For instance, characters are designed in such a way that they don't look terribly good during close-ups, and there is no easy way to integrate facial animation. As a result, the team settled on a compromise, pushing the characters farther into the background. This, combined with the painted backgrounds utilized during conversations, lends a unique style to GW2's cinematic dialogues. For the full details, just head on over to the ArenaNet dev blog.
Posted on Nov 25th 2014 8:00PM
Posted on Nov 25th 2014 2:00PM
Posted on Nov 25th 2014 12:00PM