
With each unique iteration of the mortal realm of Sanctuary, we pushed the limits of our rendering technology. We are a gameplay-first company, meaning that every decision we make needs to be in service of creating a game that’s fun to play.

The Diablo IV Graphics team’s goals and philosophy are rooted in the same values that drive Blizzard’s success. Philosophy and Guiding Principles – with Keven Cantin, lead graphics engineer Lead software engineer Keven Cantin, principal software engineers John Buckley and Kevin Todisco, lead technical artist Aaron Aikman, and senior software engineer Samuel Delmont will illustrate the team’s approach to bringing the graphics of Diablo IV to life, showcase some of the technology used during development, and detail our approach to scalability. The first of these games came out nearly 27 years ago, and since then, the technology used to establish the visual language for video games has drastically changed. This aesthetic harkens back to the universe’s roots, to the beloved gothic tones of the original Diablo and Diablo II.


Those slaying demons across Sanctuary will quickly notice a defining feature of Diablo IV-it is invitingly dark. PDT, opening a new plane of Hell for brave wanderers to traverse. Diablo IV officially launches on June 5 at 4 p.m.
