The primary elements we wanted to convey ended up being: The most you saw of him in game was a hazy view of his head through the ice, so we decided to change up most of his body in order to best fit our rig, gameplay, and story purposes. Our first step when tackling Drakkar was to determine our technical restrictions and any design restrictions that were established by what was shown of him in the original Guild Wars®. So, what was it like to bring this iconic creature into the future? Now that we get to see him in Guild Wars 2, he looks quite a bit different. Players familiar with Guild Wars: Eye of the North may remember that Drakkar was technically visible if they went out onto his frozen lake and looked beneath the surface. We were finally coming face-to-face with Drakkar. The creature whose dark influences created the first corrupted Nornbear and started a series of events that led to the very creation of the Sons of Svanir. A monster that players themselves had once caught a glimpse of more than a decade ago in Guild Wars: Eye of the North®. Something sinister, spoken of only in whispers. One thing, however, was certain: We were going to have an encounter with a deadly foe from Tyria’s past. When “ Shadow in the Ice” was first pitched, many aspects of the episode were still left to be discovered.
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