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Old Mar 13, 2007, 02:09 AM // 02:09   #21
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So he commands his co-workers with an iron fist and a boomstick. None the less, that is some very impressive artwork. Such an inspiration to aspiring artists everywhere.
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Old Mar 13, 2007, 02:24 AM // 02:24   #22
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Nice artwork -- what we need now are more wallpaper wednesdays!
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Old Mar 13, 2007, 05:07 AM // 05:07   #23
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congrats daniel. I love your artwork.
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Old Mar 13, 2007, 06:40 AM // 06:40   #24
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Congrats to Daniel Dociu! Awesome artwork and will always be a fan!

@Diablo: LoL ... that pic is soo similar!!
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Old Mar 13, 2007, 04:47 PM // 16:47   #25
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Congrats Mr. Dociu!
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Old Mar 13, 2007, 09:43 PM // 21:43   #26
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Congrats Daniel Dociu! Your work is freekin awesome! It definitely sets Guild Wars apart visually!

Quote:
Originally Posted by Thallandor
The Art is fine on drawing. But the implementation was a load of bullcrap if anyone remember your time in the slums in factions. The slums were so Fugly that the only thing i wanted to do was to get out of there or turn the game off.
You need to understand the limitations to that design. The design was top notch, but required WAY more detail than they could budget into a smooth running game. Even Mr Dociu points this out in the interview.

Quote:
Originally Posted by Thallandor
Otherwise Concept Art wise is fine, just a pity some of the concept art never made it into the game. Btw WTF happen to the flesh level we were promised with Nightfall?? unless of course it was the area around the Gate of Pain where it looks as if we were travelling down someone's lower intestines...so much for gore and grutesome terrain.
They never said anything about gore. They said a flesh level. Apparently you walk though people's intestines more often then most, because It was pretty obvious to me.
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Old Mar 13, 2007, 09:53 PM // 21:53   #27
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congrats Daniel its well deserved!
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Old Mar 14, 2007, 02:59 AM // 02:59   #28
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CONGRATS!!!
I love this artwork too. I have the NF collectors DVD and saw the artwork in progress. Very cool indeed!
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Old Mar 14, 2007, 05:37 AM // 05:37   #29
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Awesome job Mr. Dociu. Keep up the excellent work !
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Old Mar 14, 2007, 04:28 PM // 16:28   #30
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Quote:
Originally Posted by Thallandor
The Art is fine on drawing. But the implementation was a load of bullcrap if anyone remember your time in the slums in factions. The slums were so Fugly that the only thing i wanted to do was to get out of there or turn the game off.
Yep. Those slums were a load of bullcrap. Nothing dramatic to look at here:



No Sir. Nothing but uninspiring crap like this:



And the level of detail was just shameful, see?



Geez.

I can understand Mr. Dociu being eternally disappointed in implementation. That's the fate of a visionary artist having his work translated into a limited medium, but don't try to sound all snooty by taking that position yourself.

ALL of the artists did a fantastic job on this game. I was actually surprised at how well they translated such an extraordinary idea into something that even slightly resembled the concept. They deserve praise, not complaints.

I can tell you that I wouldn't want someone to hand me one of Mr. Dociu's concepts and tell me to build it. ^_^

Sure, some people find the slums unbearably dreary (like I did Post-Sear Ascalon), but that doesn't make them BAD. Just oppressive, like I'm sure the real-life Walled City was.

Oh, and congrats to Mr. Dociu! He truly deserves it.
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Old Mar 14, 2007, 04:48 PM // 16:48   #31
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Quote:
Originally Posted by Rhedd
ALL of the artists did a fantastic job on this game. I was actually surprised at how well they translated such an extraordinary idea into something that even slightly resembled the concept. They deserve praise, not complaints.
Completely agreed. The slums may not be the most "appealing" place to everyone, but it does have its own beauty to it created by the great attention to detail and carefully thought out design. GW definitely feels more like its own world than many other online games out there that just don't try to be as creative and different.
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Old Mar 14, 2007, 04:56 PM // 16:56   #32
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I liked the dreariness. Though I'm hoping for some more presearing type areas... I'm amazed at the level of performance I experience in these areas, these areas that don't seem to have had any corners cut or edges unsanded. Between Mr. Dociu's artisitc ability and the 3d graphics artists' technical prowess GW is one of the best looking games I've ever seen. GJ
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Old Mar 14, 2007, 05:03 PM // 17:03   #33
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Yep. I like the dreariness, too. Once in awhile I have to retreat to our Wizard's Isle guildhall, though, and look at actual grass! ^_^
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Old Mar 15, 2007, 12:48 PM // 12:48   #34
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Quote:
Originally Posted by Diabloâ„¢
You guys know why he's such a great art director?


That's cuz Arenanet didn't show you guys this exclusive photo of him "enforcing" and "inspiring" his artists.
Ahhh its Father Grigori. Heheh nice find. Anyway grats Daniel, hes a great artist.
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Old Mar 15, 2007, 12:52 PM // 12:52   #35
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Does anyone else think that slums aren't supposed to be pretty?

I liked the way they looked squalourly, they are slums after all.
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Old Mar 15, 2007, 01:14 PM // 13:14   #36
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Well deserved!

If you want to see some more of his art, check this thread on the ConceptArt.org forums. "Tinfoil" is Daniel Dociu. The thread was continously updated with art from Factions and Nightfall.
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Old Mar 15, 2007, 01:18 PM // 13:18   #37
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Rhedd-
I concur 100%.

The slums were not my favorite place to be initially, but when I cam back to actually explore the area better I did find there there was some fascinating things to see. They may be hidden from those who are not looking, but they are there. It may all look exactly the same around every corner, its the details you have to look for.

I think that Anet did a pretty damn good job implementing Daniels ideas. '

Anywho, GRATS Daniel. I love your style of art. Keep it up for GW2


EDIT- TETRIS that link is fricking amazing!!!!! Thanks

Last edited by beanerman_99; Mar 15, 2007 at 01:30 PM // 13:30..
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Old Mar 15, 2007, 05:06 PM // 17:06   #38
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Tetris...

Thank you so much for posting that thread. I've bookmarked it to go back and look when I have more time. There is a lot of good artwork there and links to even more. I really enjoyed what I've seen so far, and I especially enjoyed the work showing the poly count. It was a nostalgic moment for me. Low poly just ain't what it used to be (in the early days of 3D apps for the internet).

It's not difficult at all to see why Daniel's work wins awards.
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