Atjaunināt sīkdatņu piekrišanu

E-grāmata: Becoming a Video Game Artist: From Portfolio Design to Landing the Job

4.00/5 (18 ratings by Goodreads)
  • Formāts: 247 pages
  • Izdošanas datums: 01-Aug-2016
  • Izdevniecība: CRC Press
  • Valoda: eng
  • ISBN-13: 9781317579588
Citas grāmatas par šo tēmu:
  • Formāts - EPUB+DRM
  • Cena: 53,84 €*
  • * ši ir gala cena, t.i., netiek piemērotas nekādas papildus atlaides
  • Ielikt grozā
  • Pievienot vēlmju sarakstam
  • Šī e-grāmata paredzēta tikai personīgai lietošanai. E-grāmatas nav iespējams atgriezt un nauda par iegādātajām e-grāmatām netiek atmaksāta.
  • Bibliotēkām
  • Formāts: 247 pages
  • Izdošanas datums: 01-Aug-2016
  • Izdevniecība: CRC Press
  • Valoda: eng
  • ISBN-13: 9781317579588
Citas grāmatas par šo tēmu:

DRM restrictions

  • Kopēšana (kopēt/ievietot):

    nav atļauts

  • Drukāšana:

    nav atļauts

  • Lietošana:

    Digitālo tiesību pārvaldība (Digital Rights Management (DRM))
    Izdevējs ir piegādājis šo grāmatu šifrētā veidā, kas nozīmē, ka jums ir jāinstalē bezmaksas programmatūra, lai to atbloķētu un lasītu. Lai lasītu šo e-grāmatu, jums ir jāizveido Adobe ID. Vairāk informācijas šeit. E-grāmatu var lasīt un lejupielādēt līdz 6 ierīcēm (vienam lietotājam ar vienu un to pašu Adobe ID).

    Nepieciešamā programmatūra
    Lai lasītu šo e-grāmatu mobilajā ierīcē (tālrunī vai planšetdatorā), jums būs jāinstalē šī bezmaksas lietotne: PocketBook Reader (iOS / Android)

    Lai lejupielādētu un lasītu šo e-grāmatu datorā vai Mac datorā, jums ir nepieciešamid Adobe Digital Editions (šī ir bezmaksas lietotne, kas īpaši izstrādāta e-grāmatām. Tā nav tas pats, kas Adobe Reader, kas, iespējams, jau ir jūsu datorā.)

    Jūs nevarat lasīt šo e-grāmatu, izmantojot Amazon Kindle.

The game industry continues to grow and evolve as the years pass. Despite this growth, the competition in obtaining a career in video games remains as arduous as ever. Becoming a Video Game Artist helps guide readers from their first steps of making a portfolio, to acing the job interview and beyond. John Pearl explores the different art related jobs and their responsibilities. Questions are posed to industry professionals throughout each chapter to help with the readers growth and understanding. Becoming a Video Game Artist is the ultimate roadmap in navigating a career in video games by teaching how to make your portfolio shine, what expect once hired, and how to make the best decisions to help flourish your talents and cultivate an exciting career.
Preface xvii
Acknowledgments xix
Author xxi
Contributors xxiii
1 Introduction 1(6)
How I Got into Games
1(2)
Why Write This Book?
3(1)
"Some Companies"
4(1)
Stability
4(1)
Attention to Detail Exercises
4(3)
2 General Concepts and Skills 7(12)
How Do You Get into Games?
7(1)
Excellent Communication Skills
8(1)
Interview
9(1)
What General Skills Do You Feel Are Important for Any Game Developer?
9(1)
Collaboration
10(1)
Interview
11(1)
What General Skills Do You Feel Are Important for Any Game Developer?
11(1)
Prototyping
11(1)
Problem Solving
12(2)
Creativity
14(1)
Organization
14(1)
Working under Deadlines
15(1)
Interview
16(1)
What General Skills Do You Feel Are Important for Any Game Developer?
16(1)
Passion for Games
16(1)
Interview
17(1)
What General Skills Do You Feel Are Important for Any Game Developer?
17(1)
Conclusion
18(1)
3 Introduction to Being an Animator 19(10)
Key Skills
20(1)
Interview
20(1)
What Are Some Key Skills for Working as an Animator?
20(1)
What Are Some of the Tools/Programs That You Use to Perform Your Job?
20(1)
What Are Some Skills Not Usually Associated with Your Position That Actually Play a Role?
21(1)
Rigging and Character Setup
21(1)
Implementation
22(1)
Presentation
23(1)
Problem Solving
24(1)
Prototyping Abilities
24(1)
Strong Game Design Sensibilities
25(1)
Interview
26(2)
What Does Your Average Day as an Animator Entail?
26(1)
What Advice Would You Give Your Younger Self Starting Out in the Game Industry?
27(1)
Are There Any Misconceptions You Find People Have about Your Line of Work?
28(1)
Conclusion
28(1)
4 Introduction to Being a Character Artist 29(12)
Key Skills for a Character Artist
30(1)
Interview
30(1)
What Are Some Key Skills for Working in Character Art?
30(1)
What Are Some Skills Not Usually Associated with Your Position That Actually Play a Role?
30(1)
Anatomy
31(2)
Color, Clothing, and Detail
33(2)
Software Programs
35(1)
Textures
36(1)
Physically Based Materials
37(1)
Process
38(1)
Interview
39(1)
What Does Your Average Day as a Character Artist Entail?
39(1)
What Advice Would You Give Your Younger Self Starting Out in the Game Industry?
39(1)
Are There Any Misconceptions You Find People Have about Your Line of Work?
39(1)
Conclusion
40(1)
5 Introduction to Being a Concept Artist 41(10)
Key Skills
41(1)
Interview
42(1)
What Are Some Key Skills for Working as a Concept Artist?
42(1)
What Are Some Skills Not Usually Associated with Your Position That Actually Plays a Role?
43(1)
Exploration
43(1)
Concept Art and Illustration
44(1)
Context
45(1)
Communication
46(1)
Visual Story Telling
46(1)
Thumbnails
47(2)
Interview
49(1)
What Does Your Average Day as Concept Artist Entail?
49(1)
What Advice Would You Give Your Younger Self Starting Out in the Game Industry?
49(1)
Are There Any Misconceptions You Find People Have about Your Line of Work?
50(1)
Conclusion
50(1)
6 Introduction to Being an Environment Artist 51(12)
Key Skills for an Environment Artist
51(1)
Interview
52(1)
What Are Some Key Skills for Working in Environment Art?
52(1)
What Are Some Skills Not Usually Associated with Your Position That Actually Play a Role?
53(1)
Asset Creation Pipeline
53(1)
Modeling
54(2)
Terrain
56(1)
Lighting
57(1)
Texturing
57(1)
Shader Creation
58(1)
Performance Optimization
58(1)
Interview
59(2)
What Does Your Average Day as an Environment Artist Entail?
59(1)
What Advice Would You Give Your Younger Self Starting Out in the Game Industry?
60(1)
Are There Any Misconceptions You Find People Have about Your Line of Work?
60(1)
Conclusion
61(2)
7 Introduction to Being Technical Artist 63(16)
Key Skills
63(1)
Interview
64(1)
Can You Talk a Little Bit about the Different Roles a Tech Artist Can Perform?
64(1)
Can You Talk a Little Bit about the Different Roles a Tech Artist Can Perform?
65(1)
What Does Your Average Day as a Tech Artist Entail?
65(1)
Scripting
65(2)
Pipelines
67(1)
Shader Creation
68(1)
Rigging
68(2)
Interview
70(1)
What Are Some Key Skills for a Rigger?
70(1)
What Does Your Average Day as a Technical Animator Entail?
70(1)
What Are Some of the Tools/Programs That You Use to Perform Your Job?
70(1)
What Are Some Skills Not Usually Associated with Your Position That Actually Play a Role?
70(1)
Are There Any Misconceptions You Find People Have about Your Line of Work?
70(1)
Look Development
71(1)
Lighting
71(1)
Problem Solving
71(1)
Communication
72(1)
Attention to Detail
73(1)
Skills in Another Discipline
74(1)
Performance
75(1)
Interview
75(2)
What Are Some Skills Not Usually Associated with Tech Art That Actually Play a Role in Your Job?
75(1)
What Are Some of the Tools/Programs That You Use to Perform Your Job?
76(1)
Are There Any Misconceptions You Find People Have about Your Line of Work?
76(1)
Conclusion
77(2)
8 Introduction to Being a User Interface Artist 79(10)
Key Skills
80(1)
Interview
80(1)
What Does the Term "User Interface" Actually Mean in Regards to a Game?
80(1)
How Would Describe What a UI Artist/Designer Does?
80(1)
What Is the Overall Workflow for Creating the UI or a Portion of it fora Game?
80(1)
UI Experience
80(2)
Layout Design
82(1)
Conceptualization
83(2)
Prototype
85(1)
Interview
86(1)
What Advice Would You Give Your Younger Self Starting Out in the Game Industry?
86(1)
Are There Any Misconceptions You Find People Have about Your Line of Work?
86(1)
What Are the Things You Would Have Liked to Know about Your Profession before You Started?
86(1)
Conclusion
87(2)
9 Introduction to Being a Visual Effects Artist 89(10)
Key Skills
90(1)
Interview
90(1)
What Are Some Key Skills for Working in Visual Effects?
90(1)
What Are Some Skills Not Usually Associated with Your Position That Actually Play a Role?
90(1)
Particle Systems
91(1)
Shaders
92(1)
Animation
92(2)
Tools and Time
94(1)
Textures
94(1)
Atmosphere
95(1)
Math
96(1)
Communication
97(1)
Interview
97(1)
What Does Your Average Day as a VFX Artist Entail?
97(1)
What Are the Things You Would Have Liked to Know about Your Profession before You Started?
98(1)
What Advice Would You Give Your Younger Self Starting Out in the Game Industry?
98(1)
Conclusion
98(1)
10 General Portfolio Theory and Application 99(14)
Portfolio Theory
99(1)
Interview
99(2)
What Are Some Key Items That Are Must-Haves in a Portfolio for a Game Artist?
99(1)
What Are the Most Common Mistakes You See in a Portfolio?
100(1)
Variety
101(1)
Focus
101(1)
Presentation
102(1)
Portfolio Navigation
103(2)
Group Projects
105(1)
Criticism
106(1)
Self-Critique
107(1)
Implementation of Your Work
108(1)
Competition
109(1)
Interview
110(1)
Are There Any Skills besides the Ones Directly Related to the Position That You Look for?
110(1)
What, if Anything, Would You Like to See More of in a Portfolio?
110(1)
Conclusion
111(2)
11 Crafting an Animation Portfolio 113(10)
Interview
114(1)
What Makes for a Solid Animation Portfolio?
114(1)
What Are Some Key Items That Are Must-Haves in a Portfolio for an Animation Position?
115(1)
Movies versus Game Animations
115(1)
Cycles
116(1)
Idles and Fidgets
117(1)
Core Animations
118(1)
Character Interactions
119(1)
Motion Capture
120(1)
Interview
120(1)
What Makes One Portfolio Stick Out More Than Others?
120(1)
What Advice Can You Give for Those Working in a Professional Environment for the First Time?
121(1)
Conclusion
121(2)
12 Crafting a Character Art Portfolio 123(10)
Interview
124(1)
What Are Some Items That Are Must-Haves in a Portfolio for a Character Artist?
124(1)
Stylization
124(2)
History
126(1)
Weapons
127(2)
Interview
129(1)
Are There Any Skills besides the Ones Directly Related to the Position You Look for?
129(1)
What Are the Most Common Mistakes You See in a Portfolio?
129(1)
What, if Anything, Would You Like to See More of in a Character Portfolio?
129(1)
Personality
130(1)
Adaptability
131(1)
User-Generated Content
132(1)
Conclusion
132(1)
13 Crafting a Concept Art Portfolio 133(14)
Interview
134(1)
What Makes for a Solid Concept Art Portfolio?
134(1)
What Are the Most Common Mistakes You See in a Portfolio?
134(1)
Style
134(1)
Subject Matter
135(1)
Invention
135(1)
Anatomy
136(2)
Environments
138(4)
Characters
142(2)
Weapons
144(1)
Interview
145(1)
What Are the Things You Would Have Liked to Know about Your Profession before You Started?
145(1)
What Advice Can You Give for Those Working in a Professional Environment for the First Time?
146(1)
What Is the Hardest Lesson Artists Coming into the Industry Have to Learn?
146(1)
Conclusion
146(1)
14 Crafting an Environmental Art Portfolio 147(18)
Interview
148(1)
What Makes for a Solid Environmental Art Portfolio?
148(1)
What Are Some Key Items That Are Must-Haves in a Portfolio for an Environment Artist?
148(1)
Content
149(1)
Props
149(3)
Scene Layout
152(1)
Materials
153(1)
Lighting
154(2)
Modular Pieces
156(1)
Destruction
157(4)
Story Telling
161(1)
Interview
162(2)
What Makes One Portfolio Stick Out More Than Others?
162(1)
What Are the Most Common Mistakes You See in a Portfolio?
163(1)
Are There Any Skills besides the Ones Directly Related to Environment Art Position You Look for?
164(1)
Conclusion
164(1)
15 Crafting a Technical Art Portfolio 165(12)
Interview
166(1)
What Is the Best Way for a Tech Artist to Present Their Work When Applying for a Career?
166(1)
What Can a Tech Artist Do to Stick Out from Other Candidates?
166(1)
Are There Any Skills besides the Ones Directly Related to a Position You Look for?
167(1)
Visual Focused Tech Artist
167(2)
Animation and Rigging Focused Tech Artist
169(1)
Interview
169(2)
What Are Some Key Items That Are Must-Haves in a Portfolio for a Technical Animator/Rigging Position?
169(1)
What Is the Best Way for a Technical Animator to Present Their Work When Applying for a Job?
170(1)
What Are the Things You Would Have Liked to Know about Your Profession before You Started?
170(1)
What Advice Can You Give for Those Working in a Professional Environment for the First Time?
170(1)
Once in the Position, What Can an Artist Do to Grow Their Skills and Mature as a Professional Developer?
170(1)
Scripting Technical Artist
171(1)
Types of Scripts
172(2)
Tutorials
174(1)
Interview
174(1)
What Advice Would You Give Your Younger Self Starting Out in the Game Industry?
174(1)
What Advice Can You Give for Those Working in a Professional Environment for the First Time?
175(1)
Once in the Position, What Can an Artist Do to Grow Their Skills and Mature as a Professional Tech Artist?
175(1)
Conclusion
175(2)
16 Crafting a User Interface Artist Portfolio 177(10)
Interview
177(1)
What Makes for a Solid Portfolio for a UI Artist?
177(1)
What Are Some Key Skills for Working on UI?
178(1)
What Makes One Portfolio Stick Out More Than Others?
178(1)
Mockups
178(1)
Simplicity
179(1)
Icons
179(3)
Visual Language
182(2)
Reimagining
184(1)
Mods
184(1)
Style
185(1)
Interview
185(1)
What Are the Most Common Mistakes You See in a UI Portfolio?
185(1)
Are There Any Skills besides the Ones Directly Related to UI That You Look for?
185(1)
What Advice Can You Give for Those Working in a Professional Environment for the First Time?
185(1)
What's the Hardest Lesson Artists Coming into the Industry Have to Learn?
185(1)
What Surprised You Once You Got into Your Position in Regards to the Work?
186(1)
Conclusion
186(1)
17 Crafting a Visual Effects Art Portfolio 187(10)
Interview
188(1)
What Makes for a Solid Visual Effects Portfolio?
188(1)
What Are Some Key Items That Are Must-Haves in a Portfolio for VFX Position?
188(1)
What Differences, If Any, Do You Feel There Are between Creating Visual Effects for Movies versus for Games?
189(1)
Visual Language
189(2)
Film versus Games
191(1)
Character Effects
192(2)
Environmental Effects
194(1)
Textures
194(1)
Interview
195(1)
What Are the Most Common Mistakes You See in a Visual Effects Portfolio?
195(1)
What Advice Can You Give for Those Working in a Professional Environment for the First Time?
196(1)
Conclusion
196(1)
18 Application and Interviewing 197(16)
Cover Letter
197(2)
Interview
199(1)
What Makes for a Solid Portfolio?
199(1)
What Makes One Portfolio Stick Out More Than Others?
199(1)
Are There Any Skills besides the Ones Directly Related to a Position You Look for?
200(1)
What Are the Most Common Mistakes You See in a Portfolio?
200(1)
Social Networking
200(2)
Twitter
201(1)
Art Forum Sites
201(1)
LinkedIn
201(1)
Application
202(1)
Interview
203(1)
If You Could Give One Piece of Advice about the Application Process to a Game Studio, What Would it Be?
203(1)
What Are Some Common Mistakes Candidates Make When Interviewing?
203(1)
Persistence
204(1)
Art Test
205(1)
Phone Interview
206(1)
Interview
207(1)
Can You Describe the Purpose and Expectations of a Phone Screen?
207(1)
What's the Toughest Interview Question You Like to Ask and What Sort of Response Are You Looking for?
208(1)
What Questions Are You Looking for Candidates to Ask in Interviews?
208(1)
What's the Best Question a Candidate Has Ever Asked You?
208(1)
Rejection
208(3)
Attitude
209(1)
Work Ethic
209(1)
Cultural Fit
210(1)
Salary
211(1)
Be Prepared to Get the Job
211(1)
Conclusion
212(1)
Index 213
John Pearl is the Design Director and a co-founder of Gunfire Games. He has worked in AAA game development for the last 17 years. He has recently worked on titles such as Chronos, Herobound: Spirit Champion and Darksiders II: Deathinitive Edition. He is a lifelong gamer and still finds time in his busy schedule to stay up with the latest games as well as playing classic ones.

Previously he worked at Crytek USA as the Character Art Director. Prior to that he worked at Vigil Games in many different art roles from Environment Art Director to Studio Technical Art Director; performing in crucial art roles on Darksiders, Darksiders 2 and Dark Millennium Online. He has spent the bulk of his time leading Environmental, Character and Technical Art teams but has also worked closely with many Animators, UI Artists and Visual Effects Artists. While leading large internal teams he also worked with multiple outsourcing firms providing them with technical documentation on process and methodology, in addition to artistic feedback and direction.

In his time in the game industry he has reviewed many hundreds of portfolios and interviewed countless art candidates. He created an Internship program at Vigil Games in addition to mentoring and training numerous young artists; many of whom have gone on to have successful careers in games.