art style that has been stuck in my head for 5 years. 20 separate artists worked on the concept art for the game, but more than 200 distinct pieces were produced by the lead concept artist Kekai Kotaki. Kotaki started as a texture artist at ArenaNet and worked his way up to concept artist, working on all of the original Guild Wars games before spearheading the artistic direction of the sequel. In that time, as a freelance artist he has also produced concept art and illustrations for high profile clients such as Bungie, National Geographic, and Wizards of the Coast, to Selection of Kotakis freelance work, some name a few. recognisable from games such as Destiny and
Concept Artist Spotlight
Kekai Kotaki
Kotakis style can be quite ethereal. His
concept art is often characterised by distinct sections of detail supported by rough, ragged, brushstrokes that create wraithlike extensions of detail. The detail isnt really there, but hes suggested enough that your brain fills in the gaps. Whilst working on the original Guild Wars games, his focus was primarily character concepts and small scale environmental details, and he was not particularly prolific, but there are clear early roots apparent of the vivid style present in his work on Guild Wars 2. Character and environment concepts from Guild Wars,
Concept Artist Spotlight
Kekai Kotaki
The style Kotaki showcased with the
original Guild Wars developed substantially in his work on Guild Wars 2, especially in ambition of scale. His artwork still relied heavily upon rough ethereal detail an element which always seems to have a flow to it, like water or smoke, which I find hugely aesthetically appealing. With characters designs its used to help convey strong action or mood, in some instances bearing suggestions of the characters immediate environment. With cities, environments, and architecture, the rough, ethereal strokes are used to rapidly create both tone and Character, environment, and architectural extraordinary depth. It clearly is an concepts from Guild Wars 2