Visual Design Concepts For Mobile Games - Carman Chirstopher P | Libro A K Peters/Crc Press 04/2018 -

home libri books ebook dvd e film top ten sconti 0 Carrello

Torna Indietro

carman chirstopher p - visual design concepts for mobile games

Visual Design Concepts For Mobile Games For Mobile Games

Disponibilità: Normalmente disponibile in 10 giorni

50,98 €
48,43 €

Questo prodotto usufruisce delle SPEDIZIONI GRATIS
selezionando l'opzione Corriere Veloce in fase di ordine.

Pagabile anche con App18 Bonus Cultura e Carta Docenti

Facebook Twitter Aggiungi commento

Spese Gratis


Lingua: Inglese
Pubblicazione: 04/2018
Edizione: 1° edizione

Note Editore

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.


1: Introduction to Visual Development for Social Games2: Vector vs. Bitmap3: The Art of Gathering Reference4: 2D Production Pipeline5: Visual Hierarchy6: Character Design, Part 17: Character Design, Part 28: Multi-state Assets and Global Lighting9: Global Lighting10: Prop Design11: 2D Game Pipeline Overview12: Game Pipeline: 3D13: User Interface/Experience14: Marketing Art15: Closing Thoughts


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.

Altre Informazioni



Condizione: Nuovo
Dimensioni: 9 x 7 in Ø 0.95 lb
Formato: Brossura
Illustration Notes:40 color images, 30 color halftones and 40 color line drawings
Pagine Arabe: 167
Pagine Romane: xviii

Utilizziamo i cookie di profilazione, anche di terze parti, per migliorare la navigazione, per fornire servizi e proporti pubblicità in linea con le tue preferenze. Se vuoi saperne di più o negare il consenso a tutti o ad alcuni cookie clicca qui. Chiudendo questo banner o proseguendo nella navigazione acconsenti all’uso dei cookie.