Condor, Inc. (Diablo) Pitch Deck (1994): 8-Slide Seed Deck

See all 8 slides of the Condor, Inc. pitch deck — a 1994 deck — with a slide-by-slide teardown of what the deck does well and where it falls short.

The Diablo pitch deck, created by Condor, Inc. in 1994, is a text-heavy, 8-slide document that successfully defined a new sub-genre of role-playing games. Eschewing modern 'multimedia extravaganzas,' the deck focuses on core mechanics: an isometric perspective, turn-based combat (which famously changed during development), and the Dynamic Random Level Generation (DRLG) system. Notably, the deck proposes a business model based on $4.95 expansion disks inspired by Magic: The Gathering, aiming for long-term revenue through collectability. While it lacks a formal 'Ask' or financial projections, i…

Key takeaways

The Concept: Reinvigorating the Hack and Slash

The Diablo pitch deck, authored by Condor, Inc. in 1994, is a foundational document in gaming history. At a time when the industry was moving toward high-budget 'multimedia extravaganzas,' Condor proposed a return to core gameplay values. The deck is remarkably text-heavy, functioning as a narrative proposal rather than a visual presentation. It sets a dark, gothic tone from the cover slide and maintains a focus on the 'neglected niche' of accessible, replayable action-RPGs.

Slide 1: Title and Cover

The cover slide features the title 'Diablo' in a stylized script, accompanied by a black-and-white illustration of a chaotic, skeletal scene. The branding is minimal, identifying the project as a 'Game Concept by Condor, Inc.' and noting a 1994 copyright. There are no taglines or high-level value propositions here; the imagery does the work of establishing the 'dark quest for justice' mentioned later.

Slide 2: Game Design and The DRLG System

This slide serves as the executive summary of the product. It identifies the platform as 'PC-compatible computers' and explicitly states the goal: to reinvigorate the 'hack and slash' audience. The text highlights three pillars: replayability, expandability, and versatility. Crucially, it introduces the 'Dynamic Random Level Generation (DRLG) System,' which ensures that rooms, corridors, and monsters are randomly placed every time a level is entered. A simple diagram of 'diamond-shaped, square floor spaces' illustrates the isometric, three-quarter perspective. The slide also mentions that the game will operate on a 'turn-based system,' a detail that famously changed to real-time during the game's actual development.

Slide 3: Plot, Setting, and Multiplayer

Slide 3 expands on the 'dark, evil tone' of the world. It describes a progression from an 'abandoned Gothic church' to 'demonic halls' and finally the 'opulent chambers of Diablo.' The deck promises a variety of creatures, including skeletons, zombies, and 'lesser demons.' A significant portion of this slide is dedicated to the multiplayer aspect, mentioning support for 2-player and multi-player sessions via modem or network. It introduces a 'special arena dungeon' for PvP (player vs. player) combat and notes that in two-player mode, a time limit forces quick moves, or the player loses their turn.

Slide 4: Gameplay Walkthrough (Part 1)

This slide provides a narrative walkthrough of a game session. It details the main menu options: 'New Character,' 'Load Character,' and 'Options.' It outlines the character creation process, proposing 'five or six human races' (such as hill people and forest people) and three classes: fighter, thief, or magician. The slide describes the attribute system (strength, magical aptitude, dexterity, and vitality) and the 'schools of magic.' A diagram shows the relationship between the 'Town' and the 'Temple/Dungeon,' explaining how players move their character by left-clicking on squares.

Slide 5: Gameplay Walkthrough (Part 2) and Permadeath

Continuing the walkthrough, this slide describes the transition into the dungeon. It explains the line-of-sight and lighting mechanics, where areas not brightened by light sources 'fade into blackness.' The slide includes a detailed example of turn-based combat involving a fighter and two skeleton archers. Most notably, it describes a high-stakes permadeath mechanic: 'If one of those arrows ends up killing the fighter, that character will be erased completely from the hard-drive and the player must start from scratch.' This extreme consequence highlights the 'sinister' theme the founders were aiming for.

Slide 6: Marketing and Expansion Packs

The 'Marketing' slide is perhaps the most business-oriented part of the deck. It proposes a model of 'sustained, long-term sales' through expansion packs. Condor explicitly cites 'Magic: The Gathering' as the inspiration for this model. They suggest $4.95 expansion disks containing random elements like 'one rare sword, three uncommon magic items, eight common items.' The goal was to create a 'collector-type' experience where players would buy packs as an afterthought at the cash register. This is an early precursor to the modern DLC and loot box models, though framed here as physical disks sold at 'Electronics Boutique stores.'

Slide 7: Development and Personnel

This slide breaks down the production requirements. Condor plans for a one-year development cycle with a 12-person team. The roster includes one designer, three programmers (one chief, two junior), six artists (two art directors, one illustrator/sculptor, three pixel artists), and one music/sound person. The slide specifies technical targets, such as 'Super VGA mode (640x480 pixels)' and the need for at least '50 frames of animations' for monster deaths. It emphasizes that the game will be 'art-intensive,' requiring sprites for different weapons, armor, and clothing.

Slide 8: The Development Schedule

The final slide is a Gantt chart mapping out the 12-month schedule. It begins with a two-month design phase, followed by overlapping tracks for Art, Programming, and Music/Sound. The 'Programming' track includes specific milestones for the 'Interface,' 'DRLG,' and 'Structure.' Notably, the schedule reserves the final four months (Months 9 through 12) for 'Testing/Balance.' This reflects a mature understanding of game development, acknowledging that the 'feel' of a hack-and-slash game requires significant iteration after the core systems are built.

What Works in This Deck

Clarity of Vision: The deck does an excellent job of defining exactly what the game is and, perhaps more importantly, what it isn't. By positioning itself against 'multimedia extravaganzas,' it carves out a specific market niche. Mechanical Detail: The explanation of the DRLG system (Slide 2) and the combat walkthrough (Slide 5) give the reader a clear sense of the player experience. Business Innovation: The expansion pack model (Slide 6) is a clever way to address the 'hit-driven' nature of the gaming industry by proposing a recurring revenue stream inspired by successful non-digital products like Magic: The Gathering.

What Is Missing

The Ask: There is no mention of how much money Condor, Inc. is seeking. While the personnel list (Slide 7) allows a reader to estimate burn, a formal pitch usually requires a specific funding request. Competitive Analysis: While the deck mentions 'familiar role-playing elements,' it does not name specific competitors or explain how Diablo will outperform them beyond a general 'hack and slash' appeal. Financial Projections: There are no estimates for unit sales, break-even points, or projected margins for the expansion packs. Team Bios: The deck lists roles but provides no names or backgrounds for the founders or key staff, which is a standard requirement for establishing credibility.

What a Founder Should Copy

The Narrative Walkthrough: Using a 'walkthrough of an example game session' (Slides 4 and 5) is a powerful way to demonstrate a product's value proposition. It moves the conversation from abstract features to concrete user experiences. The 12-Month Roadmap: The Gantt chart on Slide 8 is a model of transparency. It shows that the founders have thought through the dependencies between art, code, and sound. Market Parallels: Drawing a comparison to a successful product in a different category (Magic: The Gathering on Slide 6) helps investors understand a new business model by using a familiar reference point.

Frequently asked questions

What was the original gameplay style pitched for Diablo?
According to Slide 2, Diablo was originally conceived as a turn-based role-playing game. Players would move their character from 'space to space' on a grid-based, diamond-shaped floor layout. The deck notes that as soon as all players in a multi-player session registered an action, the game would progress. This is a significant departure from the real-time action-RPG format the game eventually adopted.
How did the founders plan to make money beyond the initial game sale?
Slide 6 outlines a 'Marketing' strategy centered on expansion disks priced at approximately $4.95. These disks were intended to be point-of-purchase items, similar to trading card packs. Each disk would contain a random assortment of new items, creatures, and level graphics (e.g., one rare sword, three uncommon items), leveraging 'collectability' to ensure sustained, long-term revenue.
What technical innovation did the deck highlight?
The primary technical innovation was the Dynamic Random Level Generation (DRLG) System, described on Slide 2. This system was designed to ensure that 'no two games will ever be the same' by randomly placing rooms, corridors, traps, and monsters. The deck emphasizes that this system allows for infinite expandability, as new elements could be incorporated directly into the DRLG engine via expansion packs.
What was the proposed development timeline and team size?
Slide 7 and Slide 8 detail a 12-month development schedule. The team was to consist of 12 people: one designer, three programmers, six artists/illustrators, one music person, and one sculptor. The schedule allocated the final four months of the year specifically for 'Testing/Balance,' highlighting the importance the founders placed on gameplay feel over mere technical completion.
Is there a financial 'Ask' in this deck?
No. The 8-slide deck is strictly a 'Game Concept' and development proposal. It lacks a slide dedicated to the amount of capital required, the equity offered, or any financial projections regarding sales units or overhead costs. It functions more as a product requirement document (PRD) used for pitching to a publisher rather than a venture capital pitch deck.
Cover slide of the Condor, Inc. (Diablo) pitch deck — Seed / Concept 1994
Condor, Inc. (Diablo) pitch deck, slide 1 (1994)

Condor, Inc. (Diablo) pitch deck: the facts

Company
Condor, Inc. (Diablo)
Year
1994
Stage
Seed / Concept
Slides
8
Sector
Video Games
Deck type
Product Concept / Pitch Deck
Outcome
Acquired by Davidson & Associates (parent of Blizzard) in 1996; became Blizzard North.
Headquarters
San Mateo, California, USA

Condor, Inc. (Diablo) pitch deck PDF

The full Condor, Inc. (Diablo) deck is embedded on this page and can be read slide by slide in the browser — no download or account required. Each slide is covered in the breakdown above.

What the Condor, Inc. (later Blizzard North) pitch deck was used for

This is Condor, Inc.’s 1994 pitch deck for *Diablo*, a dark fantasy action role-playing game concept intended for PC compatibles, presented while the studio was still operating under the Condor name before becoming Blizzard North. The deck outlines a seed-stage/early concept proposal focused on a replayable, procedurally generated dungeon crawler with expansion disks and multiplayer support, aiming to revive ‘hack and slash’ RPGs. According to the Slideshare description and later interviews, this document was used to pitch Diablo to multiple publishers and ultimately helped secure a publishing contract with Blizzard Entertainment around 1995. At the time, Condor also relied on separate work-for-hire deals (such as a football game for 3DO) to keep the studio funded while building Diablo under a relatively small initial Blizzard budget.

Business model: Independent video game developer creating original titles and doing work-for-hire projects for publishers.

Investors
Blizzard Entertainment (publishing contract and later acquisition via its then‑owner Davidson & Associates)
Founded
September 1993
Founders
David Brevik, Erich Schaefer, Max Schaefer
Headquarters
San Mateo, California, United States
Industry
Video game development (PC and console games, action RPGs)

Round: Publishing contract and strategic acquisition for Diablo (mid‑1990s, post‑pitch). The specific cash consideration is not disclosed in cited sources.

Year: Contract to publish Diablo agreed circa 1994–1995; Condor was acquired and renamed Blizzard North in 1996.

Lead investor: Blizzard Entertainment (as publisher; acquisition executed by Davidson & Associates, Blizzard’s owner at the time)

Use of funds as presented: Initial publishing contract funds from Blizzard were used to develop Diablo with a small team; subsequent acquisition by Blizzard provided additional resources and financial stability to complete and expand the game.

What happened after the Condor, Inc. (later Blizzard North) deck

The Diablo pitch deck helped Condor secure a publishing deal with Blizzard Entertainment under a modest budget, which, combined with additional contracts, funded development until Blizzard acquired Condor and transformed it into Blizzard North, the studio that shipped Diablo in 1996.

What the Condor, Inc. (later Blizzard North) deck got right

What could have been stronger

How an investor would read this deck

What draws attention

Risks that stand out

Questions this deck invites

What founders can take from the Condor, Inc. (later Blizzard North) deck

Condor, Inc. (later Blizzard North) pitch deck: common questions

Who was Condor, Inc. and what was its relationship to Diablo?

Condor, Inc. was a small independent game developer founded in September 1993 in San Mateo, California by David Brevik, Erich Schaefer, and Max Schaefer. The 1994 Diablo pitch deck comes from this early Condor period, before the studio was acquired and renamed Blizzard North in 1996.

What does the 1994 Diablo pitch deck say about the game concept?

The deck proposes Diablo as a PC-compatible, dark fantasy role‑playing game with a focus on hack‑and‑slash combat, exploration, and character development, built around a randomly generated dungeon (DRLG engine), expansion disks that add monsters/items/traps/graphics, and 2‑player/multiplayer ‘arena’ modes via modem or network. It positions Diablo as a response to contemporary games that ‘substitute gameplay with multimedia extravaganzas’ and promises maximum replayability and expandability.

What funding or publishing deal did this deck help Condor secure?

Later reporting and commentary around the released pitch document state that Condor used this Diablo deck to pitch the game ‘to a whole bunch of people’ before Blizzard agreed to publish it, and that it assisted Condor in securing the eventual publishing deal. Blizzard accepted the pitch and initially funded Diablo with a relatively small contract; the team then sought additional work‑for‑hire projects to support development.

What development timeline and team does the deck describe for Diablo?

The deck lays out a one‑year development plan, listing a team of around ten specialists (designer, chief and junior programmers, art directors/artists, illustrator/sculptor, pixel artists/illustrators, and a music/sound effects person) and emphasizes Super VGA art, many animation frames per monster, and a three‑quarter perspective. Later sources note that in practice Condor had roughly 15–20 people on staff and that the initial Blizzard contract budget (around $300,000–$1.2 million, depending on source and stage) proved tight for the size of the team.

How did Condor plan to market Diablo and its expansion packs according to the deck?

The marketing slide explains that Diablo would be sold as a standalone game plus separate expansion disks containing new magic items, creatures, traps and level graphics, packaged as a single disk with an information card. It suggests multiple distinct expansion disk variants (for example ‘16 or 32 combinations’) and highlights how constant additions via these disks would sustain long‑term sales and replay value.

Sources

Funding and outcome facts on this page were researched on 2026-08-22 from the pages below.

Condor, Inc. (Diablo) pitch deck slides

Condor, Inc. (Diablo) pitch deck slide 1 of 8
Condor, Inc. (Diablo) pitch deck — slide 1 of 8
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Condor, Inc. (Diablo) pitch deck — slide 2 of 8
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Condor, Inc. (Diablo) pitch deck — slide 3 of 8
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Condor, Inc. (Diablo) pitch deck — slide 4 of 8
Condor, Inc. (Diablo) pitch deck slide 5 of 8
Condor, Inc. (Diablo) pitch deck — slide 5 of 8
Condor, Inc. (Diablo) pitch deck slide 6 of 8
Condor, Inc. (Diablo) pitch deck — slide 6 of 8

What each slide of the Condor, Inc. (Diablo) pitch deck says

Slide 2

The following is Condor, Inc.'s proposal for a role-playing game, playable on PC-compatible computers. Diablo captures familiar fantasy elements within a unique structure designed for maximum replayability, expandability, and versatility. Diablofills a neglected niche in the computer game market. As games today substitute gameplay with multimedia extravaganzas, and strive toward needless scale and complexity, we seek to reinvigorate the hack and slash, feel good gaming audience. Emphasis will be on exploration, conflict and character development in a dark quest for justice. We hope to produce both a stand-alone game and its expansion disks. This initial document will be expanded upon and mo…

Slide 3

Expandability and replay value are key to Diablo's success. The randomly generated dungeon insuresnew opportunities for exploration as well as unique encounters and adventures; no two games will ever be the same. New magic items, creatures, traps, as well as complete scenarios can be added to the base game after the initial purchase and incorporated directly into the DRLG engine (see discussion of expansion packs later in this document). This expandability further adds to continued replay value. Diablo will support 2-player and multi-player game sessions via modem or network. A special 'arena' dungeon will be available for opponents to pit their characters against each other. In twoplayer m…

Slide 4

GAMEPLAY: A walk-through of an example game session follows: After starting up the game, the opening cinematic sequence segues into the main menu screen. Thethree options provided are: New Character, Load Character, and Options. New Character allows the player to develop a characterand startat the beginning. Load Character picks up wherean existing character last left the game, or allows a player to select a pre-generated character to 'quick-start' the game. The Options selection gives access to sound and configuration options. A player generating a new character is first presented with a choice of race. We plan to offer five or six human races (hill people, forest people, etc.) each with a…

Slide 5

The fun really begins when the player guides his character down the road and enters the abandoned temple (the first level of the dungeon). At this point, the computer generates the layout of the first level. The player can see as much of the dungeon as is visible to the character, determined by lighting, line-of-sight, and magical factors. Areas not brightened by light sources fade into blackness. Magical 'darkness' can block light sources. Infravision can detect heat sources within dark areas (providing red shapes of creatures in the distance). As the character moves around, new sections of the dungeon are revealed. If a player clicks on a distant square and a creature comes into view in t…

Slide 6

MARKETING While Diablo shares familiar role-playing elements with other games in this genre, its unique structure allows a different marketing strategy, one that could lead to sustained, long-term sales. There are really two products here: Diablo, which stands on its own, and its expansion packs. These packs would consist of one disk and maybe an information card in a small package. The disk would contain new elements that are directly installable into the base Diablo game. These elements would include: new magic items, new creatures, new traps and new level graphics. Expansion disks would all be different (or maybe 16 or 32 combinations) and would contain approximately 16 new elementsin va…

Slide 7

DEVELOPMENT Condor plans to spend one year in the development of Diablo. Personnel will consist of: one designer; one chief programmer and two junior programmer; two art director/artists, oneillustrator/ sculptor and three pixel artist/illustrators; and one music/sound effects person. Diablo will be art-intensive. We intend for the game to operate in Super VGA mode (640x480 pixels). The three-quarter perspective requires eight directions of movement, three of which can sometimes be flipped. Each monster will have multiple graphic deaths and will require at least 50 frames of animations. We envision approximately 16 monsters to start with. The player's character will require many more frames…

Slide text above is read directly from the Condor, Inc. (Diablo) deck PDF embedded on this page.

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