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How To Become A Video Game Artist
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Book Synopsis How to Become a Video Game Artist by : Sam R. Kennedy
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 Synopsis Becoming a Video Game Artist by : John Pearl
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.
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
Book Synopsis Start Your Video Game Career by : Jason W. Bay
Download or read book Start Your Video Game Career written by Jason W. Bay and published by . This book was released on 2017-07-04 with total page 124 pages. Available in PDF, EPUB and Kindle. Book excerpt: Learn how to start your career making video games from game industry expert Jason W. Bay! This practical "question and answer" book offers insider advice, information, and inspiration on how to get a job and grow your career making video games.
Book Synopsis The Art of Game Design by : Jesse Schell
Download or read book The Art of Game Design written by Jesse Schell and published by CRC Press. This book was released on 2008-08-04 with total page 522 pages. Available in PDF, EPUB and Kindle. Book excerpt: Anyone can master the fundamentals of game design - no technological expertise is necessary. The Art of Game Design: A Book of Lenses shows that the same basic principles of psychology that work for board games, card games and athletic games also are the keys to making top-quality videogames. Good game design happens when you view your game from many different perspectives, or lenses. While touring through the unusual territory that is game design, this book gives the reader one hundred of these lenses - one hundred sets of insightful questions to ask yourself that will help make your game better. These lenses are gathered from fields as diverse as psychology, architecture, music, visual design, film, software engineering, theme park design, mathematics, writing, puzzle design, and anthropology. Anyone who reads this book will be inspired to become a better game designer - and will understand how to do it.
Book Synopsis The Art of Game Design by : Jesse Schell
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 Synopsis Creating the Art of the Game by : Matthew Omernick
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.
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 Synopsis The Animator's Survival Kit by : Richard Williams
Download or read book The Animator's Survival Kit written by Richard Williams and published by Macmillan. This book was released on 2012-09-25 with total page 393 pages. Available in PDF, EPUB and Kindle. Book excerpt: "A manual of methods, principles and formulas for classical, computer, games, stop motion and internet animators"--Cover.
Book Synopsis The Big Bad World of Concept Art for Video Games by : Eliott Lilly
Download or read book The Big Bad World of Concept Art for Video Games written by Eliott Lilly and published by . This book was released on 2017 with total page 121 pages. Available in PDF, EPUB and Kindle. Book excerpt: Are you ready to begin your career as a concept artist in the video game industry but don't know where to start? The Big Bad World of Concept Art for Video Games: How to Start Your Career as a Concept Artist is book two in the Big Bad series, delving deeper into the subjects and topics explored previously in An Insider's Guide for Students. Going beyond the amateur level, this guide prepares the upcoming professional, or any other artist, for a future in the entertainment industry. Whether you are a graduating student joining the workforce, a young professional who has just broken into the job market, or even an existing professional frustrated with your current situation, receive help figuring out what comes next for a fulfilling career. Eliott Lilly is a highly sought-after concept artist with nearly a decade of experience in the video game industry. He has worked for such prominent game companies as id Software, Treyarch, and Activision. He has contributed to several popular franchises, including Rage, Doom, and Call of Duty. Also an educator, Eliott teaches introductory concept art classes to university students. With his firsthand knowledge of the ins and outs of the video game industry, Eliott Lilly is an exceptional guide who can help prepare you for the rewarding journey toward realizing your ambitions.
Book Synopsis Interactive Stories and Video Game Art by : Chris Solarski
Download or read book Interactive Stories and Video Game Art written by Chris Solarski and published by CRC Press. This book was released on 2017-01-20 with total page 314 pages. Available in PDF, EPUB and Kindle. Book excerpt: The success of storytelling in games depends on the entire development team—game designers, artists, writers, programmers and musicians, etc.—working harmoniously together towards a singular artistic vision. Interactive Stories and Video Game Art is first to define a common design language for understanding and orchestrating interactive masterpieces using techniques inherited from the rich history of art and craftsmanship that games build upon. Case studies of hit games like The Last of Us, Journey, and Minecraft illustrate the vital components needed to create emotionally-complex stories that are mindful of gaming’s principal relationship between player actions and video game aesthetics. This book is for developers of video games and virtual reality, filmmakers, gamification and transmedia experts, and everybody else interested in experiencing resonant and meaningful interactive stories.
Download or read book The Gamer's Brain written by Celia Hodent and published by CRC Press. This book was released on 2017-08-10 with total page 383 pages. Available in PDF, EPUB and Kindle. Book excerpt: Making a successful video game is hard. Even games that are successful at launch may fail to engage and retain players in the long term due to issues with the user experience (UX) that they are delivering. The game user experience accounts for the whole experience players have with a video game, from first hearing about it to navigating menus and progressing in the game. UX as a discipline offers guidelines to assist developers in creating the experience they want to deliver, shipping higher quality games (whether it is an indie game, AAA game, or "serious game"), and meeting their business goals while staying true to their design and artistic intent. In a nutshell, UX is about understanding the gamer’s brain: understanding human capabilities and limitations to anticipate how a game will be perceived, the emotions it will elicit, how players will interact with it, and how engaging the experience will be. This book is designed to equip readers of all levels, from student to professional, with neuroscience knowledge and user experience guidelines and methodologies. These insights will help readers identify the ingredients for successful and engaging video games, empowering them to develop their own unique game recipe more efficiently, while providing a better experience for their audience. Key Features Provides an overview of how the brain learns and processes information by distilling research findings from cognitive science and psychology research in a very accessible way. Topics covered include: "neuromyths", perception, memory, attention, motivation, emotion, and learning. Includes numerous examples from released games of how scientific knowledge translates into game design, and how to use a UX framework in game development. Describes how UX can guide developers to improve the usability and the level of engagement a game provides to its target audience by using cognitive psychology knowledge, implementing human-computer interaction principles, and applying the scientific method (user research). Provides a practical definition of UX specifically applied to games, with a unique framework. Defines the most relevant pillars for good usability (ease of use) and good "engage-ability" (the ability of the game to be fun and engaging), translated into a practical checklist. Covers design thinking, game user research, game analytics, and UX strategy at both a project and studio level. Offers unique insights from a UX expert and PhD in psychology who has been working in the entertainment industry for over 10 years. This book is a practical tool that any professional game developer or student can use right away and includes the most complete overview of UX in games existing today.
Book Synopsis Becoming a Video Game Designer by : Daniel Noah Halpern
Download or read book Becoming a Video Game Designer written by Daniel Noah Halpern and published by Simon & Schuster. This book was released on 2020-12-01 with total page 160 pages. Available in PDF, EPUB and Kindle. Book excerpt: A revealing guide to a career as a video game designer written by acclaimed journalist Daniel Noah Halpern and based on the real-life experiences of legendary designer Tom Cadwell of Riot Games—required reading for anyone considering a path to this profession. Becoming a Video Game Designer takes you behind the scenes to find out what it’s really like, and what it really takes, to become a video game designer. Gaming is a $138 billion-dollar entertainment industry, and designers are the beating heart. Long-form journalist Daniel Noah Halpern shadows top video game designer Tom Cadwell to show how this dream job becomes a reality. Cadwell is head of design at Riot Games, the company behind award-winning blockbuster games like League of Legends, which has an active user base of 111 million players. Creating a massive multiplayer online game takes years of visionary R&D—it is a blend of art and science. It is also big business. Learn the ins and the outs of the job from Cadwell as well as other designers, including Brendon Chung, acclaimed founder of Blendo Games. Successful designers must be creative decision makers and also engineers and collaborators. Gain professional wisdom by following Tom’s path to prominence, from his start as a passionate gamer to becoming one of the most revered designers in the business.
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!
Download or read book Video Game Art written by Nic Kelman and published by . This book was released on 2005 with total page 324 pages. Available in PDF, EPUB and Kindle. Book excerpt: Explores the art and design of video games and discusses the new medium's relationships to traditional art and design forms.
Book Synopsis The Art of Spyro: Reignited Trilogy by : Micky Neilson
Download or read book The Art of Spyro: Reignited Trilogy written by Micky Neilson and published by . This book was released on 2020-07-21 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: A "compendium filled with in-depth behind-the-scenes content, ... quotes from top illustrators in the industry, anecdotes from the game developers, and [an] ... assortment of ... concept art, some of which has never been seen by the public"--Publisher marketing.
Book Synopsis The Big Bad World of Concept Art for Video Games by : Eliott Lilly
Download or read book The Big Bad World of Concept Art for Video Games written by Eliott Lilly and published by . This book was released on 2015 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: This is a comprehensive book that gives aspiring artists an honest, informative, and concise look at what it takes to become a concept artist in the video game industry. Author Eliott Lilly uses his own student work as a teaching tool along with personal experiences to help you on your journey. From finding the right school and getting the most out of your education, to preparing your portfolio and landing your first job, the advice and strategies Eliott offers are organized for easy reference and review. The book also features an extensive list of resources that students will find useful, as well as interviews with renowned concept artists David Levy, Sparth, Stephan Martiniere, Ben Mauro, and Farzad Varahramyan, all offering their own invaluable advice.