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EBookClubs

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Book Computer Games As Landscape Art

Download or read book Computer Games As Landscape Art written by Peter Nelson and published by Springer Nature. This book was released on 2023-10-02 with total page 207 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book proposes that computer games are the paradigmatic form of contemporary landscape and offers a synthesis of art history, geography, game studies and play. Like paint on canvas, the game engine is taken as the underlying medium, and using the Valve Source Engine as the primary case study, it analyses landscapes according to the technical, economic and cultural features this medium affords. It presents the single-player first-person shooter (Half-Life 2) as a Promethean safari, examines how the economics of gambling and product placement shaped the eSports landscapes of Counter-Strike and reveals how sandboxes such as Garry’s Mod visualise the radical landscape of Web 2.0. This book explores how our relationship to the environment is changing, how we express this through computer games and how we can move beyond examining artistic influences on games to examining how historical connections flow through games and the history of landscape images.

Book Game Art

    Book Details:
  • Author : Dave Morris
  • Publisher :
  • Release : 2003
  • ISBN :
  • Pages : 204 pages

Download or read book Game Art written by Dave Morris and published by . This book was released on 2003 with total page 204 pages. Available in PDF, EPUB and Kindle. Book excerpt: A complete overview from history and application to projects and ideas to 500+ examples of today's hottest games.

Book Videogames and Art

    Book Details:
  • Author : Andy Clarke
  • Publisher : Intellect Books
  • Release : 2007
  • ISBN :
  • Pages : 296 pages

Download or read book Videogames and Art written by Andy Clarke and published by Intellect Books. This book was released on 2007 with total page 296 pages. Available in PDF, EPUB and Kindle. Book excerpt: Videogame art is developing as an area of burgeoning interest, departing from embryonic roots into a flourishing division of scholarly study. The collection provides both an overview of the field, positioning it within a social and commercial context with reference to other forms of digital and pictorial art, and to the mainstream videogames industry.

Book Making Videogames

Download or read book Making Videogames written by Duncan Harris and published by National Geographic Books. This book was released on 2022-06-28 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: An in-depth visual guide presenting the detailed creative journeys behind the development of the world’s leading videogames. Making Videogames is an extraordinary snapshot of modern interactive entertainment, with insight from pioneers about the most important games in the industry. Illustrated with some of the most arresting in-game images ever seen in print, this book explores the unique alchemy of a technical and artistic endeavor striking a captivating balance between insider insight and accessibility. Across twelve chapters, each focusing on a specific game from AAA blockbusters such as Control and Half-Life: Alyx to cult breakthrough games including No Man’s Sky and Return of the Obra Dinn, this volume documents the incredible craft of videogame worldbuilding. These chapters present masterful visual storytelling via the world’s most popular, but seldom fully understood, entertainment medium. Demonstrating the magic and method behind each studio’s work, the book includes enlightening text by Alex Wiltshire complementing specially created imagery “photographed” in-engine by screen capture artist Duncan Harris. A book for die-hard videogame fanatics, aspiring designer-creatives, video game developers, and the visually curious alike, Making Videogames will showcase the boundless creativity of this thrilling industry.

Book Drawing Basics and Video Game Art

Download or read book Drawing Basics and Video Game Art written by Chris Solarski and published by Watson-Guptill. This book was released on 2012-09-18 with total page 242 pages. Available in PDF, EPUB and Kindle. Book excerpt: "This book supports my own 30-year crusade to demonstrate that games are an art form that undeniably rivals traditional arts. It gives detailed explanations of game art techniques and their importance, while also highlighting their dependence on artistic aspects of game design and programming.” — John Romero, co-founder of id Software and CEO of Loot Drop, Inc. "Solarski’s methodology here is to show us the artistic techniques that every artist should know, and then he transposes them to the realm of video games to show how they should be used to create a far more artful gaming experience ... if I were an artist planning to do video game work, I’d have a copy of this on my shelf." — Marc Mason, Comics Waiting Room Video games are not a revolution in art history, but an evolution. Whether the medium is paper or canvas—or a computer screen—the artist’s challenge is to make something without depth seem like a window into a living, breathing world. Video game art is no different. Drawing Basics and Video Game Art is first to examine the connections between classical art and video games, enabling developers to create more expressive and varied emotional experiences in games. Artist game designer Chris Solarski gives readers a comprehensive introduction to basic and advanced drawing and design skills—light, value, color, anatomy, concept development—as well as detailed instruction for using these methods to design complex characters, worlds, and gameplay experiences. Artwork by the likes of Michelangelo, Titian, and Rubens are studied alongside AAA games like BioShock, Journey, the Mario series, and Portal 2, to demonstrate perpetual theories of depth, composition, movement, artistic anatomy, and expression. Although Drawing Basics and Video Game Art is primarily a practical reference for artists and designers working in the video games industry, it’s equally accessible for those interested to learn about gaming’s future, and potential as an artistic medium. Also available as an eBook

Book Phantasmal Spaces

    Book Details:
  • Author : Mathias Fuchs
  • Publisher : Bloomsbury Publishing USA
  • Release : 2019-06-13
  • ISBN : 1501332937
  • Pages : 177 pages

Download or read book Phantasmal Spaces written by Mathias Fuchs and published by Bloomsbury Publishing USA. This book was released on 2019-06-13 with total page 177 pages. Available in PDF, EPUB and Kindle. Book excerpt: Recognizable, recurring spatial settings in video games serve not only as points of reference and signposts for orientation, but also as implicit sources of content. These spatial archetypes denote more than real-world objects or settings: they suggest and bring forward emotional states, historical context, atmospheric “attunement,” in the words of Massumi, and aesthetic programs that go beyond plain semiotic reference. In each chapter, Mathias Fuchs brings to the fore an archetype commonly found in old and new digital games: The Ruin, The Cave, The Cloud, The Portal, The Road, The Forest, and The Island are each analysed at length, through the perspectives of aesthetics, games technology, psychoanalysis, and intertextuality. Gridding these seven tropes together with these four analytical lenses provides the reader with a systematic framework to understand the various complex considerations at play in evocative game design.

Book Drawing Basics and Video Game Art

Download or read book Drawing Basics and Video Game Art written by Chris Solarski and published by Watson-Guptill. This book was released on 2012-09-18 with total page 242 pages. Available in PDF, EPUB and Kindle. Book excerpt: "This book supports my own 30-year crusade to demonstrate that games are an art form that undeniably rivals traditional arts. It gives detailed explanations of game art techniques and their importance, while also highlighting their dependence on artistic aspects of game design and programming.” — John Romero, co-founder of id Software and CEO of Loot Drop, Inc. "Solarski’s methodology here is to show us the artistic techniques that every artist should know, and then he transposes them to the realm of video games to show how they should be used to create a far more artful gaming experience ... if I were an artist planning to do video game work, I’d have a copy of this on my shelf." — Marc Mason, Comics Waiting Room Video games are not a revolution in art history, but an evolution. Whether the medium is paper or canvas—or a computer screen—the artist’s challenge is to make something without depth seem like a window into a living, breathing world. Video game art is no different. Drawing Basics and Video Game Art is first to examine the connections between classical art and video games, enabling developers to create more expressive and varied emotional experiences in games. Artist game designer Chris Solarski gives readers a comprehensive introduction to basic and advanced drawing and design skills—light, value, color, anatomy, concept development—as well as detailed instruction for using these methods to design complex characters, worlds, and gameplay experiences. Artwork by the likes of Michelangelo, Titian, and Rubens are studied alongside AAA games like BioShock, Journey, the Mario series, and Portal 2, to demonstrate perpetual theories of depth, composition, movement, artistic anatomy, and expression. Although Drawing Basics and Video Game Art is primarily a practical reference for artists and designers working in the video games industry, it’s equally accessible for those interested to learn about gaming’s future, and potential as an artistic medium. Also available as an eBook

Book Environment Art in the Game Industry

Download or read book Environment Art in the Game Industry written by Henry Kelly and published by CRC Press. This book was released on 2021-11-05 with total page 262 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book explains the fundamentals of being a talented games Environment Artist by outlining the key considerations that most Environment Artists tend to forget. Focusing on the use of Substance Designer to create rich, colourful and realistic environments, the book shows how to improve storytelling and how to think outside the box. Following a step-by-step process to create realistic, state-of-the-art materials that help bring game narratives and worlds to life, this book provides a new perspective on Environment Art by covering the latest, most creative industry techniques using Substance Designer. This book should appeal to new and aspiring games Environment Artists, as well as those looking to increase their knowledge of Substance Designer. The final stages of this book give a sneak peek into creating foliage in the game industry. Henry Kelly is the Lead Artist at REWIND, a VR and AR studio with the vision of a better future for VR and AR.

Book Landscape Theory

    Book Details:
  • Author : Rachel DeLue
  • Publisher : Routledge
  • Release : 2010-10-28
  • ISBN : 1135902259
  • Pages : 377 pages

Download or read book Landscape Theory written by Rachel DeLue and published by Routledge. This book was released on 2010-10-28 with total page 377 pages. Available in PDF, EPUB and Kindle. Book excerpt: Artistic representations of landscape are studied widely in areas ranging from art history to geography to sociology. This book brings together more than fifty scholars from many disciplines to establish new ways of thinking about landscape in art.

Book The Art of Video Games

    Book Details:
  • Author : Chris Melissinos
  • Publisher :
  • Release : 2012
  • ISBN : 159962110X
  • Pages : 218 pages

Download or read book The Art of Video Games written by Chris Melissinos and published by . This book was released on 2012 with total page 218 pages. Available in PDF, EPUB and Kindle. Book excerpt: "Published in cooperation with the Smithsonian American Art Museum."

Book How to Create Fantasy Art for Video Games

Download or read book How to Create Fantasy Art for Video Games written by Bill Stoneham and published by B.E.S. Publishing. This book was released on 2010 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: A practical compendium of techniques for drawing, painting, and computer graphics, with emphasis on the art skills used throughout the games industry.

Book Artists Re thinking Games

    Book Details:
  • Author : Ruth Catlow
  • Publisher : Liverpool University Press
  • Release : 2010
  • ISBN : 9781846312472
  • Pages : 0 pages

Download or read book Artists Re thinking Games written by Ruth Catlow and published by Liverpool University Press. This book was released on 2010 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: Since the beginning of the twenty-first century, artists have embraced the tools and culture of digital gaming to create artwork that challenges the norms and expectations of both the game and art worlds. Artists Re:thinking Games explores the themes adopted by artists working at the intersections of computer games and the visual arts and includes essays and interviews with a range of visual artists, developers, and new media scholars including Mathius Fuchs, Anne-Marie Schleiner, Bill Viola, and Emma Westecott. Not your average computer games reader, Artists Re:thinking Games brings together experts in the field who take a critical, sometimes subversive, but always fresh look at computer games.

Book Drawing and Painting Fantasy Landscapes and Cityscapes

Download or read book Drawing and Painting Fantasy Landscapes and Cityscapes written by Rob Alexander and published by . This book was released on 2007-05 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Book The Art of Game Worlds

Download or read book The Art of Game Worlds written by Dave Morris and published by The Ilex Press Ltd. This book was released on 2004 with total page 218 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book includes a complete illustrated guide to the modern computer game world with in depth examples of the most popular games across all formats.

Book Landscape Into Art

    Book Details:
  • Author : Kenneth Clark
  • Publisher : Gibb Press
  • Release : 2007-03-01
  • ISBN : 1406728241
  • Pages : 272 pages

Download or read book Landscape Into Art written by Kenneth Clark and published by Gibb Press. This book was released on 2007-03-01 with total page 272 pages. Available in PDF, EPUB and Kindle. Book excerpt: Many of the earliest books, particularly those dating back to the 1900s and before, are now extremely scarce and increasingly expensive. We are republishing these classic works in affordable, high quality, modern editions, using the original text and artwork.

Book Games

    Book Details:
  • Author : C. Thi Nguyen
  • Publisher : Oxford University Press, USA
  • Release : 2020
  • ISBN : 0190052082
  • Pages : 253 pages

Download or read book Games written by C. Thi Nguyen and published by Oxford University Press, USA. This book was released on 2020 with total page 253 pages. Available in PDF, EPUB and Kindle. Book excerpt: "Games are a unique art form. The game designer doesn't just create a world; they create who you will be in that world. They tell you what abilities to use and what goals to take on. In other words, they specify a form of agency. Games work in the medium of agency. And to play them, we take on alternate agencies and submerge ourselves in them. What can we learn about our own rationality and agency, from thinking about games? We learn that we have a considerable degree of fluidity with our agency. First, we have the capacity for a peculiar sort of motivational inversion. For some of us, winning is not the point. We take on an interest in winning temporarily, so that we can play the game. Thus, we are capable of taking on temporary and disposable ends. We can submerge ourselves in alternate agencies, letting them dominate our consciousness, and then dropping them the moment the game is over. Games are, then, a way of recording forms of agency, of encoding them in artifacts. Our games are a library of agencies. And exploring that library can help us develop our own agency and autonomy. But this technology can also be used for art. Games can sculpt our practical activity, for the sake of the beauty of our own actions. Games are part of a crucial, but overlooked category of art - the process arts. These are the arts which evoke an activity, and then ask you to appreciate your own activity. And games are a special place where we can foster beautiful experiences of our own activity. Because our struggles, in games, can be designed to fit our capacities. Games can present a harmonious world, where our abilities fit the task, and where we pursue obvious goals and act under clear values. Games are a kind of existential balm against the difficult and exhausting value clarity of the world. But this presents a special danger. Games can be a fantasy of value clarity. And when that fantasy leaks out into the world, we can be tempted to oversimplify our enduring values. Then, the pleasures of games can seduce us away from our autonomy, and reduce our agency."--

Book The Art of Game Characters

Download or read book The Art of Game Characters written by Leo Hartas and published by Harper Collins. This book was released on 2005-06-14 with total page 196 pages. Available in PDF, EPUB and Kindle. Book excerpt: Computer and video games are the entertainment media of the 21st century, and game characters like Lara Croft and Mario are now as famous as Mickey Mouse and Homer Simpson. This definitive guide examines the appeal of these iconic characters from the early days of gaming to the present. A follow-up to the successful Art of Game Worlds, this book examines the remarkable work that goes into the creation of captivating, realistic game characters. Each subsection takes an in-depth look at a specific type of character and uses examples to discuss how that type is used effectively in games. All games enthusiasts, from amateur to expert, will benefit from this comprehensive and beautifully illustrated volume.