Diablo 2 Remake Unreal Engine 5
Word traveled quickly through gaming circles about a solo developer’s latest update to his ongoing effort. Mark runs the YouTube channel called I Make Games and has poured months into rebuilding Diablo 2 inside Unreal Engine 5. His project began as a way to test what the old game might feel like from a first-person viewpoint and has now grown to include smooth switching into third-person mode as well.



Recently released footage shows a barbarian careening all over Mount Arreat’s snowy peak, and guess what? This time, we get to view it from both first and third person perspectives. The character is destroying adversaries with the iconic Whirlwind skill we all know and love, while three guardian spirits known as the Ancients loom big ahead. Mark used AI to create the boss models, then rigged and animated everything with the engine’s rudimentary blueprint tools. The entire scene took around ten days to complete and captures the scale of the summit as well as the frenzied rate of potion consumption that longtime gamers are accustomed to. Switching camera angles creates a really realistic sense and allows you to see exactly what’s going on with the character’s gear and motions during the combat.

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We’ve previously seen several early videos that show us various aspects of the experience. A video shows the player walking through the monastery gate area before using a charge skill to crash into the fray. The inventory displays appear clearly, with all of the loot items dropped by killed foes, as well as one of the carver shaman enemies, which behaves exactly as it does in the original source material. You’ll also notice some modern tweaks, like as the ability to just climb over low obstacles or slide across surfaces without losing the fundamental fighting sense that we’re all familiar with. In testing, fireballs are shooting through the air, and teleport moves allow players to blink across gaps or even directly through some walls.

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Mark is flying solo on this one, managing the most of the systems with blueprint scripting. He’s recreating environments like the rogue encampment and blood moor, taking great care and attention to get the lighting and details exactly perfect while maintaining the iconic gothic tone that we all know and love. Even the character meshes for Cain and Akara began as AI-generated models that he improved and altered. From the start, the intention was to keep the game as near to how it was in 2000 as possible while also providing the presentation refinement that today’s hardware demands.
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