Features
- Cover Type: Paperback with 342 pages
- Published by: Charles River Media
- Edition: 1st Edition February 2005
- Written in: English
- ISBN 10 Number: 1584503955
- ISBN 13 Number: 978-1584503958
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Book Dimensions:
9.1 x 7.4 x 1 inches
- Weighs: 2.2 pounds
Product Description
Game Art: Creation, Direction, and Careers is written to give 3D artists who want to move into the games industry the tools and techniques they need to be successful. It is also written for practicing game artists looking to increase their knowledge and skills so they can advance to the next level. As the gap between GFX programmers and artists continues to grow, it is more important than ever for artists to understand how and why art works in games. This doesn't mean you have to become a programmer, but if you can understand the terminology and know why the technical details of your art are so important, you'll have the skills every studio wants. This book teaches you these skills. The first two parts define the artistic process involved in creating game art, including the basic knowledge and skills you need to solve common problems artists face. The last two parts cover technical performance information and the more advanced techniques for game art creation. Due to the similar workflows in today's 3D packages and the many in-house programs used in game development, the book teaches game-industry methods from a non-program specific perspective. The book does assume a working knowledge of at least one major 3D program (3ds max® or Maya®) and Photoshop®.
About The Author
Riccard Linde (Art Director) has been involved in the CG industry for over ten years. Self-taught as an 3D artist he migrated into the games industry 4 years ago, from which date he has released four AAA titles: Battlefield 1942 (artist), Road to Rome and Secret Weapons of WW2 (Lead artist, Art technical, and Art Director), and Battlefield Vietnam (Art Technical and Art Director). In 2004 he attended GDC as a lecturer explaining a technique involving multiple instancing of objects used for the jungles in Battlefield Vietnam.
Reader ReviewsI was an art director in the video game industry for a number of years and one of the most frustrating aspects was interviewing artists that wanted to be part of the industry but did not know how to prepare themselves. This book addresses that problem in a thoughtful and comprehensive way. For any aspiring artist that wants to be in the video game industry, this is the book. The examples and explanations are clear and easy to follow. Using this book, you would be able to prepare a very capable portfolio. Buy it, read it, and put the knowledge to use.