Credit: Blizzard Entertainment Since our last blog, we are doing a lot of work to add new content and systems to the game. We’ve made huge progress, with each component of the game containing expanded content, new art, balance changes, and many new iterations. In fact, the team is currently shooting an intern release of the game that represents an important milestone. So it is quite easy for us to share this. First, leading Systems Designer Joe Piepiora will discuss the latest developments in the product. These include the return of +skills on items, new ways to interact with legendary powers, and some early work on targeted drops. Take the warm water and a comfortable chair before we go through the new system of the Paragon board for Diablo IV. Next, Lead Visual Effects Artist, Daniel Briggs describes the philosophy that allows our talented VFX team to create incredible explosions and eye-popping skills while preserving the game with clarity and readable characters, even though there are many players and monsters on the screen at the same time. He’ll be explaining how Diablo IV’s new game engine let us better get out of the frame-by-frame fighting, while adding to our effects the new lighting system. Finally, look at an inventory of skills across the four classes that show off our skills-driven death system.