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Blizzplanet Diablo III » Diablo Immortal Jobs: Lead Artist

    https://diablo.blizzplanet.com/blog/comments/diablo-immortal-jobs-lead-artist
    Job Title: Lead Artist. Requisition ID: R002916. Job Description: Join us as we write a new chapter in the Diablo universe! Diablo Immortal is a mobile massively multiplayer action RPG set in the world of Sanctuary that allows players to slay demons anywhere, at any time, bringing a …

Diablo III (Video Game 2012) - Full Cast & Crew - IMDb

    https://www.imdb.com/title/tt2186735/fullcredits
    lead cinematic artist Emanuel 'Emey' Druckmann ... senior cinematic artist Thomas Esmeralda ... senior matte painter Diego Garzon ... senior visual effects artist Eric Grimenstein ... senior cinematic effects artist Mike Hardison ... senior lighting and compositing artist Jason Hill ...

Chris Haga - Diablo Wiki

    https://www.diablowiki.net/Chris_Haga
    Chris Haga is a lead artist and skill designer on Diablo 3. He grew up a huge Diablo fan, reading Diabloii.net every day during Diablo 2's heyday, and working on his art and gaming instead of paying attention in high school. And that, plus a great art roll, got him his job today.

Interview: Paul Warzecha, lead character artist on Diablo III

    https://www.cnet.com/news/interview-paul-warzecha-lead-character-artist-on-diablo-iii/
    Mar 24, 2014 · Interview: Paul Warzecha, lead character artist on Diablo III. We chat about Diablo III's newest expansion, Reaper of Souls, with lead character artist and watch him sketch up an on-the-fly...Author: Nic Healey

Julian Love, Lead Technical Artist for Diablo 3 - Slashdot

    https://interviews.slashdot.org/story/10/10/25/1711255/julian-love-lead-technical-artist-for-diablo-3
    Oct 25, 2010 · At Blizzcon this past weekend, we got a chance to speak with Julian Love, lead technical artist for Diablo 3.We discussed skill runes — items that modify the form and function of your character's spells and abilities — as well as the newly announced PvP Battle Arenas, the Demon Hunter class (and why it took so long to create), the future beta test and the importance of getting the game in ...

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