Green screen
Chroma keying requires colours that are very unlikely to find in the real world. It also forces the subjects in the video not to feature that colour in order to work properly. In a video game however, such a strong colour as this flourescend, bright green is more common, e.g. with Sylvari. You could lower the threshold but you would get grainy results when certain pixels are around that threshold of being “fine” (and thus removed/invisible) and out of threshold (displayed/visible).
The other colours I know is a dark and bright blue (known from old VHS recorders or satellite receivers for their on-screen display), bright pink (also available in the Sylvary palette) and, especially when on 8-bit colours, this destinctive turquoise, as seen in many games to create invisible objects or objects to look trough. The DooM and DooM II engine translated this exact, bright turqouise as invisible in the colourmap. But this turqoise might also exist in a fictional environment like this game.
Alpha-Channel transparency in general is what you would want, which could be a achieved by a non-textured room with a high (but not too high) lighting, because e.g. Asuran eyes reflect bright light and look kinda strange then. The problem with such a room could be a Hall of Mirros effect caused by an empty framebuffer, but not sure how the engine of GW2 actually works.
Sometimes I wish we had such a feature, too. When I see my (kitten it, I have to say it) cute Asura in the cutscenes (which feature the green screen you mention) it so adorable but I never can do that in the actual game… The problem there would be the name of such a feature and why it would exist at all.
and politically highly incorrect. (#Asuracist)
“We [Asura] are the concentrated magnificence!”