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BlizzCon 2016 Lightning Talk – Diablo Dungeon Design

by - 7 years ago

Next in the line-up of Lightning Talks from BlizzCon 2016, we have Diablo Dungeon Design presented by Senior Game Designer Ed Hanes. This talk goes over the goals the designers have when thinking about dungeons, in relation to pacing and dungeon creation (fixed vs. procedural), as well as all of the methods they can utilize to add variety with random generation and rulesets.

This is a really fascinating talk if you’ve ever wondered about what’s going on in the background every time a tileset is made for you.


JR Cook

JR has been writing for fan sites since 2000 and has been involved with Blizzard Exclusive fansites since 2003. JR was also a co-host for 6 years on the Hearthstone podcast Well Met! He helped co-found BlizzPro in 2013.


0 responses to “BlizzCon 2016 Lightning Talk – Diablo Dungeon Design”

  1. vodasoft says:

    Hi there,
    I have to say, that I’m totally interested in the navigation meshes in Diablo 3. It seems the NavMesh is based on some kind of grid, that is streamed with the graphical tile. What I don
    t understand is how it is possible that it is so fast…
    I found one page where the navigation data has been extracted and commented and it seems that the grid cells are somehow clustered into rectangular regions and the navigation is performed with them… but how the navigation can be dynamic? Are the regions somehow recomputed in realtime during the game when something change in the world?

    Many thanks for any answer.
    Kind regards,
    Jan