My goal for this mini-project was to design a Diablo-like level inside the span of 3 days.

 The process behind design to white box implementation began with understanding a procedural system inside of Houdini.

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I used an algorithm and techniques I found in a tutorial by Junichiro Horikawa that would allow me to block out initial layouts that I could export and draw-over in order to narrow down an interesting design without wasting too much brainpower actually thinking about the basic shapes.

I love when things think for me.


In the draw-over process I took inspiration from a few things I learned when studying the layout of Diablo 3s dungeons. The final product gave me a general map of how the overall dungeon would look and help me oversee key objects in relation to each other.

When studying Diablo 3’s dungeons I picked up on a few things. The first is this idea of Intuitive Movement from A to B. My definition is that: from the player’s “spawn”, the end of the dungeon will most likely be at some point directly opposite them, so the initial direction the player leaves spawn from is the general direction of progress. The second is this idea that progress is subjective, and a player going the “wrong way” is still rewarded via the layout with neat chests, monsters, and other knick-knacks! Lastly, to keep in mind the ratio of time spent walking to time spent killing things! Almost every room has some varying degree of encounters in them, so keep the size of encounter reasonable to size of room!

So in my draw-overs of potential layouts from the tool, I kept that readability and reward system in mind.

Analyzing a Diablo 3 dungeon, figuring out general patterns between this specific zone.

Analyzing a Diablo 3 dungeon, figuring out general patterns between this specific zone.

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Understanding the player character in relation to scale

Understanding the player character in relation to scale

Analysis of details within blocked out shapes in order to draw similarities between Diablo 3 levels and my layout tool.

Analysis of details within blocked out shapes in order to draw similarities between Diablo 3 levels and my layout tool.

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Final dungeon layout to build upon.

Final dungeon layout to build upon.


Due to scope and time constraint I wanted to finish this project under, I didn’t quite match the scale of Diablo 3 dungeons.

However, I did incorporate the same design philosophies I discussed earlier.

  • I wanted to stick to the rule of the direction the player leaves spawn point A is the general direction of progress towards end point B.

  • I wanted a subjective “right” and “wrong” way towards the goal of end point B.

  • If the player reaches a true “dead end” point, it can still be rewarding along the way.

  • Diablo is a game about killing monsters, so most rooms of course have to have some kind of encounter!

  • I added what I call “Lore Cubbies” which are extra rooms that serve to break conformity and add to the ambiance.

I then drew over a screenshot of the walls in place to predetermine the look and feel of the dungeon based on how the overall shape looked without a giant image plane.

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The last part came set dressing, and here I had to consider a few things about visual storytelling in relation to an isometric camera.

An isometric camera is mostly top down, so my prop placement has to tell an easily readable, surface level story. In a game like Diablo, paths must also be clear to the player meaning no unnecessary clutter along the way.

An example is the way I laid out a section of the Prison Quarter.

No objects are hidden under other objects because that would kill readability for the player. Instead, smaller, more interesting objects are on top of larger set pieces in order to tell a story.

I envisioned light sources being primarily around the guard’s table and the cells themselves with a clear line of sight between the guards and the prisoners.

While the guard’s area is a bit more cluttered, I left the hall separating their section and the cells much more open for the player to roam.

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