Game Art: Creation, Direction, and Careers / Edition 1

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Overview

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®.

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Product Details

  • ISBN-13: 9781584503958
  • Publisher: Cengage Learning
  • Publication date: 3/28/2005
  • Series: Charles River Media Game Development Series
  • Edition description: BK&CD-ROM
  • Edition number: 1
  • Pages: 342
  • Product dimensions: 7.44 (w) x 9.26 (h) x 0.76 (d)

Meet the Author

Riccard Linde (Art Director) has been involved in the CG industry for over 10 years. Self-taught as an 3D artist he migrated into the games industry 4 years ago, from which date he has released four AAA titles: Battlefield 1942 (artist), Road to Rome and Secret Weapons of WW2 (Lead artist, Art technical, and Art Director), and Battlefield Vietnam (Art Technical and Art Director). In 2004 he attended GDC as a lecturer explaining a technique involving multiple instancing of objects used for the jungles in Battlefield Vietnam.

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Table of Contents

FOREWORD
PARTI INDUSTRY AND THE ARTIST
CHAPTER 1 THE GAMES INDUSTRY
CHAPTER 2 GAME ARTISTS
CHAPTER 3 YOUR PORTFOLIO­INTERVIEW­CONTRACT
CHAPTER 4 GAME CREATION

PART II GENERAL ART CREATION
CHAPTER 5 GROWING AS AN ARTIST
CHAPTER 6 GAME MODELING
CHAPTER 7 UV LAYOUT
CHAPTER 8 IN PRODUCTION: MODEL/UV
CHAPTER 9 TEXTURE CREATION
CHAPTER 10 SPECIAL EFFECTS
CHAPTER 11 CHARACTER ANIMATION IN GAMES
CHAPTER 12 COLLISION

PART III TECHNICAL KNOWLEDGE
CHAPTER 13 GAME ART OPTIMIZATIONS
CHAPTER 14 TEXTURE TECHNOLOGIES
CHAPTER 15 GAME LIGHTING
CHAPTER 16 HARDWARE AND GAME ENGINES

PART IV ADVANCED GAME ART PRODUCTION
CHAPTER 17 IN PRODUCTION: MULTITEXTURING
CHAPTER 18 HIGH-RESOLUTION MODELING
CHAPTER 19 NORMAL MAPPING
CHAPTER 20 SHADERS
ABOUT THE CD-ROM
INDEX

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