like Nephalem Rifts and Adventure Mode.
McCree joined Blizzard Entertainment in 2005 as a senior level designer, and served assenior level designer on the Burning Crusade and as lead level designer on the Wrath of the Lich
King and Cataclysm expansions to World of Warcraft.
In his free time, McCree enjoys flexing his communication skills as a licensed ham radio
operator. He is also a part-time DJ and music producer, a gardener, and a trained four-wheel drive
vehicle operator.
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JOSHUA MOSQUIERA
Game DirectorBlizzard Entertainment, Inc.
As game director for Blizzard Entertainments Diablo III development team, Mosqueira is
responsible for overseeing the overall game design of the Diablo franchise, including its transition
to a new platform and for a new audience. This involves maintaining the games creative vision,
and overseeing a team of designers as they refine the games critically acclaimed gameplay
experience.
Mosqueira joined Blizzard Entertainment in May of 2011. Before arriving at Blizzard, he
held positions at Ubisoft Montreal, Relic Entertainment, and Vicarious Visions. His experience
as a creative director, design director, and lead designer has spanned numerous genres, including
real-time strategy games, first-person shooters, and action games. His prior credits include Far
Cry 3, Company of Heroes, Warhammer 40,000: Dawn of War, and Homeworld 2.
Mosqueira has over 15 years of experience as a pen-and-paper designer and RPG writer with
over 20 titles to his credit for White Wolf, Steve Jackson Games, and Dream Pod 9. He also served
in the Black Watch (Royal Highlanders of Canada) Regiment for eight years.
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JASON REGIER
Technical DirectorBlizzard Entertainment, Inc.
As a technical director on Blizzard Entertainments Diablo III team, Jason Regier oversees
the engineering backbone that powers the Diablo franchise and has been a lead engineer on the
Diablo III development team since it began. This includes the graphics engine, the UI and other
client-side systems, and relentless optimization to ensure a fast-paced action experience.
Regier joined Blizzard Entertainment in 1999 as an engineer on Diablo II and has beendeeply involved in the franchise ever since.
When hes not eliminating technical hurdles, Regier enjoys watching and playing sports. Hes
been a lifelong soccer player and wi ll be cheering on the U.S. in the next World Cup. He also enjoys
watching movies.