The Big Bad World of Concept Art for Video Games

The Big Bad World of Concept Art for Video Games

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  • Author: Eliott Lilly
  • Publisher:
  • ISBN: 9781624650208
  • Category : Art
  • Languages : en
  • Pages : 0

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.


The Big Bad World of Concept Art for Video Games

The Big Bad World of Concept Art for Video Games

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  • Author: Eliott Lilly
  • Publisher:
  • ISBN: 9781624650369
  • Category : Art
  • Languages : en
  • Pages : 121

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.


How to Become a Video Game Artist

How to Become a Video Game Artist

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  • Author: Sam R. Kennedy
  • Publisher: Watson-Guptill
  • ISBN: 0823008096
  • Category : Art
  • Languages : en
  • Pages : 162

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.


The Ultimate Concept Art Career Guide

The Ultimate Concept Art Career Guide

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  • Author: 3dtotal Publishing
  • Publisher: 3D TOTAL PUB
  • ISBN: 9781909414518
  • Category : Commercial artists
  • Languages : en
  • Pages : 200

An extensive guide to developing an exciting concept art career featuring advice and insights from top industry professionals and studios.


The Art of Super Mario Odyssey

The Art of Super Mario Odyssey

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  • Author: Nintendo
  • Publisher: Dark Horse Comics
  • ISBN: 1506713815
  • Category : Art
  • Languages : en
  • Pages : 378

Take a globetrotting journey all over the world--and beyond!--with this companion art book to the hit video game for the Nintendo Switch(TM) system! In October of 2017, Super Mario Odyssey(TM) took the gaming world by storm. Now, discover the art and expertise that went into creating one of Nintendo's best-loved games! This full-color volume clocks in at over 350 pages and features concept art, preliminary sketches, and notes from the development team, plus insight into some early ideas that didn't make it into the game itself! Explore the world of Super Mario Odyssey from every angle, including screen shots, marketing material, and more, to fully appreciate this captivating adventure


Making Videogames

Making Videogames

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  • Author: Duncan Harris
  • Publisher: National Geographic Books
  • ISBN: 050002314X
  • Category : Games & Activities
  • Languages : en
  • Pages : 0

An in-depth visual guide presenting the detailed creative journeys behind the development of the world’s leading videogames. Making Videogames is an extraordinary snapshot of modern interactive entertainment, with insight from pioneers about the most important games in the industry. Illustrated with some of the most arresting in-game images ever seen in print, this book explores the unique alchemy of a technical and artistic endeavor striking a captivating balance between insider insight and accessibility. Across twelve chapters, each focusing on a specific game from AAA blockbusters such as Control and Half-Life: Alyx to cult breakthrough games including No Man’s Sky and Return of the Obra Dinn, this volume documents the incredible craft of videogame worldbuilding. These chapters present masterful visual storytelling via the world’s most popular, but seldom fully understood, entertainment medium. Demonstrating the magic and method behind each studio’s work, the book includes enlightening text by Alex Wiltshire complementing specially created imagery “photographed” in-engine by screen capture artist Duncan Harris. A book for die-hard videogame fanatics, aspiring designer-creatives, video game developers, and the visually curious alike, Making Videogames will showcase the boundless creativity of this thrilling industry.


The Art of Naughty Dog

The Art of Naughty Dog

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  • Author: Naughty Dog Studios
  • Publisher: Dark Horse Comics
  • ISBN: 1616554770
  • Category : Art
  • Languages : en
  • Pages : 194

Naughty Dog are responsible for developing some of the most iconic games of this generation including Crash Bandicoot, Jak and Daxter and Uncharted. Now they invite you on a 30-year retrospective tour with this beautifully designed volume. Charting their 30-year history from being the precocious pup of the gaming world, to their current status as one of the industry's pedigree breeds, The Art of Naughty Dog is a comprehensive guide to one of the most influential game developers in the world. This volume collects decades of production art, essays and inside stories.


Drawing Basics and Video Game Art

Drawing Basics and Video Game Art

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  • Author: Chris Solarski
  • Publisher: Watson-Guptill
  • ISBN: 0823098478
  • Category : Art
  • Languages : en
  • Pages : 242

"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


Fantastic Tales of Nothing

Fantastic Tales of Nothing

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  • Author: Alejandra Green
  • Publisher: HarperCollins
  • ISBN: 0062839497
  • Category : Juvenile Fiction
  • Languages : en
  • Pages : 324

In the first book of this full-color fantasy graphic novel series filled with humor and hijinks, the fate of the land of Nothing hinges on Nathan and an unlikely team of magical beings to save the day—perfect for fans of Amulet and Estranged. Welcome to Nothing! Despite its name, this is a fantastic land where humans and magical volken coexist peacefully—at least they try . . . This is the tale of Nathan, an ordinary human (or so he thinks) living an ordinary life (or so he wishes). Everything changes when he meets Haven, a mysterious creature who is neither human nor volken. Oh, and the two of them are being chased by volken mercenaries—a grumpy wolf named Bardou and a delightful crow named Sina. Nathan soon learns he has mysterious powers, even though humans aren’t supposed to have magic. But there’s no time to dwell on that because this discovery sets the group on a perilous quest across windswept terrain, through haunted forests, and in ancient tombs. Nathan and his unlikely friends must prevent an impending war and defeat a dark evil to save their land. No pressure, of course. If they fail, everything will turn into, well . . . nothing.


What Video Games Have to Teach Us About Learning and Literacy. Second Edition

What Video Games Have to Teach Us About Learning and Literacy. Second Edition

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  • Author: James Paul Gee
  • Publisher: Macmillan
  • ISBN: 1466886420
  • Category : Education
  • Languages : en
  • Pages : 233

Cognitive Development in a Digital Age James Paul Gee begins his classic book with "I want to talk about video games–yes, even violent video games–and say some positive things about them." With this simple but explosive statement, one of America's most well-respected educators looks seriously at the good that can come from playing video games. This revised edition expands beyond mere gaming, introducing readers to fresh perspectives based on games like World of Warcraft and Half-Life 2. It delves deeper into cognitive development, discussing how video games can shape our understanding of the world. An undisputed must-read for those interested in the intersection of education, technology, and pop culture, What Video Games Have to Teach Us About Learning and Literacy challenges traditional norms, examines the educational potential of video games, and opens up a discussion on the far-reaching impacts of this ubiquitous aspect of modern life.