Visual Design Concepts For Mobile Games

Visual Design Concepts For Mobile Games

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Description

This book is geared towards both students as well as professionals who are looking to enter the mobile (tablet/smartphone) and PC (personal computer) industry as concept artists (for both 2D and 3D production pipelines) or 2D production artists (game-ready assets). This book is not specifically focused on game design or game development and is also not a 3D modeling or animation guide.
However, certain aspects of game design, game development, and 3D modeling and animation will impact the visual development and art creation process. So, at points throughout we will explore topics such as game engine performance and game mechanics, though at a very high-level, bird's-eye, vantage point and only as they pertain to the visual development of the various assignments throughout this book.
Through the completion of the exercises and assignments contained within Visual Development for Web & Mobile Games readers will be guided through the visual development process and execution of a variety of concepts and assets (final game art). This includes categories such as characters, props, and backgrounds, within an isometric design template. The categories themselves will relate more to their function within a very simple game design template than their completed visual representation (e.g., the "big build-able" category could be anything from a town square to a fire breathing dragon as long as it fits within the bare bones parameters of the asset types functionality). The concept, theme, and style of these assets, as well as the world they inhabit, will be completely up to the individual artist.
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Product details

  • Paperback | 167 pages
  • 178 x 229mm
  • Taylor & Francis Ltd
  • CRC Press
  • London, United Kingdom
  • English
  • 40 Line drawings, color; 30 Halftones, color; 40 Illustrations, color
  • 1138806927
  • 9781138806924

About Chirstopher P. Carman

Christopher Carman is a veteran of the web, mobile, and console games industry and currently serves as the Associate Director of Visual Development at the Academy of Art University in San Francisco CA.
http://chriscarmanart.com/
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Table of contents

1: Introduction to Visual Development for Social Games2: Vector vs. Bitmap 3: The Art of Gathering Reference4: 2D Production Pipeline5: Visual Hierarchy6: Character Design, Part 17: Character Design, Part 28: Multi-state Assets and Global Lighting9: Global Lighting10: Prop Design11: 2D Game Pipeline Overview12: Game Pipeline: 3D13: User Interface/Experience14: Marketing Art15: Closing Thoughts
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