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Game Art - Riccard Linde

Game Art

Creation, Direction, and Careers

Riccard Linde (Autor)

Media-Kombination
350 Seiten
2005
Charles River Media
978-1-58450-395-8 (ISBN)
CHF 73,45 inkl. MwSt
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Explores what game art is all about, what types of jobs are available, and what skills are needed.
Game Art: Creation, Direction, and Careers explores what game art is all about, what types of jobs are available, and what skills are needed. This 4-color book teaches 3D artists and modelers how to adapt their skills to the needs of the game industry and then delves into the hands-on details of how to create fantastic game art. Based on the experiences of a game art director, this book provides a complete reference to all the techniques, tools, and skills needed especially for aspiring game artists, 3D art students, and those new to the game art team. The book walks artists through the process that an art director takes when planning and implementing the art direction of a game. It teaches the techniques required to create stunning art that provides peak performance and quality, including the latest techniques used for mapping objects for today's consoles. With the ideas and techniques covered, this book will help bring the work of the artist and 3D programmers together seamlessly.

Riccard Linde (London, Ontario) is the art director for Digital Illusions in Canada, where he has worked on four AAA titles in 3 years: Battlefield 1942 (Artist, involved with effects, collision, texturing, and modeling), Road to Rome (Art technical and Art Director), Secret Weapons of WW2 (Lead artist, Art technical, and Art Director), and Battlefield Vietnam (Art Technical and Art Director). He was also a lecturer at GDC 2004 discussing a system to be used for jungles, trees, and multiple placed instances within an outdoor and indoor level of a game.

Part I: Artist in Production; Chapter 1: Game Industry; Chapter 2: Creation of a Game; Chapter 3: Artists; Chapter 4: Your Portfolio; Part II: General Art Creation; Chapter 5: Art Director Guidance; Chapter 6: Modeled Low Resolutions Introduction; Chapter 7: Objects for a First Person Shooter Game; Chapter 8: Texture Mapping; Chapter 9: UV Texturing; Chapter 10: Effects in Games; Chapter 11: Animation in Games; Chapter 12: Collision; Part III: Game Consoles; Chapter 13: General Technologies; Chapter 14: PC/Xbox - High Technology; Chapter 15: Microsoft - DirectX and XNA DirectX; Chapter 16: PlayStation 2 - PSP; Chapter 17: Xbox2 and Ps3; Chapter 18: UV Mapping; Chapter 19: Game "Dynamic" Lighting; Chapter 20: High Resolution Modeling for NM and DM; Chapter 21: Normal Mapping; Chapter 22: Parallax Displacement Mapping; Chapter 23: Tri Stripping; Chapter 24: Artistic Performance; Appendix: About the CD-ROM; Index

Erscheint lt. Verlag 1.4.2005
Zusatzinfo Illustrations
Verlagsort Hingham
Sprache englisch
Themenwelt Kunst / Musik / Theater Design / Innenarchitektur / Mode
Mathematik / Informatik Informatik Grafik / Design
Informatik Weitere Themen Computerspiele
Sozialwissenschaften Pädagogik Berufspädagogik
ISBN-10 1-58450-395-5 / 1584503955
ISBN-13 978-1-58450-395-8 / 9781584503958
Zustand Neuware
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