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Game Art: Creation, Direction, and Careers (Game Development)

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Manufacturer: Charles River Media Average Customer Rating: Average rating of 5.0/5Average rating of 5.0/5Average rating of 5.0/5Average rating of 5.0/5Average rating of 5.0/5

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Game Art: Creation, Direction, and Careers (Game Development)


Binding: Paperback
Dewey Decimal Number: 794.81526023
EAN: 9781584503958
ISBN: 1584503955
Label: Charles River Media
Manufacturer: Charles River Media
Number Of Items: 1
Number Of Pages: 342
Publication Date: 2005-02
Publisher: Charles River Media
Studio: Charles River Media

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Spotlight customer reviews:

Customer Rating: Average rating of 4/5Average rating of 4/5Average rating of 4/5Average rating of 4/5Average rating of 4/5
Summary: Good Read
Comment: This book is useful for anyone interested in working in the game industry. I'm a 3D artist and game design student and I find all of the information in this book to be useful. On top of that my school and several companies require you read this book by default. It tackles almost all aspects of the industry so you can get a well rounded perspective of what it is about. On top of that it gives you tips on how to tackle various challenges as well. Great for beginners and veterans alike!

Customer Rating: Average rating of 5/5Average rating of 5/5Average rating of 5/5Average rating of 5/5Average rating of 5/5
Summary: Great educational tool
Comment: I am an instructor for a 3D Game Content course and Game Art is one of our books. The industry art pipeline and procedures are very well laid-out in this book. Would love a second edition covering the next gen techniques that will be surfacing.

Customer Rating: Average rating of 5/5Average rating of 5/5Average rating of 5/5Average rating of 5/5Average rating of 5/5
Summary: Great Game Art Book
Comment: Great book that covers modeling techniques for game companies, uv layout's , future Tech Compontents such as Normal Maps, etc. A well good purchase for anyone who wants to know how it's done or to improve there knowledge.

Customer Rating: Average rating of 5/5Average rating of 5/5Average rating of 5/5Average rating of 5/5Average rating of 5/5
Summary: Fantastic
Comment: I have read this book and find it extremely informative. The book is written with the readers perspective in mind. It gives beautiful insight into the industry and the dynamics of it. It also has great walk-throughs with media on a CD that you can use as part of the "practical" experience.

Good Job!

Customer Rating: Average rating of 5/5Average rating of 5/5Average rating of 5/5Average rating of 5/5Average rating of 5/5
Summary: This is a great book
Comment: I was an art director in the video game industry for a number of years and one of the most frustrating aspects was interviewing artists that wanted to be part of the industry but did not know how to prepare themselves. This book addresses that problem in a thoughtful and comprehensive way.

For any aspiring artist that wants to be in the video game industry, this is the book. The examples and explanations are clear and easy to follow. Using this book, you would be able to prepare a very capable portfolio.

Buy it, read it, and put the knowledge to use.

 

Editorial Reviews:

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®.

HIGHLIGHTS

* 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-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.

SYSTEM REQUIREMENTS: To use the CD-ROM and the tutorials fully, the following system is recommended: AMD Athlon™ or Intel Pentium® 4 processor, Windows XP or Microsoft Windows 2000, 512MB RAM, 1GB of available hard-disk space, Geforce 4 or ATI 8500 or greater video card, 1280x1024 or greater resolution, CD-ROM drive, Internet or phone connection required for product activation, Photoshop and a commercial 3D product to use the tutorial files (such as Maya, 3ds max, etc.) To use RT/shader™:GINZA in Chapter 20 you will need these additional items: 300MB of available hard-disk space, Microsoft NET Framework 1.1, GeForce FX or ATI 9500 or greater video card, DirectX 9.0c. The trial license key requires Internet access as well.


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