Along with the physiological envelopes and binders
"We have a producer, Matthew Cederquist, along with also my fellow designer Andre Abrahamian, they went to all the physical warehouses looking through filing cabinets," Rob Gallerani recalls. "People actually had filing cabinets at any point in their life. It was also going through people's desks. They would come across folders on drives that were just called,'We should probably back up this at some stage'. Old marketing and advertising materials. It was not easy, but it was very exciting."
"Along with the physiological envelopes and binders we found stuff from the code also," Rob Gallerani says of another side of this equation, Diablo II's source code. "Diablo II is running on an engine which goes back to the original Diablo. So we had moments where it was like, why is this in the engine? Then you're like,'Oh, a mild radius used to matter in Diablo one'. There is a torch, there is body parts. What was a little mad was due to the character of how we were like let's take all of the artwork 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'll be like'We could use that item'."
Above all though, that's receiving the code, art, and 2000-era 3D resources (as Diablo II's sprites were based on old-school 3D rendering) it was in support of having a better understanding of the game itself. A fact bolstered by having people at Blizzard now that were part of the Diablo II development group to draw .
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