| The creative work involved in creating concept art for games is one of the most rewarding jobs that an artist can have. In fact, it is possibly the most creative job in the entire game industry. Concept artists have the opportunity to visualize things that have never been seen before. They create the visual design of games. It is a huge responsibility and yet one of the most enjoyable experiences an artist can have.
When an artist creates a game, there is much more going on than in almost any other type of art anywhere. In a game, the artist is creating a self-contained world in which characters can interact with each other and things can happen. Unlike painting a picture, creating art for a game is about as close to intelligent art creation as an artist can get. It is like creating a world, and it is exciting to think about.
Concept art is the foundation of game creation. Game development relies on the concept art to give direction to the development team. The concept artist supplies the vision for the game. Without the concept art, there is a good chance that there will be miscommunication in the development process. The concept artist is the one who visualizes the game and then gives that vision to the rest of the development team.
This book is about creating game concept art. It covers a vast array of art required in the conceptual stage of game development. It is a beginning book, so it takes a basic look at creating game concept art. You do not need to have any game art development experience to read this book.
This book contains several step-by-step examples for you. These examples are designed to help you understand how the art is created. You are encouraged to follow the examples to get a feel for the project. After trying the examples in the book, you should try a few projects of your own.
Creating game concept art is fun. This book should help you on your way to a wonderful experience in creativity. |
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| | Get the Girls Out
I was going to write a business book – a career journal filled
with clever learnings, sage advice and world-changing missions
– but I was struggling, big time. By struggling, I mean I hated
every word. I spent more than two years producing bursts of
word count, then rereading and deleting them.
Then... | | |
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