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Book How to Become a Video Game Artist

Download or read book How to Become a Video Game Artist written by Sam R. Kennedy and published by Watson-Guptill. This book was released on 2013-05-14 with total page 162 pages. Available in PDF, EPUB and Kindle. Book excerpt: Become a Player in the Business of Video Game Art Every year video games generate billions of dollars and some of the most dynamic and engaging artwork today. It’s an ever-growing field that holds great professional opportunity, but you need the right skills and savvy if you want to stake your claim. In How to Become a Video Game Artist, veteran video game designer Sam R. Kennedy provides the inside track on everything you need to forge a career in the world of video game art. Starting with the basics of game creation and a look at the artistic skills necessary to get started, Kennedy spotlights specific, key roles for creators—from concept artists to character animators to marketing artists and beyond. Each chapter features screenshots from popular video games like Tom Clancy’s Ghost Recon and World of Warcraft; interviews with video game art professionals who’ve worked for top gaming companies like BioWare, Blizzard, and Ubisoft; step-by-step examples of actual game art; and detailed breakdowns of the training and portfolio samples you’ll need to make these jobs your own. For anyone who wants to go from gamer to game designer, this book contains all the secrets you’ll need to rise to the top of one of the most exciting industries of our time.

Book The Art of Game of Thrones  the Official Book of Design from Season 1 to Season 8

Download or read book The Art of Game of Thrones the Official Book of Design from Season 1 to Season 8 written by Deborah Riley and published by Simon and Schuster. This book was released on 2019-11-05 with total page 432 pages. Available in PDF, EPUB and Kindle. Book excerpt: Filled with gorgeous illustrations and artwork from HBO's hit series, The Art of Game of Thrones is the definitive collection. Beautifully crafted and presented in a deluxe, large format, these pages present a visual chronicle of the meticulous work done by artists to bring the world of Westeros to life on-screen.

Book The Art of Dragon Age  Inquisition

Download or read book The Art of Dragon Age Inquisition written by Bioware and published by Dark Horse Comics. This book was released on 2014-11-18 with total page 267 pages. Available in PDF, EPUB and Kindle. Book excerpt: The next generation of fantasy is here! Go behind the scenes of Dragon Age: Inquisition, the most ambitious game ever created by legendary developer BioWare! Featuring hundreds of never-before-seen artworks and captions from the developers themselves, this volume offers revealing insight into the inspiration and creation of every facet of Dragon Age: Inquisition, from the heroes, to the wondrous weapons they wield, the powerful beasts that they battle, and the extraordinary world that they inhabit.

Book The Art of Game Design

Download or read book The Art of Game Design written by Jesse Schell and published by CRC Press. This book was released on 2014-11-06 with total page 604 pages. Available in PDF, EPUB and Kindle. Book excerpt: Good game design happens when you view your game from as many perspectives as possible. Written by one of the world's top game designers, The Art of Game Design presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, visual design, film, software engineering, theme park design, mathematics, puzzle design, and anthropology. This Second Edition of a Game Developer Front Line Award winner: Describes the deepest and most fundamental principles of game design Demonstrates how tactics used in board, card, and athletic games also work in top-quality video games Contains valuable insight from Jesse Schell, the former chair of the International Game Developers Association and award-winning designer of Disney online games The Art of Game Design, Second Edition gives readers useful perspectives on how to make better game designs faster. It provides practical instruction on creating world-class games that will be played again and again.

Book Game Art

    Book Details:
  • Author : Matt Sainsbury
  • Publisher : No Starch Press
  • Release : 2015-09-01
  • ISBN : 1593276656
  • Pages : 278 pages

Download or read book Game Art written by Matt Sainsbury and published by No Starch Press. This book was released on 2015-09-01 with total page 278 pages. Available in PDF, EPUB and Kindle. Book excerpt: Game Art is a collection of breathtaking concept art and behind-the-scenes interviews from videogame developers, including major players like Square Enix, Bioware, and Ubisoft as well as independent but influential studios like Tale of Tales and Compulsion Games. Immerse yourself in fantastic artwork and explore the creative thinking behind over 40 console, mobile, and PC games. A lone independent developer on a tiny budget can create an experience as powerful and compelling as a triple-A blockbuster built by a team of 1,000. But like all works of art, every game begins with a spark of inspiration and a passion to create. Let Game Art take you on a visual journey through these beautiful worlds, as told by the minds that brought them to life.

Book Marvel s Spider Man  The Art of the Game

Download or read book Marvel s Spider Man The Art of the Game written by Paul Davies and published by National Geographic Books. This book was released on 2018-09-11 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: An exclusive look at the art and creation of the PS4 exclusive videogame Marvel's Spider-Man. An exclusive behind-the-scenes look at the creation of Marvel's Spider-Man. The worlds of Peter Parker and Spider-Man collide in the action-packed Marvel's Spider-Man videogame exclusively on the PS4. Marvel's Spider-Man: The Art of the Game is packed with hundreds of exclusive full-colour images of Spider-Man, his suit and equipment, the allies he relies on like MJ Watson and Aunt May, and the deadly villains he battles. This wealth of material is accompanied by exclusive insight into the creative process from the talented developers, artists, and designers responsible for bringing Spider-Man's world to vivid life.

Book The Art of Game Design

Download or read book The Art of Game Design written by Jesse Schell and published by CRC Press. This book was released on 2019-07-31 with total page 935 pages. Available in PDF, EPUB and Kindle. Book excerpt: The Art of Game Design guides you through the design process step-by-step, helping you to develop new and innovative games that will be played again and again. It explains the fundamental principles of game design and demonstrates how tactics used in classic board, card and athletic games also work in top-quality video games. Good game design happens when you view your game from as many perspectives as possible, and award-winning author Jesse Schell presents over 100 sets of questions to ask yourself as you build, play and change your game until you finalise your design. This latest third edition includes examples from new VR and AR platforms as well as from modern games such as Uncharted 4 and The Last of Us, Free to Play games, hybrid games, transformational games, and more. Whatever your role in video game development an understanding of the principles of game design will make you better at what you do. For over 10 years this book has provided inspiration and guidance to budding and experienced game designers - helping to make better games faster.

Book An Architectural Approach to Level Design

Download or read book An Architectural Approach to Level Design written by Christopher W. Totten and published by CRC Press. This book was released on 2018-09-03 with total page 474 pages. Available in PDF, EPUB and Kindle. Book excerpt: Explore Level Design through the Lens of Architectural and Spatial Experience Theory Written by a game developer and professor trained in architecture, An Architectural Approach to Level Design is one of the first books to integrate architectural and spatial design theory with the field of level design. It explores the principles of level design through the context and history of architecture, providing information useful to both academics and game development professionals. Understand Spatial Design Principles for Game Levels in 2D, 3D, and Multiplayer Applications The book presents architectural techniques and theories for level designers to use in their own work. The author connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. Create Meaningful User Experiences in Your Games Bringing together topics in game design and architecture, this book helps designers create better spaces for their games. Software independent, the book discusses tools and techniques that designers can use in crafting their interactive worlds.

Book Game Art Complete

    Book Details:
  • Author : Andrew Gahan
  • Publisher : CRC Press
  • Release : 2008-10-30
  • ISBN : 1317441524
  • Pages : 624 pages

Download or read book Game Art Complete written by Andrew Gahan and published by CRC Press. This book was released on 2008-10-30 with total page 624 pages. Available in PDF, EPUB and Kindle. Book excerpt: A compilation of key chapters from the top Focal game art books available today - in the areas of Max, Maya, Photoshop, and ZBrush. The chapters provide the CG Artist with an excellent sampling of essential techniques that every 3D artist needs to create stunning game art. Game artists will be able to master the modeling, rendering, rigging, and texturing techniques they need - with advice from Focal's best and brightest authors. Artists can learn hundreds of tips, tricks and shortcuts in Max, Maya, Photoshop, ZBrush - all within the covers of one complete, inspiring reference.

Book 3D Game Environments

    Book Details:
  • Author : Luke Ahearn
  • Publisher : CRC Press
  • Release : 2008-05-05
  • ISBN : 1136141588
  • Pages : 399 pages

Download or read book 3D Game Environments written by Luke Ahearn and published by CRC Press. This book was released on 2008-05-05 with total page 399 pages. Available in PDF, EPUB and Kindle. Book excerpt: The ultimate resource to help you create triple-A quality art for a variety of game worlds; 3D Game Environments offers detailed tutorials on creating 3D models, applying 2D art to 3D models, and clear concise advice on issues of efficiency and optimization for a 3D game engine. Using Photoshop and 3ds Max as his primary tools, Luke Ahearn explains how to create realistic textures from photo source and uses a variety of techniques to portray dynamic and believable game worlds.

Book Creating the Art of the Game

Download or read book Creating the Art of the Game written by Matthew Omernick and published by New Riders. This book was released on 2004-03-24 with total page 595 pages. Available in PDF, EPUB and Kindle. Book excerpt: The key word here is art: the dynamic 3D art that defines the world of computer games. This book teaches you everything you need to know about the planning, modeling, texturing, lighting, effects creation, and interface design that go into creating today's most advanced and stunning video games. You'll be learning from a master-veteran 3D artist and instructor Matthew Omernick-as you progress through the carefully chosen, software-agnostic tutorials that make up this beautiful, full-color volume. The end result will be skills you can apply to whatever 3D tool you choose and whatever wildly imaginative game you can think up. Through a unique combination of explanation, tutorials, and real world documentation-including discussions of the creative process entailed in some of today's most popular games augmented by screen captures and descriptions--you'll quickly come to understand the workflow, tools, and techniques required to be a successful game artist. In addition to learning the ropes of game art, you'll also find in depth tutorials and techniques that apply to all aspects of 3D graphics. Whether you are using Photoshop, 3ds max, Maya, or any other computer graphics software, you'll find a wealth of information that you can continue to come back to time and time again.

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 Works of Game

Download or read book Works of Game written by John Sharp and published by MIT Press. This book was released on 2015-03-06 with total page 157 pages. Available in PDF, EPUB and Kindle. Book excerpt: An exploration of the relationship between games and art that examines the ways that both gamemakers and artists create game-based artworks. Games and art have intersected at least since the early twentieth century, as can be seen in the Surrealists' use of Exquisite Corpse and other games, Duchamp's obsession with Chess, and Fluxus event scores and boxes—to name just a few examples. Over the past fifteen years, the synthesis of art and games has clouded for both artists and gamemakers. Contemporary art has drawn on the tool set of videogames, but has not considered them a cultural form with its own conceptual, formal, and experiential affordances. For their part, game developers and players focus on the innate properties of games and the experiences they provide, giving little attention to what it means to create and evaluate fine art. In Works of Game, John Sharp bridges this gap, offering a formal aesthetics of games that encompasses the commonalities and the differences between games and art. Sharp describes three communities of practice and offers case studies for each. “Game Art,” which includes such artists as Julian Oliver, Cory Arcangel, and JODI (Joan Heemskerk and Dirk Paesmans) treats videogames as a form of popular culture from which can be borrowed subject matter, tools, and processes. “Artgames,” created by gamemakers including Jason Rohrer, Brenda Romero, and Jonathan Blow, explore territory usually occupied by poetry, painting, literature, or film. Finally, “Artists' Games”—with artists including Blast Theory, Mary Flanagan, and the collaboration of Nathalie Pozzi and Eric Zimmerman—represents a more synthetic conception of games as an artistic medium. The work of these gamemakers, Sharp suggests, shows that it is possible to create game-based artworks that satisfy the aesthetic and critical values of both the contemporary art and game communities.

Book Game Programming for Artists

Download or read book Game Programming for Artists written by Jarryd Huntley and published by CRC Press. This book was released on 2017-09-29 with total page 173 pages. Available in PDF, EPUB and Kindle. Book excerpt: Game Programming for Artists provides a foundation for artists and creatives to jumpstart learning to program their own games. It is an accessible and conversational guide focused on three areas: basic programming, understanding game engines, and practical code for commonly employed game systems. The best way to get into games is to make one, and this book will help artists do that!

Book Game Artist

    Book Details:
  • Author : Paul Jones
  • Publisher : Sonola & Jones Limited
  • Release : 2021-12-02
  • ISBN : 9781915008039
  • Pages : 0 pages

Download or read book Game Artist written by Paul Jones and published by Sonola & Jones Limited. This book was released on 2021-12-02 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: HOW DO YOU BECOME A SUCCESSFUL GAME ARTIST? The ultimate career guide walks you through the pitfalls and power-ups of building a career in this multi-billion dollar but secretive industry. Brimming with practical advice, for both aspiring artists and the experienced, GAME ARTIST leads you through the tricky process of career building, boosting you to the next level. From experienced Art Director and Artist Paul Jones, GAME ARTIST provides you with the golden key to unlocking your full career potential. All you have to do is step through the door. This is a walkthrough and career guide rolled into one! This book is for you, if: You want to learn the secrets of the games industry You want to get into a video game art department You wonder what makes a successful game artist You feel stuck in your role and want to level up You want to make the leap into team building and management You don't know how to get promoted? That's ok. It's because you don't know the rules of the game. Until now. Having worked for the last 25 years in the games industry, learning from the ground up, Paul has experienced a wide range of high-profile companies, Epic Games (Unreal Tournament 3), Rocksteady (Batman Arkham City), TTFusion (LEGO City Undercover) and the record-smashing Star Citizen with Cloud Imperium Games. Game Artist is split into well-defined sections, making it easy for you to pick and chose. Level One - Job Applicant Covering the basics - including finding your way into the industry, getting a killer portfolio ready, understanding what an Art Director wants to see, and finally, interview and salary negotiation skills explained. Level Two - Junior Artist Your first few months of working in a games company, paperwork and contracts, company benefits, perks and bonuses. Dive into game development pipelines and company hierarchies. What's expected of you as a new recruit and how to succeed and avoid early burn-out, giving you a heads-up on self-care, keeping you productive, having fun and learning to climb the ranks. Level Three - Mid, Senior and Principal Artist Decide where you're heading next while mentoring others and working widely with the development team. Clear career progression outlining which skills you need for the all-important Personal Development Review (PDR). How and where to upgrade yourself - communication and teamwork, creativity, productivity, self-confidence, mentoring. Chose to specialise (or not) and when it's time for a change, how best to make an exit strategy. Level Four - Lead Artist Making the transition to managerial responsibilities. Development of management techniques, understanding both yourself and your team, how to build and drive a successful team, dealing with tricky situations, meetings, presentations, staff reviews and negotiation. Plus, a section dedicated to self-care - how to set time aside for thinking, planning, and artwork. Level Five - Art Director The high-stakes role of Art Director explained. Working with executives and publishers, team deadlines, leading from the front, managing your team and the creative process. Revealing internal and external team pipelines, concept and game team artists, outsource studios and how to get the best from them all. Packed with hard-won information, from studios around the world, in-depth interviews with seasoned industry professionals, and advice on being the ideal professional, GAME ARTIST is the helping hand you always wanted. No more messing, no more guessing - it's time to level up!

Book How to Become a Video Game Artist

Download or read book How to Become a Video Game Artist written by Sam R. Kennedy and published by Watson-Guptill. This book was released on 2013-05-14 with total page 162 pages. Available in PDF, EPUB and Kindle. Book excerpt: Become a Player in the Business of Video Game Art Every year video games generate billions of dollars and some of the most dynamic and engaging artwork today. It’s an ever-growing field that holds great professional opportunity, but you need the right skills and savvy if you want to stake your claim. In How to Become a Video Game Artist, veteran video game designer Sam R. Kennedy provides the inside track on everything you need to forge a career in the world of video game art. Starting with the basics of game creation and a look at the artistic skills necessary to get started, Kennedy spotlights specific, key roles for creators—from concept artists to character animators to marketing artists and beyond. Each chapter features screenshots from popular video games like Tom Clancy’s Ghost Recon and World of Warcraft; interviews with video game art professionals who’ve worked for top gaming companies like BioWare, Blizzard, and Ubisoft; step-by-step examples of actual game art; and detailed breakdowns of the training and portfolio samples you’ll need to make these jobs your own. For anyone who wants to go from gamer to game designer, this book contains all the secrets you’ll need to rise to the top of one of the most exciting industries of our time.

Book Becoming a Video Game Artist

Download or read book Becoming a Video Game Artist written by John Pearl and published by CRC Press. This book was released on 2016-08-01 with total page 248 pages. Available in PDF, EPUB and Kindle. Book excerpt: The game industry continues to grow and evolve as the years pass. Despite this growth, the competition in obtaining a career in video games remains as arduous as ever. Becoming a Video Game Artist helps guide readers from their first steps of making a portfolio, to acing the job interview and beyond. John Pearl explores the different art related jobs and their responsibilities. Questions are posed to industry professionals throughout each chapter to help with the reader’s growth and understanding. Becoming a Video Game Artist is the ultimate roadmap in navigating a career in video games by teaching how to make your portfolio shine, what expect once hired, and how to make the best decisions to help flourish your talents and cultivate an exciting career.