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E-grāmata: Visual Design Concepts For Mobile Games

  • Formāts: 128 pages
  • Izdošanas datums: 29-Jan-2018
  • Izdevniecība: CRC Press
  • Valoda: eng
  • ISBN-13: 9781317614999
  • Formāts - PDF+DRM
  • Cena: 58,85 €*
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  • Formāts: 128 pages
  • Izdošanas datums: 29-Jan-2018
  • Izdevniecība: CRC Press
  • Valoda: eng
  • ISBN-13: 9781317614999

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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.

Key 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.
Preface xiii
Acknowledgments xv
About the Author xvii
Chapter One Isometric Perspective 1(12)
What Is (and Isn't) This Book about?
1(2)
What Exactly Is a "Social" Game?
3(1)
The Evolution of Social Game Art
4(1)
The Isometric Explosion
5(2)
What's This Isometric Perspective We Keep Hearing about?
7(2)
Stacking
9(3)
Conclusion
12(1)
Quiz
12(1)
Chapter Two Vector Tools 13(12)
Bitmaps
13(2)
Vectors
15(2)
Vector Tools
17(1)
Shape Tools in Adobe Photoshop
18(1)
Drawing Modes
19(4)
Drawing Shape Layers (Vector Shapes)
19(4)
Conclusion
23(1)
Quiz
23(2)
Chapter Three Isometric Game Board
Project Introduction
25(1)
Introduction to the "Isometric Game Board" Project
25(2)
Reference
27(2)
Vision Board
29(1)
Initial Explorations
29(4)
Conclusion
33(1)
Quiz
33(2)
Chapter Four 2D: The Pitch 35(8)
2D Game Asset Pipeline Overview
35(1)
The Pitch
36(1)
Know Your Audience
36(1)
Know Your Product
37(1)
Elevator Pitch
38(1)
Initial Explorations: Thumbnails
39(3)
Conclusion
42(1)
Quiz
42(1)
Chapter Five Visual Hierarchy 43(10)
Final Project Deliverables, Part 1
43(2)
Project Deliverables, Part 2
45(1)
Visual Hierarchy, Part 1
46(1)
Visual Hierarchy, Part 2
47(1)
Color Theory, Part 1
48(2)
Color Theory, Part 2
50(1)
Color Thumbnails
50(2)
Conclusion
52(1)
Quiz
52(1)
Chapter Six Character Design, Part 1 53(14)
Where to Begin
53(2)
What Is Character Design?
55(1)
Shape Design
55(3)
Silhouette
58(1)
Graphic versus Volumetric
58(1)
Contrasting Characters
59(1)
Using Color
60(2)
Putting the Concepts Together
62(3)
Quiz
65(2)
Chapter Seven Character Design, Part 2 67(12)
Line Quality
68(1)
Stereotypes, Part 1
69(1)
Stereotypes, Part 2
70(2)
Stereotypes, Part 3
72(1)
Paper to Pixel to Bitmap
73(1)
Character Model Sheets
74(3)
Quiz
77(2)
Chapter Eight Multistate Assets and Global Lighting 79(10)
Multistate Assets
79(1)
What Exactly Is a "Prop"?
80(1)
Props: Harvestables/Destructibles
81(1)
Harvestables
81(1)
Destructibles
81(1)
Consistency
82(1)
Color Palette
82(1)
Variety
83(1)
Progress Question
83(1)
Visual Cue
84(1)
Global Light Source
84(3)
Quiz
87(2)
Chapter Nine The Big Buildable 89(10)
Intensity
89(1)
Light Quality
90(3)
Hard Light
90(1)
Soft Light
91(1)
Combining Light Qualities
92(1)
Progress Question
92(1)
Dynamic Lighting
93(1)
The Big Buildable
94(1)
Gut Check
95(3)
Quiz
98(1)
Chapter Ten Prop Design (Continued) 99(10)
Asset Cohesiveness
99(2)
Basic Rendering
101(2)
Quick Tips
101(1)
Line and Local Color
101(1)
Shadow Shape
102(1)
Mid-Tones
102(1)
Highlights
103(1)
Polish/Refinement
103(1)
Visual Hierarchy and Cast Shadows
104(1)
Working with Graphics
104(3)
Conclusion
107(1)
Quiz
107(2)
Chapter Eleven Art Team Roles and Collaboration 109(12)
Production Overview
109(3)
Associate/Junior/Intern Artist
110(1)
Concept Artist
110(1)
Production Artist
111(1)
Final 2D Game Assets
112(2)
Art Lead (Senior Artist)
113(1)
Art Director
113(1)
Cross-Pollination
114(1)
Game Designer
114(1)
Game Developer
115(1)
Product Manager
115(1)
Producer
116(1)
Studio Environment
116(3)
Conclusion
119(1)
Quiz
119(2)
Chapter Twelve 3D Production Pipeline and Marketing Art 121(16)
3D Art Pipeline
121(5)
Character Artist
122(1)
Environment Artist
122(1)
Character Animator
123(1)
FX Animator
123(1)
Concept Artist
124(2)
Texture Artist
126(1)
3D for Visual Development
126(2)
3D Software
128(1)
Marketing Art
129(5)
Types of Marketing Art
131(20)
Aspirational Images
131(1)
Logo
131(3)
Conclusion
134(1)
Quiz
135(2)
Chapter Thirteen User Interface and User Experience 137(12)
User Interface and User Experience
137(4)
Summary
141(1)
Game Portfolio Additions: Side-Scroll Mini Game
141(2)
Color Concepts
143(1)
Proceed to the Refinement of Individual Assets
144(3)
Conclusion
147(1)
Quiz
148(1)
Chapter Fourteen Portfolio Tips and Parting Words 149(10)
State of the Industry
150(1)
Portfolio Priorities
150(1)
Page Layout
151(1)
Portfolio Formats
151(3)
Traditional
151(1)
Classic Portfolio Case
152(1)
Custom Printed Book
152(1)
Digital
152(4)
Personal Website
153(1)
Online Communities
153(1)
Social Media Platforms
154(1)
Interview Etiquette
154(2)
Conclusion
156(1)
Parting Words
157(1)
Quiz
157(2)
Answer Key 159(2)
Index 161
Christopher Carman is a veteran of the web, mobile, and console games industry and currently serves as the Associate Director of Visual Development at the Academy of Art University in San Francisco CA.

http://chriscarmanart.com/