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Drawing Basics and Video Game Art: Classic to Cutting-Edge Art Techniques for Winning Video Game Designby Chris Solarski
Synopses & ReviewsPublisher Comments:"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. 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 Synopsis:"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. 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 About the AuthorCHRIS SOLARSKI received a BA in computer animation and began working as a 3D character and environment artist for Sony Computer Entertainment in London. Eventually, Solarski enrolled in art classes at the Warsaw Academy of Fine Arts. During that time, he discovered the exciting connection between classical art techniques and video game design. He currently develops his own video games under Solarski Studio. He also works as creative director of the Swiss-based social gaming startup Gbanga, and lectures at SAE Institute in Zurich.
Table of ContentsForeword by Tristan Donovan
Preface
Introduction
Level 01/ Fundamentals Materials Basic Pencil Techniques Basic Perspective Basic Volumes Basic Lighting and Values Visual Measuring Tools Drawing Process
Level 02/ Advanced Drawing Concepts Advanced Perspectives and Volumes Advanced Lighting and Values Atmospheric Perspective Landscape Drawing
Level 03/ The Human Figure Gravity and Movement Proportions Skeletal Landmarks
Level 04/ Anatomy Six Stages for Rendering Anatomy The Foot The Leg The Pelvis The Spine and Ribcage The Shoulder Girdle The Arm The Hand The Head and Neck Facial Expressions
Level 05/ Elements of Design Frame Camera Angle Scale Grouping Lighting Line Shapes Subverting Conventions
Level 06/ Character Design Good Studio Practice Brainstorming and Character Concept Visual Metaphors Mind-Map, Research, and Mood Board Thumbnail Development Final Character Drawing and Model Sheet
Level 07/ Environment Design Character/Environment Shapes Building Construction Character-Centric Environment Design Top-Down Environment Design Gameplay Map
Level 08/ Color and Digital Tools Color Adding Color with Digital Tools
Professional Portfolio and Getting Work Bibliography Index What Our Readers Are SayingBe the first to add a comment for a chance to win!Product Details
Related Subjects
Arts and Entertainment » Art » Graphic Design
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