
Game Art: Creation, Direction, and Careers
Riccard Linde - Collection Game development series
Résumé
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.
Key Features
- Gives an artist‚s perspective into the game industry, details career opportunities, and provides portfolio tips, salary ranges, and interview suggestions
- Covers methods for improving your artistic skills by studying light/ darkness, color, emotional content, how to read reference images, and teaches how to manage your personal workflow for an efficient team environment
- Teaches specific game techniques such as collision, L.O.D.s, Mipmaps, fill rate, vertex costs, Tri-stripping, lighting per-pixel and per-vertex, normal maps, and real-time shaders
- Discusses critical, PC-dominant advanced techniques that will be part of the next-generation gaming consoles
On The CD
On the CD-ROM you'll find reference images, textures, meshes, and scene files from the tutorials for 3ds max, Maya, Photoshop, and Zbrush as applicable. Also includes a trial version of RT/shader?: GINZA.
L'auteur - Riccard Linde
Riccard Linde (Art Director) has been involved in the CG industry for over 10 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.
Sommaire
- Foreword
- Acknowledgments
- Preface
- Industry and the Artist
- General Art Creation
- Technical Knowledge
- Advanced Game Art Production
- About the CD-ROM
- Index
Caractéristiques techniques
PAPIER | |
Éditeur(s) | Charles River Media |
Auteur(s) | Riccard Linde |
Collection | Game development series |
Parution | 25/05/2005 |
Nb. de pages | 342 |
Format | 17,5 x 23,5 |
Couverture | Broché |
Poids | 1032g |
Intérieur | Noir et Blanc |
EAN13 | 9781584503958 |
ISBN13 | 978-1-58450-395-8 |
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