Drawing Basics for Video Game Art: Classic to Cutting Edge Art Techniques for Winning Video Game DesignPaperback
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- Publisher: Watson-Guptill Publications Inc.,U.S.
- Format: Paperback | 208 pages
- Dimensions: 216mm x 254mm x 20mm | 898g
- Publication date: 18 October 2012
- Publication City/Country: New York
- ISBN 10: 0823098478
- ISBN 13: 9780823098477
- Illustrations note: full colour throughout, 250 full colour & 50 b/w illustrations
- Sales rank: 67,136
This is a comprehensive, hands-on guide to learning the basic drawing skills needed to successfully create video game art. "Drawing Basics for Video Game Art" demonstrates how fine art principles like drawing skills, anatomy, values and lighting and colour all apply to the creation of artwork for video games. The book features artwork from such hit video games as "Halo Reach", "Zelda", "Super Mario Galaxy 2", "World of Warcraft", "Grand Theft Auto", "Heavy Rain" and "Little Big Planet". Included are examples of classic to contemporary fine art in order to further show the reader the same basic principles still apply to all art forms and that video game art is very much still art.
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Chris Solarski received a BA in Computer Animation and is also a clasically trained artist. He works as the Creative Director at a social-gaming design company Gbanga. He has also worked for Sony Computer, in their London offices.
Table of contents
Foreword by Tristan Donovan Preface Introduction Level 01/ Fundamentals Materials Basic Pencil Techniques Basic Perspective Basic Volumes Basic Lighting and Values Visual Measuring Tools Drawing Process Level 02/ Advanced Drawing Concepts Advanced Perspectives and Volumes Advanced Lighting and Values Atmospheric Perspective Landscape Drawing Level 03/ The Human Figure Gravity and Movement Proportions Skeletal Landmarks Level 04/ Anatomy Six Stages for Rendering Anatomy The Foot The Leg The Pelvis The Spine and Ribcage The Shoulder Girdle The Arm The Hand The Head and Neck Facial Expressions Level 05/ Elements of Design Frame Camera Angle Scale Grouping Lighting Line Shapes Subverting Conventions Level 06/ Character Design Good Studio Practice Brainstorming and Character Concept Visual Metaphors Mind-Map, Research, and Mood Board Thumbnail Development Final Character Drawing and Model Sheet Level 07/ Environment Design Character/Environment Shapes Building Construction Character-Centric Environment Design Top-Down Environment Design Gameplay Map Level 08/ Color and Digital Tools Color Adding Color with Digital Tools Professional Portfolio and Getting Work Bibliography Index