It got to a point where it was like, ‘What am I doing?’ So, I quit and applied.” Joining the post-launch Diablo II team at Blizzard North Julian has been at Blizzard for the past 15 years. “Somehow, I was still working at Sierra when Diablo II came out,” Love tells me. Which they did together, at Sierra offices whilst “fake-working for a good three months straight.” Eventually they got into trouble. A programmer introduced him to the game, proclaiming that it was something that he absolutely had to play. Diablo III Lead VFX Artist and industry veteran Julian Love was working at Sierra On-Line when Diablo launched. Diablo III (2012) brought the series into the modern era, with faster combat, a cinematic story, and the same focus on player customisation. Both Diablo (1996) and Diablo II (2000) were seminal releases, and have gone on to influence many games over the past couple of decades. It was an experience where fast-paced combat merged with character building, skill trees, and powerful items of different colour and rarity. Now 20 years old, many see it as the very first example of an action-RPG. And work at Blizzard.” Diablo, from developer Blizzard North and publisher Blizzard Entertainment, launched on December 31, 1996. “It was instrumental in determining that what I really wanted to do was work in games. He would spend evening after evening playing Diablo II, often heading into work tired from very little, or a complete lack of, sleep. Diablo II arrived on the scene while he was at college, working as an intern for a tech company. For Diablo III Senior Game Designer Joe Shely, another Blizzard veteran of over 10 years, the experience was similar.
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