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VISUAL DESIGN CONCEPTS FOR MOBILE GAMES
Título:
VISUAL DESIGN CONCEPTS FOR MOBILE GAMES
Subtítulo:
Autor:
CARMAN, C
Editorial:
CRC PRESS
Año de edición:
2018
ISBN:
978-1-138-80692-4
Páginas:
2018
52,50 €

 

Sinopsis

Features
Weaves knowledge of classic visual development principles and web/mobile game art production practices.

 Assignments and exercises at the end of every chapter allow the reader to create a game art project from start to finish.

 Examines both 2D/3D game art pipelines

 Includes a companion website with project files, asset downloads & author created video tutorials.

Summary
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.



Table of Contents
1: Introduction to Visual Development for Social Games
2: Vector vs. Bitmap
3: The Art of Gathering Reference
4: 2D Production Pipeline
5: Visual Hierarchy
6: Character Design, Part 1
7: Character Design, Part 2
8: Multi-state Assets and Global Lighting
9: Global Lighting
10: Prop Design
11: 2D Game Pipeline Overview
12: Game Pipeline: 3D
13: User Interface/Experience
14: Marketing Art
15: Closing Thoughts