Digital Character Creation for Video Games and Collectibles

Digital Character Creation for Video Games and Collectibles

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  • Author: Samuel King
  • Publisher: CRC Press
  • ISBN: 1000883469
  • Category : Art
  • Languages : en
  • Pages : 190

This book covers the process of creating digital characters for video games as well as for 3D printing and collectibles. It looks at character asset creation for high-end AAA console games as well as asset creation for legacy devices and the ever-growing mobile gaming industry. Lastly, it covers creation of figurines for 3D printing and collectibles. Digital Character Creation for Video Games and Collectibles provides a step-by-step walkthrough of creating these assets at an industry level standard. It includes the necessary theory that you need to understand how to be an effective character artist, but primarily focuses on the practical skills needed for creating character assets in the modern games and collectibles industries. This book will be of great interest to all beginners and junior character artists currently working in the gaming or collectible industry and for those looking to enter these industries. There is also relevant content in the highly detailed examples for people currently working in the industry and looking to pick up a few new tips, tricks and knowledge.


ZBrush Character Creation

ZBrush Character Creation

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  • Author: Scott Spencer
  • Publisher: John Wiley & Sons
  • ISBN: 9781118099216
  • Category : Computers
  • Languages : en
  • Pages : 347

ZBrush's popularity is exploding giving more CG artists the power to create stunning digital art with a distinctively fine art feel. ZBrush Character Creation: Advanced Digital Sculpting is the must-have guide to creating highly detailed, lush, organic models using the revolutionary ZBrush software. Digital sculptor Scott Spencer guides you through the full array of ZBrush tools, including brushes, textures and detailing. With a focus on both the artistry and the technical know-how, you'll learn how to apply traditional sculpting and painting techniques to 3D art while uncovering the "why" behind the "how" for each step. You'll gain inspiration and insight from the beautiful full-color illustrations and professional tips from experienced ZBrush artists included in the book. And, above all, you'll have a solid understanding of how applying time-honored artistic methods to your workflow can turn ordinary digital art into breathtaking digital masterpieces.


Fundamentals of Game Design

Fundamentals of Game Design

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  • Author: Ernest Adams
  • Publisher: New Riders
  • ISBN: 013210475X
  • Category : Computers
  • Languages : en
  • Pages : 697

To create a great video game, you must start with a solid game design: A well-designed game is easier to build, more entertaining, and has a better chance of succeeding in the marketplace. Here to teach you the essential skills of player-centric game design is one of the industry’s leading authorities, who offers a first-hand look into the process, from initial concept to final tuning. Now in its second edition, this updated classic reference by Ernest Adams offers a complete and practical approach to game design, and includes material on concept development, gameplay design, core mechanics, user interfaces, storytelling, and balancing. In an easy-to-follow approach, Adams analyzes the specific design challenges of all the major game genres and shows you how to apply the principles of game design to each one. You’ll learn how to: Define the challenges and actions at the heart of the gameplay. Write a high-concept document, a treatment, and a full design script. Understand the essentials of user interface design and how to define a game’s look and feel. Design for a variety of input mechanisms, including the Wii controller and multi-touch iPhone. Construct a game’s core mechanics and flow of resources (money, points, ammunition, and more). Develop appealing stories, game characters, and worlds that players will want to visit, including persistent worlds. Work on design problems with engaging end-of-chapter exercises, design worksheets, and case studies. Make your game accessible to broader audiences such as children, adult women, people with disabilities, and casual players. “Ernest Adams provides encyclopedic coverage of process and design issues for every aspect of game design, expressed as practical lessons that can be immediately applied to a design in-progress. He offers the best framework I’ve seen for thinking about the relationships between core mechanics, gameplay, and player—one that I’ve found useful for both teaching and research.” — Michael Mateas, University of California at Santa Cruz, co-creator of Façade


Andrew Rollings and Ernest Adams on Game Design

Andrew Rollings and Ernest Adams on Game Design

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  • Author: Andrew Rollings
  • Publisher: New Riders
  • ISBN: 9781592730018
  • Category : Business & Economics
  • Languages : en
  • Pages : 652

How often have you heard "anyone can design a game?" While it seems like an easy job, game ideas are cheap and plentiful. Advancing those ideas into games that people want to play is one of the hardest, and most under-appreciated, tasks in the game development cycle. Andrew Rollings and Ernest Adams on Game Design introduces both students and experienced developers to the craft of designing computer and video games for the retail market. The first half of the book is a detailed analysis of the key game design elements: examining game concepts and worlds, storytelling, character and user interface design, core mechanics and balance. The second half discusses each of the major game genres (action, adventure, role-playing, strategy, puzzle, and so on) and identifies the design patterns and unique creative challenges that characterize them. Filled with examples and worksheets, this book takes an accessible, practical approach to creating fun, innovative, and highly playable games.


Software Engineering Application in Systems Design

Software Engineering Application in Systems Design

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  • Author: Radek Silhavy
  • Publisher: Springer Nature
  • ISBN: 3031214358
  • Category : Technology & Engineering
  • Languages : en
  • Pages : 871

This book presents the latest research on software engineering application in informatics. The fields of software engineering, informatics, computer science, and artificial intelligence are critical for study in the intelligent systems issue space. This is the first part of the refereed proceedings of the 6th Computational Methods in Systems and Software 2022 (CoMeSySo 2022). The CoMeSySo 2022 conference, which is being hosted online, is breaking down barriers. CoMeSySo 2021 aims to provide a worldwide venue for debate of the most recent high-quality research findings.


Collaborative Worldbuilding for Video Games

Collaborative Worldbuilding for Video Games

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  • Author: Kaitlin Tremblay
  • Publisher: CRC Press
  • ISBN: 1000846369
  • Category : Games & Activities
  • Languages : en
  • Pages : 165

This book is a theoretical and practical deep dive into the craft of worldbuilding for video games, with an explicit focus on how different job disciplines contribute to worldbuilding. In addition to providing lenses for recognizing the various components in creating fictional and digital worlds, the author positions worldbuilding as a reciprocal and dynamic process, a process which acknowledges that worldbuilding is both created by and instrumental in the design of narrative, gameplay, art, audio, and more. Collaborative Worldbuilding for Video Games encourages mutual respect and collaboration among teams and provides game writers and narrative designers tools for effectively incorporating other job roles into their own worldbuilding practice and vice versa. Features: Provides in-depth exploration of worldbuilding via respective job disciplines Deep dives and case studies into a variety of games, both AAA and indie Includes boxed articles for deeper interrogation and exploration of key ideas Contains templates and checklists for practical tips on worldbuilding


Digital Character Development

Digital Character Development

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  • Author: Rob O'Neill
  • Publisher: CRC Press
  • ISBN: 9780123725615
  • Category : Art
  • Languages : en
  • Pages : 0

Digital character development consumes a large percentage of the development time of every animated film or video, and is widely viewed as the next major area of advance in computer games. This field now spans the areas of cognition, anatomy, animation, computer graphics, theater, and psychology. While advanced techniques are reported in scholarly journals and academic dissertations, only those that find an implementation in off-the-shelf software (such as Maya) are covered in books. Digital Character Development: Theory and Practice covers the foundational algorithms and research that go into the development of virtual characters. The author, a faculty member of the Pratt Institute and Parsons School of Design, as well as studio technical director of Eyebeam Art and Technology Center in New York, was technical director at PDI/Dreamworks on Shrek 2 and Madagascar and is an independent filmmaker and artist. His new textbook guides both students and professionals who need a thorough understanding of character development in order to make decisions about the creation of their own characters. This text bridges the gap between algorithm and software-agnostic applications. The book will include exercises. The manuscript will be class tested at Pratt Institute, Parsons School of Design, and others.


Marvel Studios' The Falcon & The Winter Soldier

Marvel Studios' The Falcon & The Winter Soldier

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  • Author: Marvel Various
  • Publisher: Marvel Entertainment
  • ISBN: 1302941755
  • Category : Comics & Graphic Novels
  • Languages : en
  • Pages : 224

Faced with a new super-threat in the radical movement called the Flag Smashers, and the conflicting emotions generated by John F. Walker, the government's newly appointed replacement for Captain America, Sam Wilson (the Falcon) and Bucky Barnes (the Winter Soldier) team up to go on a globe-trotting adventure that tests their abilities…and their patience for one another. Go behind the scenes of the smash-hit Disney+ series with exclusive concept art, and interviews with cast and crew, in this one-of-a-kind volume!


Dramatic Storytelling & Narrative Design

Dramatic Storytelling & Narrative Design

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  • Author: Ross Berger
  • Publisher: CRC Press
  • ISBN: 0429843720
  • Category : Computers
  • Languages : en
  • Pages : 174

This book provides an industry professional’s firsthand POV into narrative design’s practical usage, day-to-day roles and responsibilities, and keys to breaking in and succeeding. The book will also delve into the foundations of compelling storytelling through structural analysis and character archetype breakdowns. The author widens the understanding of game narrative to include examples from other media. He will also break the structure down of two popular games and show how the structural elements are applied in practice. In addition to discussing industry trends (including Fortnite, Twitch, and Netflix’s interactive TV shows), the author illustrates how the leveraging of transmedia can make a video game franchise enduring over time. Because media appetites are radically changing, designing a story experience across various media outlets is not only preferable to meet the high demands of millennial and GenZ consumers; it’s necessary as well. Key Features: Practical how-to’s to meet the ever-increasing studio demands for a narrative designer Critical analysis of the narrative of two best-selling games Samples of a story structure diagram, character polling, transmedia release timeline, and a branching conversation tree Deep breakdowns and definitions of story beats and dramatic devices Pro-tips on better documentation and overall job preparedness


The Business of Media Distribution

The Business of Media Distribution

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  • Author: Jeff Ulin
  • Publisher: CRC Press
  • ISBN: 1136057668
  • Category : Performing Arts
  • Languages : en
  • Pages : 529

This book focuses on market opportunity and segmentation, intellectual property assets enabling, financing production, theatrical distribution, the home video business, television distribution, internet distribution, ancillary revenues, marketing and making money & net profits, Hollywood accounting, and the relative simplicity of online revenue sharing.