Where does the process start? If you were to choose an existing 2D match and all its resources and not only recreate the visuals in 3D but retain the core code and make that operate across multiple programs and
Diablo 2 Resurrected Items input methods -- there would obviously be a to-do list. If the match was twenty years old, that to-do list probably includes discovering anything and everything to do with the game's development.
"We've got a producer, Matthew Cederquist, and my fellow designer Andre Abrahamian, they went to all of the physical warehouses appearing through filing cabinets," Rob Gallerani recalls. "People really had filing cabinets at some time in their life. It was also going through people's desks. They would find folders on drives that were only called,'We should probably back up this at some stage'. Old marketing materials. It was not simple, but it was really exciting."
"In addition to the physiological envelopes and binders we found stuff in the code also," Rob Gallerani says of another side of this equation, Diablo II's source code. "Diablo II is operating on a motor which goes back to the original Diablo. We had moments where it was like, why is this at the engine? And then you're like,'Oh, a mild radius used to matter in Diablo one'. There is a torch, there is body components. What was somewhat crazy was due to the nature of the way we were like let's take all the art and make it 3D, we actually started making 3D assets for content that was not even used or was turned off."
"There's probably a couple of things modders will find where they will be like'We can use that thing'."
Above all though, that's getting the code, artwork, and 2000-era 3D assets (since Diablo II's sprites were predicated on old 3D rendering) it was all in support of getting a better comprehension of the game itself. A fact bolstered with
Buy Diablo 2 Items folks at Blizzard now that were part of the Diablo II development team to draw on.