Anthony: Yeah, yeah I guess so. I mean I did some work on Diablo II, Mephisto, mosquito demon, the tentacle that comes out of the water and stuff, and some items that you’ll see in the inventory like Silks of the Victor. Then I moved on to the expansion pack, and we started with a small group of guys. It was myself, Tyler Thompson, Phil Shenk, and I think a couple other guys in the begging. As guys were getting freed from Diablo II they would move over to our team. So on that project I think I started working on the Druid pretty soon, like pretty much at the beginning. We were brainstorming on monsters and stuff like that, and Druid designs, but yeah that’s where I started. That was the first hero I worked on, which was a pretty massive undertaking for an inexperienced guy. Just because of the complexity of dealing with just pre-rendering sprites and then compositing them all together so that they work in every direction and all that kind of jazz.
Bashiok: So on that note would you say that working in 3D is more difficult than working 2D or both have their trade-offs?
Anthony: Oh, 3D is a lot easier. I actually came to Blizzard with no sprite experience; I was working in real time 3D before that. Now that has its inherent difficulties as well but it’s just so much easier to do things like create armor sets for characters and what not, for your heroes, like all that kind of stuff. You don’t have to worry about your data size in terms of you can only render so many sprites and fit them on a disc. You don’t have that limitation. Your limitation is mostly man power, and how much can you get done, and how much texture space do you have and stuff like that. But it’s a lot easier, like you can have … if you want your character or hero to be able to wield 50 different types of swords and 50 different axes and what not, that’s really easy to do. Your only limitation is how fast can you make them.
Bashiok: For the expansion, aside from the Druid, are there any other notable creatures...
Anthony: Well, like his pets, some of his effects, the Death Mauler, and you know I had a lot of management duties on the expansion so I was doing a lot of that as well.
Bashiok: What was your title for the expansion?
Anthony: Lead Character Artist.
Bashiok: And for Diablo II?
Anthony: Just an artist. Just Character Artist.
Bashiok: Working management in a character artist sense, what does that generally entail day to day?
Anthony: You’ll work on some assets but you’ll go around see what otherpeople are working on, give feedback where necessary, scheduling, a lot of meetings, working out issues between disciplines, things like that, communication with the programming team/designers. You know it depends it varies from day to day.