Rating:

Author: Chris Solarski
ISBN : B0092EE3EY
New from $12.79
Format: PDF
Download Free Drawing Basics and Video Game Art: Classic to Cutting-Edge Art Techniques for Winning Video Game Design [Kindle Edition] from mediafire, rapishare, and mirror link "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
Portal2, 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
From the Trade Paperback edition.Direct download links available for Free Drawing Basics and Video Game Art: Classic to Cutting-Edge Art Techniques for Winning Video Game Design [Kindle Edition]
- File Size: 11176 KB
- Print Length: 240 pages
- Publisher: Watson-Guptill (September 18, 2012)
- Sold by: Random House LLC
- Language: English
- ASIN: B0092EE3EY
- Text-to-Speech: Enabled
X-Ray:
- Lending: Not Enabled
- Amazon Best Sellers Rank: #45,306 Paid in Kindle Store (See Top 100 Paid in Kindle Store)
- #2
in Kindle Store > Kindle eBooks > Arts & Photography > Art > Instruction & Reference > Reference - #6
in Kindle Store > Kindle eBooks > Computers & Technology > Programming > Games - #28
in Books > Computers & Technology > Programming > Game Programming
- #2
in Kindle Store > Kindle eBooks > Arts & Photography > Art > Instruction & Reference > Reference - #6
in Kindle Store > Kindle eBooks > Computers & Technology > Programming > Games - #28
in Books > Computers & Technology > Programming > Game Programming
Free Drawing Basics and Video Game Art: Classic to Cutting-Edge Art Techniques for Winning Video Game Design
I just finished reading this book and absolutely loved it. I actually got it for my daughter who wants to be a video game artist. I started reading it myself and couldn't put it down. Other than the occasional sketch, I wouldn't consider myself an artist. This book explains things about perspective, figures, landscapes and overall themes in a way that really makes sense. I would recommend it for any artist, not just people interested in video game design. However, if you want to be in video game design, this is something you should read. I usually just skim through most art related books, but for some reason I read everything in this one. There's something about the way it was written and the connections between classic art and video games that really made sense. For example, using a classic painting of a landscape, he explains how objects in the distance have less contrast and less defined edges compared to the overall background. The further away it gets, the more the object and the background blend together. Then he shows the background of a very familiar video game and in my head I said "ah-ha".
By Ryan Murphy
I'm an art teacher who teaches foundations and I've been searching for years for a book that connects the import of knowing the basics and their application to today's technology and media. This is the book. A Rembrandt on one page, a Halo still on the other. The book discusses perspective, foreshortening, atmosphere, composition, figure - all the things an artist should know but students who want to do digital work think the computer will do for them. This book is fun and really integrates the two genres (traditional and digital artwork) in a way that is useful and cohesive to the reader. Highly recommend for students and teachers alike. Not for art snobs who discriminate against the genre, but it would do them good to read. Venues that pay commercial artists and designers are just as dependent on the artful use of basics as the masters of traditional fine art were, and let's face it, digital is making headway into fine art too. Highly recommend.
By A. Garavaglia
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