Drawing Basics and Video Game Art: Classic to Cutting-Edge Art Techniques for Winning Video Game Design"This book supports my own 30-year crusade to demonstrate that games are an art form that undeniably rivals traditional arts. It gives detailed explanations of game art techniques and their importance, while also highlighting their dependence on artistic aspects of game design and programming.” — John Romero, co-founder of id Software and CEO of Loot Drop, Inc. "Solarski’s methodology here is to show us the artistic techniques that every artist should know, and then he transposes them to the realm of video games to show how they should be used to create a far more artful gaming experience ... if I were an artist planning to do video game work, I’d have a copy of this on my shelf." — Marc Mason, Comics Waiting Room Video games are not a revolution in art history, but an evolution. Whether the medium is paper or canvas—or a computer screen—the artist’s challenge is to make something without depth seem like a window into a living, breathing world. Video game art is no different. Drawing Basics and Video Game Art is first to examine the connections between classical art and video games, enabling developers to create more expressive and varied emotional experiences in games. Artist game designer Chris Solarski gives readers a comprehensive introduction to basic and advanced drawing and design skills—light, value, color, anatomy, concept development—as well as detailed instruction for using these methods to design complex characters, worlds, and gameplay experiences. Artwork by the likes of Michelangelo, Titian, and Rubens are studied alongside AAA games like BioShock, Journey, the Mario series, and Portal 2, to demonstrate perpetual theories of depth, composition, movement, artistic anatomy, and expression. Although Drawing Basics and Video Game Art is primarily a practical reference for artists and designers working in the video games industry, it’s equally accessible for those interested to learn about gaming’s future, and potential as an artistic medium. Also available as an eBook |
Contents
15 | |
Basic Pentil techniques | 32 |
LEVELO2ADVANCEDDRAWING | 41 |
advanced lighting and values | 55 |
LEVELO4ANAIDMY | 62 |
the Spine and Ribcage | 75 |
63 | 88 |
LEVEL 06CHARACTERDESIGN | 188 |
thumbnaidenelºpment | 197 |
LEVEL 07ENVIRONMENT DESIGN | 203 |
Building cºnstructiºn 200 | 220 |
Adding cºlºr with Digitalions | 230 |
PROFESSIONALPURIFOLIO | 236 |
Other editions - View all
Drawing Basics and Video Game Art: Classic to Cutting-Edge Art Techniques ... Chris Solarski No preview available - 2012 |
Common terms and phrases
action allow anatomy angle appear artists artwork base basic becomes begin body bone box form buildings character classical color combination communicate complex composition concept connecting consider contour contrast create curved defined depth describe direction drawing edge effect elements emotional environment example experience face feeling figure frame front give hand head human illusion illustrates images imagination important indicate it's keep landscape light lines look mass Masters measuring movement muscles Note Notice objects Once opposing curves painting pelvis pencil perspective plane players position possible practice proportions reference relative ribcage rounded scale sense shading shadow shapes shoulder side silhouette simple skeletal landmarks sketches space spine step structure suggest surface tion unit upper values vertical video game visible visual volumes weight