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3D Game Art f/x and Design

Overview

Game Art Elements f/x and Design covers the technology of game elements including 2D and 3D effects. This book discusses each part of computer games from an artist's view: interfaces, menus, characters, game textures, 3D models, and games levels or worlds. It teaches all the pieces used to design a computer game. The reader will learn the specialized skills, tricks, and techniques used to create professional quality game art and be able to use those design segments when building individual games. Upon completing ...
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Overview

Game Art Elements f/x and Design covers the technology of game elements including 2D and 3D effects. This book discusses each part of computer games from an artist's view: interfaces, menus, characters, game textures, 3D models, and games levels or worlds. It teaches all the pieces used to design a computer game. The reader will learn the specialized skills, tricks, and techniques used to create professional quality game art and be able to use those design segments when building individual games. Upon completing this book, you will have created all of the 2D and 3D art assets for a 3D game and assembled them into a running game. CD-ROM is included containing a large assemblage of game development software and art elements.
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Product Details

  • ISBN-13: 9781588801005
  • Publisher: Coriolis Value
  • Publication date: 10/8/2001
  • Series: F/X and Design Series
  • Edition description: BOOK & CD
  • Pages: 408
  • Product dimensions: 8.02 (w) x 9.97 (h) x 1.86 (d)

Meet the Author

Luke Ahearn has authored and co-authored several books and articles for the computer game industry including Awesome Game Creation: No Programming Required! (Charles River Media) and Designing 3D Games That Sell! (Charles River Media). Luke started Goldtree, a computer game development company, where he designed and developed several game titles including Dead Reckoning and Sorcerer. Currently, Luke is serving as Art Director/Development Consultant on The Army Game Project; as well as, employed as a professor of computer science at the Naval Postgraduate School.
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Table of Contents

Introduction
Pt. I 2D Interactive Game Art
Ch. 1 Game Art Sources 3
Ch. 2 Game Textures: The Basics 17
Ch. 3 Advanced Texture Creation and Management 57
Ch. 4 Logos: The Essence of Your Project 85
Ch. 5 Menus and Interfaces: The Gateways to the Game World 109
Ch. 6 Automating Texture Creation 137
Pt. II World Building: Genesis3D and Reality Factory
Ch. 7 World Building 161
Ch. 8 The Game World Editor 179
Ch. 9 Game World Geometry 197
Ch. 10 Creating a Game World 211
Ch. 11 Adding Models to Your World 239
Ch. 12 Lighting the World 255
Ch. 13 The Reality Factory 273
App.: Game Art Resources
Index
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Customer Reviews

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Sort by: Showing all of 3 Customer Reviews
  • Anonymous

    Posted August 22, 2002

    Great buy!

    The book was a good buy for me. I thought the material was a bit verbose on the early chapters. I liked the tutorial sections on building game levels using Genesis3D package. I got quite frustrated at times though, when steps outlined in the book didn't produce the intended results by the software package. This was later found to be due to some quarks in the software, coupled with the author's ommision of some steps. The author could have given more detailed explanations in the tutorial sections. The book is a pretty good buy.

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  • Anonymous

    Posted September 4, 2002

    Promising start - scattered focus

    I bought the book after browsing it in a brick-and-mortar store. The first few chapters absolutely sold me on the book - they consist of excellent tips and suggestions for building a library of textures for 3d models, including hands-on tutorials of Photoshop techniques. If only the rest of the book had followed suit! It meandered off into user guides for Genesis3D and Reality Factory tools, which don't have the ubiquity of Photoshop - unlike for example 3DS Max, Character Studio or Maya, or even GMAX. The art CD was a nice bonus though, and provides some nice textures. What I was hoping to see was some tricks for making the most of low-poly models with texturing, and face optimization.

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  • Anonymous

    Posted December 1, 2001

    Now I can become a game artist!

    Maybe :) Well at least the author has laid out all I need to know and filled the book with tutorials so I can actually build a resume and apply for a job with an understanding of what game art really is. I enjoyed this one.

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