Daily Tip: Each character in Guild Wars 2 will have a unique “home instance” in their racial capitol

Pure Artistic Vision - A Guild Wars 2 Concept Art Q&A with Daniel Dociu

Updated Tue, Apr 13, 2010 by Ethec

From FIFA Soccer to Mechwarrior, James Bond, and a variety of IPs and titles in-between, Daniel Dociu's artistic work in the field of game art spans decades. More recently, however, Daniel's artistic vision has helped imbue Guild Wars and its expansions with a style that is unique among MMORPGs since the very beginning.

As we learn more about Guild Wars 2, a project that's massive in size and scope when compared to its predecessor, we've also been exposed to some incredible concept art from Daniel and his team. That art, the vision behind it, and the inner-workings of the ArenaNet art department - these topics are the subject of our latest exclusive Guild Wars 2 concept art Q&A with Daniel Dociu, Chief Art Director.

"[Guild Wars 2] is significantly bigger. The maps are anywhere from three to four times larger and there’s also just more maps. In addition to that, we have underwater maps which increases the real estate of the explorable portions of the map by another order of magnitude. It is also a true 3D game, as opposed to the first Guild Wars, so we have multiple tiered buildings and structures and this also adds to the total “square mileage” of playable area. I can’t give you a hard number as to how much bigger Guild Wars 2 is, but it’s a huge leap from Guild Wars. " - Daniel Dociu

Read on: Pure Artistic Vision - A Guild Wars 2 Concept Art Q&A with Daniel Dociu

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