Blizzard Entertainment Art Interview
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Eurogamer: It must have been quite a challenge then to move to World of Warcraft - bringing the view right down, putting the player on the ground in the same world.
Samwise Didier: A lot of the guys really loved it because they could start doing the detail. But we still tried to keep a lot of the basic philosophies the same. Not too much detail, rely on nice big shapes or big swatches of colour, because when you're playing in WOW and characters are far away it's still nice to see that silhouette that you recognise: "Oh, that's a warrior or a druid." Especially in the later part of the game where you have the distinct armour sets that people are wearing.
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Eurogamer: So how do you ensure that stuff still looks good years years down the line? Is it fair to say it's because Blizzard places more emphasis on art than technology?
Samwise Didier: We push the technology enough so we don't look like we're behind the curve, but we don't want to make it so advanced that there are people who can't play it.
Another thing that helps out is the art style - it's sort of like if you look at an old Disney movie. It still looks good to watch because it's not a realistic movie, it's a cartoon, it's something drawn. A lot of the big 3D animated movies that come out now still aren't as cool as when Disney was still doing hand-animated things. There's something about a cartoony kind of style that never loses its look, it's always going to look cool.
I think ours doesn't really have a distinctive time style, it's just the Blizzard style. I think that's helped us hold up. I'll look at Warcraft III and go, eugh, that's low-polygon, but it still has a good feel to it.