The art of Guild Wars

We venture back into Tyria to pursue art director Daniel Dociu

Eye of the North: “At times the development of the different expansions started to blur together. For Eye of the North, I think the idea was to have a game that is set in the original continent, but to build on the big, mountainous regions, and the discussion went to what kind of new player races we could introduce there. The Norn, a kind of Viking-looking race, came to mind, and one thing led to another. The idea was embraced by the team, everybody felt comfortable with it the second time around- we’ve done snow-topped mountains before.”

The exciting sequel: “I personally, when I talk to the content team here, see Guild Wars 2 as an opportunity to tackle some established themes and locations with a completely new arsenal. We want Guild Wars 2 to be to Guild Wars what Peter Jackson’s King Kong was to the original. It’s the same old story, but the treatments and our ability to draw the viewer into it are greatly enhanced by the new technical features that are now available to us. That’s the scope- old King Kong to the new King Kong. That’s how high I’m shooting.”

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