Drawing Basics for Video Game Art: Classic to Cutting Edge Art Techniques for Winning Video Game Design

Drawing Basics for Video Game Art: Classic to Cutting Edge Art Techniques for Winning Video Game Design


By (author) Chris Solarski

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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

Product description

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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Author information

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