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  • Guild Wars 2 art director talks racial redesigns and making it as a game artist

    by 
    Jef Reahard
    Jef Reahard
    04.06.2011

    Tap Repeatedly has posted the third part of its interview with Guild Wars 2 and ArenaNet art director Daniel Dociu. Unlike yesterday's segment, which focused on game art in general as well as Guild Wars 2's unique aesthetic, today's entry deals with everything from concept artists and breaking into the business to why ANet chose to revisit some of the game's racial designs (specifically the Sylvari). "For some races the early design didn't stand the test of time. You build and implement things, some grow on you and some tend to age poorly and beg for redesign," Dociu explains. He also touches on his relationship with the characters and creatures art team, noting that his contributions are more along the lines of managing creative energy and overseeing the big picture as opposed to creating assets, designs, and concept art.

  • Daniel Dociu talks Guild Wars 2 art direction

    by 
    Jef Reahard
    Jef Reahard
    04.04.2011

    If you're looking for the latest art-centric news for ArenaNet's long-awaited Guild Wars sequel, look no further than Tap Repeatedly. Guild Wars 2 art director Daniel Dociu recently sat down for the second part of an interview that shines the spotlight on the forthcoming fantasy MMORPG's visual palette as well as the man responsible for overseeing it. The piece covers a lot of ground, including everything from GW2's painterly user interface to the company culture at ArenaNet (which was founded by a group of engineers but also boasts one of the MMO industry's premier artistic rosters). This is no accident, Dociu explains, and one of his goals as ArenaNet's art director is to ensure that game art is given the respect it deserves. "Too often in this industry art is an afterthought. More often than not the expectations are set too low. It isn't always regarded as an equally important component next to game design or technology," he explains. So what's up with the hand-crafted aesthetic that permeates everything from Guild Wars 2's client interface to its marketing materials? It's very deliberate, Dociu says, and it resulted in a marriage between talented artists and the realities of a finite budget. "We've unified stylistically the cinematics, user interface, and all visual branding... It all started because it was something we wanted to do, but we had to wait for the right moment and approach it from the resources angle."