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How was the Diablo 4 x StarCraft collaboration made?
On September 27th, Diablo 4 received a special gift: a collaboration between Diablo 4 and StarCraft began. The meeting of two IPs that symbolize Blizzard drew the attention of many fans, and upon release, discussions about the collaboration items could be found everywhere.
Through this collaboration, Jim Raynor, Arcturus Mengsk, Zagara and Zeratul, Tassadar, and Kerrigan were adapted to fit the characteristics of each Diablo 4 class and implemented into Sanctuary. Related themes were also utilized for pets, mounts, and emblems. We heard about the background of this collaboration through a group video interview with Lead Artist Viviane Kosty and Senior Game Producer Paul Lee.

Q. Please explain the background behind the collaboration between Diablo IV and StarCraft.
Viviane Kosty: The development team grew up with various Blizzard IPs and lived with Warcraft and StarCraft, so we thought we could show our passion. StarCraft is a representative Blizzard IP like Diablo and Warcraft, so the idea of collaboration came up naturally.
The truth is, there were concerns about how to bring the StarCraft universe into the Diablo universe. However, we were able to proceed with this collaboration because the Zerg are similar to Diablo's demons, the Terran are like knights, and the Protoss have a similar feel to casters.

Q. It's a collaboration with StarCraft, so I'm curious why High Templar 'Artanis,' who can be said to represent the Protoss race, is missing. Tassadar is an avatar of the Xel'naga (Ouros) entity, but it's a bit disappointing to say that Tassadar represents the Protoss race. I'm also curious about the criteria for selecting the collaboration skins this time.
Viviane Kosty: The most enjoyable part of preparing for this collaboration was that we could keep various possibilities open. There are iconic heroes, but we wanted to bring out the representative aspects while also capturing Diablo's unique fantasy and character play style so that players could enjoy this collaboration. We tried to give the feeling of playing Diablo with real StarCraft heroes.
Paul Lee: We considered fantasy and identity for all the announced skins and tried to express them in the most suitable class. Tassadar, a high templar who uses magic, matches well with the image of a spellcaster Sorcerer, and Psionic Storm is also suitable for lightning.
Artanis is also an iconic character, of course. However, I think he has an image closer to a warrior. I thought Tassadar was a better match for the Sorcerer. Also, Zeratul, another Protoss character, could be expressed as a Rogue because of his stealth feature.


Q. I would like to ask about the background of choosing Kerrigan as the Spiritcaller. What characteristics of Kerrigan made her suitable for the Spiritcaller? I'm also curious about the reasons why specific Diablo 4 classes and specific StarCraft characters were paired together.
Viviane Kosty: I think it's an extension of the previous question. We considered the overall picture. It's all aspects, including appearance and play style. Looking at Kerrigan's skills, she can do everything from melee attacks to ranged attacks, and I think this is a common point with the Spiritcaller. Considering the appearance, we also judged that the Spiritcaller was the most similar class to Kerrigan. It's a satisfying result because it was born with a visual as if it was moved from StarCraft.
Kerrigan is also a character that represents StarCraft and Blizzard, so we paid special attention to her. She is a hero that people who play the game, as well as those who don't, know. It's not often that you get the opportunity to design such a character, so I worked on it with passion.
Paul Lee: Personally, I enjoyed the process of bringing Kerrigan to Sanctuary because she is a favorite hero. In a way, she is similar to Lilith, so I think she blended well into the atmosphere of Sanctuary.

Q. Among players, the Queen of Blades Spiritcaller, where Kerrigan is perfectly implemented, is particularly well received. If there is a cosmetic set that the development team likes the most, what is the type and reason?
Viviane Kosty: That's a difficult question. It's not easy to pick one because everyone on the development team participated diligently. If I had to choose one, I would choose the Zergling Rush mount and mount armor. There was a lot of thought and research from conception to development to the actual product. It has a slightly different look from existing mounts. Usually, it's a form of putting armor on an animal, but the Zergling has a form closer to evolution through armor.
Also, because it's Zerg, it was inspired by Kerrigan. When enlarged, you can see similar parts to Kerrigan in details such as muscles. My fellow developers had a lot of passion, so they tried to show the small wings that Zerglings have.
Paul Lee: I would choose the Sterling pet rather than a general skin. From the perspective of someone who likes StarCraft, the fantasy of using a Hydralisk pet in Sanctuary is so appealing. Also, the movement is the most similar and fastest to the Zerg in StarCraft. Users will know that Hydralisk speed is important, so you can see that 'speed upgrade' is complete.


Q. I felt that this collaboration was completed with details such as weapon like the Dimensional Blade and the Pylon auxiliary weapon, beyond the appearance of the armor. Are there any parts that you paid special attention to in the process of creating this collaboration appearance?
Viviane Kosty: I paid attention to all parts, but I am satisfied that I was able to put a lot of emphasis on weapons. There were cases where they were neglected, but I personally think that weapons complete the appearance of the character. I thought a lot about how StarCraft's weapons could be applied to Diablo 4's weapon types and work technically correctly to give satisfaction.
One of my favorite weapons is the Druid Totem. In this skin, the totem seems to be part of the armor, so I think it expresses the appearance of an infected Terran well. The Pylon is also a source of Protoss energy, but the Sorcerer's focus also has the concept of gaining power, so it could be connected naturally. Since the Barbarian has no guns in the Sanctuary world, we tried to capture the feeling with a large blade in the form of a gunblade.

Q. In the case of the Druid, I'm curious if there is a difference from the existing transformation when transforming into a werebear or werewolf after wearing the skin.
Viviane Kosty: Unfortunately, it's the same as before when transformed. We also had to maintain some identity.

Q. Please explain what difficulties you had in incorporating SF elements into Diablo 4, a dark fantasy game, and what approach you took to address them.
Viviane Kosty: In a way, it was most difficult to bring these alien creatures to Sanctuary. I think of the Protoss or Zagara. First, I thought of the most representative appearance. The Zagara Necromancer doesn't have many legs and isn't an alien, but I designed it to capture the feeling. The Protoss have a characteristic head shape, which was expressed through the head armor of the Diablo 4 character.
Paul Lee: Characters and art appearance are important, but I think it's also important to protect the identity of Diablo 4. We are paying a lot of attention to bringing the feeling of other IPs while also preserving the characteristics of Sanctuary.

Q. It's a bit disappointing that the skill effects don't change in every collaboration. Are there any plans to change the effects in collaborations or other skins?
Viviane Kosty: It's difficult to give a definite answer about future plans, but I'm approaching it cautiously because changing the effects may cause confusion for players, such as in gameplay.
Q. Can you share any memorable moments or interesting anecdotes during the development process?
Viviane Kosty: I remember the moments when I had many discussions with various developers. It's the experience of talking with people who have worked at Blizzard for a long time and participated in the design of StarCraft, Heroes of the Storm, and now Diablo 4 again. Because their many touches remain on the character, it was like meeting a hero. I remember the moments when I tried to reflect the parts that I loved while discussing with those people.
Paul Lee: It was a work that I did with a happy heart. I was happy to be able to show the collaboration characters, and I was able to feel a lot of accomplishment while looking at the feedback.

Q. In Korea, StarCraft is called 'National Sport,' which shows how much StarCraft is loved in Korea. Do you have a message for Korean fans?
Viviane Kosty: I'm proud that fans who love both games can experience this collaboration. I hope it will be a good memory for everyone who plays StarCraft and Diablo. I hope that those who liked StarCraft will experience Diablo and vice versa, and that Diablo users will get a good foothold in StarCraft. I'm looking forward to seeing people running around Sanctuary with various skins through this collaboration.
Paul Lee: Thank you to everyone who made this opportunity. Diablo 4 has already reached its 10th season thanks to the love and interest of fans. Personally, I grew up in Korea as a child, enjoying StarCraft and Diablo 2 in PC rooms and watching professional leagues. I hope this collaboration will relieve some of the thirst for StarCraft. I heard that this Chuseok is a golden holiday. I hope you have good memories meeting StarCraft in Diablo 4 Season 10.
#. 디아블로4 x 스타크래프트 콜라보레이션 콘셉트 아트 모음








웹진 인벤이찬양 기자
2025-09-30