Computer Games As Landscape Art

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Author :
Publisher : Springer Nature
ISBN 13 : 303137634X
Total Pages : 207 pages
Book Rating : 4.0/5 (313 download)

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Book Synopsis Computer Games As Landscape Art by : Peter Nelson

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.

Computer Games As Landscape Art

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Author :
Publisher : Palgrave Macmillan
ISBN 13 : 9783031376337
Total Pages : 0 pages
Book Rating : 4.3/5 (763 download)

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Book Synopsis Computer Games As Landscape Art by : Peter Nelson

Download or read book Computer Games As Landscape Art written by Peter Nelson and published by Palgrave Macmillan. This book was released on 2023-10-25 with total page 0 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.

Making Videogames

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Author :
Publisher : National Geographic Books
ISBN 13 : 050002314X
Total Pages : 0 pages
Book Rating : 4.5/5 ( download)

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Book Synopsis Making Videogames by : Duncan Harris

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.

Landscape Theory

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Author :
Publisher : Routledge
ISBN 13 : 1135902259
Total Pages : 377 pages
Book Rating : 4.1/5 (359 download)

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Book Synopsis Landscape Theory by : Rachel DeLue

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.

Phantasmal Spaces

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Publisher : Bloomsbury Publishing USA
ISBN 13 : 1501332937
Total Pages : 177 pages
Book Rating : 4.5/5 (13 download)

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Book Synopsis Phantasmal Spaces by : Mathias Fuchs

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.

Drawing Basics and Video Game Art

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Author :
Publisher : Watson-Guptill
ISBN 13 : 0823098486
Total Pages : 242 pages
Book Rating : 4.8/5 (23 download)

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Book Synopsis Drawing Basics and Video Game Art by : Chris Solarski

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

Landscape Painting

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Author :
Publisher : Watson-Guptill
ISBN 13 : 0823008347
Total Pages : 202 pages
Book Rating : 4.8/5 (23 download)

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Book Synopsis Landscape Painting by : Mitchell Albala

Download or read book Landscape Painting written by Mitchell Albala and published by Watson-Guptill. This book was released on 2011-11-15 with total page 202 pages. Available in PDF, EPUB and Kindle. Book excerpt: Because nature is so expansive and complex, so varied in its range of light, landscape painters often have to look further and more deeply to find form and structure, value patterns, and an organized arrangement of shapes. In Landscape Painting, Mitchell Albala shares his concepts and practices for translating nature's grandeur, complexity, and color dynamics into convincing representations of space and light. Concise, practical, and inspirational, Landscape Painting focuses on the greatest challenges for the landscape artist, such as: • Simplification and Massing: Learn to reduce nature's complexity by looking beneath the surface of a subject to discover the form's basic masses and shapes.• Color and Light: Explore color theory as it specifically applies to the landscape, and learn the various strategies painters use to capture the illusion of natural light.• Selection and Composition: Learn to select wisely from nature's vast panorama. Albala shows you the essential cues to look for and how to find the most promising subject from a world of possibilities. The lessons in Landscape Painting—based on observation rather than imitation and applicable to both plein air and studio practice—are accompanied by painting examples, demonstrations, photographs, and diagrams. Illustrations draw from the work of more than 40 contemporary artists and such masters of landscape painting as John Constable, Sanford Gifford, and Claude Monet. Based on Albala's 25 years of experience and the proven methods taught at his successful plein air workshops, this in-depth guide to all aspects of landscape painting is a must-have for anyone getting started in the genre, as well as more experienced practitioners who want to hone their skills or learn new perspectives.

Artists Re:thinking Games

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Author :
Publisher : Liverpool University Press
ISBN 13 : 9781846312472
Total Pages : 0 pages
Book Rating : 4.3/5 (124 download)

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Book Synopsis Artists Re:thinking Games by : Ruth Catlow

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.

Videogames and Art

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Author :
Publisher : Intellect Books
ISBN 13 :
Total Pages : 296 pages
Book Rating : 4.3/5 (91 download)

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Book Synopsis Videogames and Art by : Andy Clarke

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.

Drawing and Painting Fantasy Landscapes and Cityscapes

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Author :
Publisher :
ISBN 13 : 9782940361960
Total Pages : 0 pages
Book Rating : 4.3/5 (619 download)

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Book Synopsis Drawing and Painting Fantasy Landscapes and Cityscapes by : Rob Alexander

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:

Video Games and Spatiality in American Studies

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Author :
Publisher : Walter de Gruyter GmbH & Co KG
ISBN 13 : 3110675188
Total Pages : 301 pages
Book Rating : 4.1/5 (16 download)

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Book Synopsis Video Games and Spatiality in American Studies by : Dietmar Meinel

Download or read book Video Games and Spatiality in American Studies written by Dietmar Meinel and published by Walter de Gruyter GmbH & Co KG. This book was released on 2022-02-21 with total page 301 pages. Available in PDF, EPUB and Kindle. Book excerpt: While video games have blossomed into the foremost expression of contemporary popular culture over the past decades, their critical study occupies a fringe position in American Studies. In its engagement with video games, this book contributes to their study but with a thematic focus on a particularly important subject matter in American Studies: spatiality. The volume explores the production, representation, and experience of places in video games from the perspective of American Studies. Contributions critically interrogate the use of spatial myths ("wilderness," "frontier," or "city upon a hill"), explore games as digital borderlands and contact zones, and offer novel approaches to geographical literacy. Eventually, Playing the Field II brings the rich theoretical repertoire of the study of space in American Studies into conversation with questions about the production, representation, and experience of space in video games.

Space Time Play

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Author :
Publisher : Springer Science & Business Media
ISBN 13 : 376438414X
Total Pages : 496 pages
Book Rating : 4.7/5 (643 download)

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Book Synopsis Space Time Play by : Friedrich von Borries

Download or read book Space Time Play written by Friedrich von Borries and published by Springer Science & Business Media. This book was released on 2007-09-14 with total page 496 pages. Available in PDF, EPUB and Kindle. Book excerpt: Computer and video games are leaving the PC and conquering the arena of everyday life in the form of mobile applications—the result is new types of cities and architecture. How do these games alter our perception of real and virtual space? What can the designers of physical and digital worlds learn from one another?

The First World War in Computer Games

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Publisher : Springer
ISBN 13 : 1137491760
Total Pages : 135 pages
Book Rating : 4.1/5 (374 download)

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Book Synopsis The First World War in Computer Games by : C. Kempshall

Download or read book The First World War in Computer Games written by C. Kempshall and published by Springer. This book was released on 2015-05-15 with total page 135 pages. Available in PDF, EPUB and Kindle. Book excerpt: The First World War in Computer Games analyses the depiction of combat, the landscape of the trenches, and concepts of how the war ended through computer games. This book explores how computer games are at the forefront of new representations of the First World War.

Games

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Publisher :
ISBN 13 : 0190052082
Total Pages : 253 pages
Book Rating : 4.1/5 (9 download)

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Book Synopsis Games by : C. Thi Nguyen

Download or read book Games written by C. Thi Nguyen and published by . 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. They do not just tell stories, nor are they simply conceptual art. They are the art form that works in the medium of agency. Game designers tell us who to be in games and what to care about; they designate the player's in-game abilities and motivations. In other words, designers create alternate agencies, and players submerge themselves in those agencies. Games let us explore alternate forms of agency. The fact that we play games demonstrates something remarkable about the nature of our own agency: we are capable of incredible fluidity with our own motivations and rationality. This volume presents a new theory of games which insists on games' unique value in human life. C. Thi Nguyen argues that games are an integral part of how we become mature, free people. Bridging aesthetics and practical reasoning, he gives an account of the special motivational structure involved in playing games. We can pursue goals, not for their own value, but for the sake of the struggle. Playing games involves a motivational inversion from normal life, and the fact that we can engage in this motivational inversion lets us use games to experience forms of agency we might never have developed on our own. Games, then, are a special medium for communication. They are the technology that allows us to write down and transmit forms of agency. Thus, the body of games forms a "library of agency" which we can use to help develop our freedom and autonomy. Nguyen also presents a new theory of the aesthetics of games. Games sculpt our practical activities, allowing us to experience the beauty of our own actions and reasoning. They are unlike traditional artworks in that they are designed to sculpt activities - and to promote their players' aesthetic appreciation of their own activity.

Drawing the Landscape

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Author :
Publisher : John Wiley & Sons
ISBN 13 : 1118454812
Total Pages : 371 pages
Book Rating : 4.1/5 (184 download)

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Book Synopsis Drawing the Landscape by : Chip Sullivan

Download or read book Drawing the Landscape written by Chip Sullivan and published by John Wiley & Sons. This book was released on 2013-12-05 with total page 371 pages. Available in PDF, EPUB and Kindle. Book excerpt: This elegant Fourth Edition of Chip Sullivan's classic Drawing the Landscape shows how to use drawing as a path towards understanding the natural and built environment. It offers guidance for tapping into and exploring personal creative potential and helps readers master the essential principles, tools, and techniques required to prepare professional graphic representations in landscape architecture and architecture. It illustrates how to create a wide range of graphic representations using step-by-step tutorials, exercises and hundreds of samples.

Encyclopedia of Video Games [3 volumes]

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Author :
Publisher : Bloomsbury Publishing USA
ISBN 13 :
Total Pages : 1173 pages
Book Rating : 4.2/5 (161 download)

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Book Synopsis Encyclopedia of Video Games [3 volumes] by : Mark J. P. Wolf

Download or read book Encyclopedia of Video Games [3 volumes] written by Mark J. P. Wolf and published by Bloomsbury Publishing USA. This book was released on 2021-05-24 with total page 1173 pages. Available in PDF, EPUB and Kindle. Book excerpt: Now in its second edition, the Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming is the definitive, go-to resource for anyone interested in the diverse and expanding video game industry. This three-volume encyclopedia covers all things video games, including the games themselves, the companies that make them, and the people who play them. Written by scholars who are exceptionally knowledgeable in the field of video game studies, it notes genres, institutions, important concepts, theoretical concerns, and more and is the most comprehensive encyclopedia of video games of its kind, covering video games throughout all periods of their existence and geographically around the world. This is the second edition of Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming, originally published in 2012. All of the entries have been revised to accommodate changes in the industry, and an additional volume has been added to address the recent developments, advances, and changes that have occurred in this ever-evolving field. This set is a vital resource for scholars and video game aficionados alike.

On Video Games

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Author :
Publisher : Bloomsbury Publishing
ISBN 13 : 178672250X
Total Pages : 336 pages
Book Rating : 4.7/5 (867 download)

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Book Synopsis On Video Games by : Soraya Murray

Download or read book On Video Games written by Soraya Murray and published by Bloomsbury Publishing. This book was released on 2017-10-30 with total page 336 pages. Available in PDF, EPUB and Kindle. Book excerpt: Today over half of all American households own a dedicated game console and gaming industry profits trump those of the film industry worldwide. In this book, Soraya Murray moves past the technical discussions of games and offers a fresh and incisive look at their cultural dimensions. She critically explores blockbusters likeThe Last of Us, Metal Gear Solid, Spec Ops: The Line, Tomb Raider and Assassin's Creed to show how they are deeply entangled with American ideological positions and contemporary political, cultural and economic conflicts.As quintessential forms of visual material in the twenty-first century, mainstream games both mirror and spur larger societal fears, hopes and dreams, and even address complex struggles for recognition. This book examines both their elaborately constructed characters and densely layered worlds, whose social and environmental landscapes reflect ideas about gender, race, globalisation and urban life. In this emerging field of study, Murray provides novel theoretical approaches to discussing games and playable media as culture. Demonstrating that games are at the frontline of power relations, she reimagines how we see them - and more importantly how we understand them.