ArenaNet umetnika (Art Director) Daniel Dociu-a verjetno vsi poznamo po odštekano-odličnih konceptnih slikah, ki ne služijo le kot osnova pri ustvarjanju Guild Wars sveta, ampak tudi kot navdih za celoten team in oboževalce igre. Stran Tap-Repeatedly je pred kratkim objavila intervju v treh delih, kjer debatirajo o njegovem delu, umetniškem življenju ter razvoju stila, sylvari redesignu in Danielovi vpletenosti v Guild Wars 2 projekt.
- Exclusive Interview: ArenaNet’s Daniel Dociu
- Exclusive Interview: ArenaNet’s Daniel Dociu #2
- Exclusive Interview: ArenaNet’s Daniel Dociu #3
Tap: The user interface of Guild Wars 2 is unique in its painterly style and brush stroke animations. What was the reasoning behind this and how did it come about? Was it influenced by yourself and do you wish it had been taken further?
Daniel: I’m glad you’ve brought this up. We actually proposed it for Guild Wars, but it was too soon, though. As you know, the company had been founded by engineers and it was too shocking of a change I was proposing. After having shipped four games under Guild Wars, our team had by now earned credibility and respect and our studio had become known for its art-centric culture. The second time around, we had more street ‘cred’ and we pitched it a lot more convincingly.
We proposed it from a pragmatic angle: the reality that we could not afford to put together a cinematics team that could compete with Blizzard in terms of size, nor did we want to spend a huge portion of the budget on cinematics. Rather than going the realistic route with high production values in a conventional, traditional sense, we stepped back and looked upon our strengths and weaknesses. We’d always been known for strong concept art and having a really accomplished team of illustrators and digital painters on staff. We might as well make the most of it by going in the opposite direction and differentiate ourselves from our competitors. It turned out to be a natural fit because of our team’s composition.