• Complain

Kennedy - How to Become a Video Game Artist

Here you can read online Kennedy - How to Become a Video Game Artist full text of the book (entire story) in english for free. Download pdf and epub, get meaning, cover and reviews about this ebook. year: 2013, publisher: Potter;TenSpeed;Harmony, genre: Art. Description of the work, (preface) as well as reviews are available. Best literature library LitArk.com created for fans of good reading and offers a wide selection of genres:

Romance novel Science fiction Adventure Detective Science History Home and family Prose Art Politics Computer Non-fiction Religion Business Children Humor

Choose a favorite category and find really read worthwhile books. Enjoy immersion in the world of imagination, feel the emotions of the characters or learn something new for yourself, make an fascinating discovery.

No cover
  • Book:
    How to Become a Video Game Artist
  • Author:
  • Publisher:
    Potter;TenSpeed;Harmony
  • Genre:
  • Year:
    2013
  • Rating:
    4 / 5
  • Favourites:
    Add to favourites
  • Your mark:
    • 80
    • 1
    • 2
    • 3
    • 4
    • 5

How to Become a Video Game Artist: summary, description and annotation

We offer to read an annotation, description, summary or preface (depends on what the author of the book "How to Become a Video Game Artist" wrote himself). If you haven't found the necessary information about the book — write in the comments, we will try to find it.

Become a Player in the Business of Video Game Art
Every year video games generate billions of dollars and some of the most dynamic and engaging artwork today. Its an ever-growing field that holds great professional opportunity, but you need the right skills and savvy if you want to stake your claim. In How to Become a Video Game Artist, veteran video game designer Sam R. Kennedy provides the inside track on everything you need to forge a career in the world of video game art. Starting with the basics of game creation and a look at the artistic skills necessary to get started, Kennedy spotlights specific, key roles for creators--from concept artists to character animators to marketing artists and beyond. Each chapter features screenshots from popular video games like Tom Clancys Ghost Recon and World of Warcraft; interviews with video game art professionals whove worked for top gaming companies like BioWare, Blizzard, and Ubisoft; step-by-step examples...

How to Become a Video Game Artist — read online for free the complete book (whole text) full work

Below is the text of the book, divided by pages. System saving the place of the last page read, allows you to conveniently read the book "How to Become a Video Game Artist" online for free, without having to search again every time where you left off. Put a bookmark, and you can go to the page where you finished reading at any time.

Light

Font size:

Reset

Interval:

Bookmark:

Make
Marketing art for Tom Clancys Ghost Recon Advanced Warfighter 2 UbisoftRed - photo 1
Marketing art for Tom Clancys Ghost Recon Advanced Warfighter 2 UbisoftRed - photo 2

Marketing art for Tom Clancys Ghost Recon Advanced
Warfighter 2. Ubisoft/Red Storm Entertainment .

Copyright 2013 by Sam R Kennedy All rights reserved Published in the United - photo 3

Copyright 2013 by Sam R. Kennedy

All rights reserved.
Published in the United States by Watson-Guptill Publications, an imprint of the Crown Publishing Group, a division of Random House, Inc., New York.
www.crownpublishing.com
www.watsonguptill.com

WATSON-GUPTILL and the WG and Horse designs are registered trademarks of Random House, Inc.

Library of Congress Cataloging-in-Publication Data
Kennedy, Sam, 1971
How to become a video game artist / Sam R. Kennedy. 1st ed.
p. cm.
Includes bibliographical references and index. 1. Computer gamesProgrammingVocational guidance. 2. Computer animationVocational guidance. 3. Computer art. I. Title.
QA76.76.C672K47 2012
794.81526dc23 2012023965

eBook ISBN: 978-0-8230-0810-0
Trade Paperback ISBN: 978-0-8230-0809-4

Artwork by Sam R. Kennedy, except as otherwise noted.

Interior design: M.80 Design
Cover design: W. Youssi, M.80 Design
Front cover art (clockwise from top) : Sam R. Kennedy
Ubisoft/Red Storm Entertainment; Mark Molnar; Sam R. Kennedy

v3.1

To all the young artists who hunger for knowledge

World of Warcraft WoW art by Mike Sass 2012 Blizzard Entertainment - photo 4

World of Warcraft (WoW) art by Mike Sass.
2012 Blizzard Entertainment .

CONTENTS
Magic The Gathering by Mike Sass Wizards of the Coast INTRODUCTION This - photo 5

Magic: The Gathering by Mike Sass Wizards of the Coast .

INTRODUCTION

This book is for anyone who wants to do art and get paid to do it. Specifically, it is about working successfully as an artist in the video game industry. I wrote this book for those artists out there who, like me, love to draw and paint and animate and either have or would like to have a video game career. You may not be a working artist right now, but if you read this book you will learn how to become one. If you are already a professional, Ill tell you how to break into video games or how to move to your dream job if youve already broken in.

Video game art is like no other art form. Like movies, video games demand excellent visuals, interesting stories, and compelling animation. Unlike movies, however, video game art is interactive and intertwined with complex and changing technology. A movie audience sees only what is in front of a camera, whereas a video game player is free to walk around the set. Video game artists have to build an entire world for the players character to live in, not just a set that looks realistic from one angle.

Video games are engaging to play and amazing to watch, and it takes many talented artists working on many different aspects to create each game. There are even artist tech jobs that dont require you to have strong drawing skills. If you are determined and work hard at perfecting the right skills, there will be creative roles you can fill in the industry.

HOW I BECAME A VIDEO GAME ARTIST

When I was a child, I thought the only artists out there were Disney animators and the starving variety. But when art-heavy video games burst onto the scene in the mid-1990s, I realized there was a whole new art world out there, one with thousands of new jobs.

I was in college at the time, struggling to learn to become an illustrator. Though video games had been increasingly popular since the early 1970s, when Pong swept the country, they didnt become art-heavy until the mid-1990s with games like Warcraft II , Abes Oddysee , and Tom Clancys Rainbow Six . Simultaneously, 3D arrived. The enormous worldwide success of the movie Toy Story (1995) proved that audiences would embrace 3D, and shortly after that video games began to move from 2D sprite animations (series of pictures of characters or objects on the game disk that are played when the player inputs the right combination on the controller) to real-time rendered 3D games (the video game itself renders the images on the screen as the player sees them, called rendering on the fly .) This move from 2D to 3D triggered a huge upsurge in the number of artists needed to create a video game, and as 3D art has become more sophisticated, the number of artists needed to produce it continues to increase.

UbisoftRed Storm Entertainment Screen shot from Tom Clancys Ghost Recon - photo 6

Ubisoft/Red Storm Entertainment .

Screen shot from Tom Clancys Ghost Recon Advanced Warfighter 2, composed and edited by Sam R. Kennedy , using game assets created by Ubisoft and the Red Storm development staff .

3D games Feature virtual worlds with three dimensions (length, width, and the illusion of depth) that allow the player to move in multiple directionsforward/backward, up/down, side to side, and in front of and behind scenery and objects. In this screen shot, because this is a 3D game, the player can run anywhere in this environment, including behind buildings and from ship to ship, and enemies can ambush the players from rooftops .

GETTING MY FIRST VIDEO GAME JOB

I was lucky enough to be exiting college when simply knowing some 3D applications made you highly employable. After I struck out trying to get an animation job, I was offered a job as a video game production artist. (Production artists are the artists who do the mucking-out jobs. We were called pixel pushers back then, because we literally changed the colors one pixel at a time.)

I wasnt a very strong artist when I started pushing pixels, but I was making money and focused on learning what I could from the better artists around me. After some outside workshops in 3D, I went from pixel pushing to creating cinematics for PlayStations Animaniacs Ten Pin Alley , a wonderful job where I got to model, rig, animate, light, and render complete scenes in 3D. But I still liked animation the best, and in my down time I taught myself character animation. I landed an animation gig at Saffire, Inc., where I was a principal animator for a Soul Calibur fighting-style Xbox game and also rendered concept art and pitch art. When the studio lost its funding, I became an animator and concept artist at a new studio, painting in my down time. Our game didnt have a marketing artist, so I tried my hand at that too. Later I took a marketing artist position at Ubisoft, where I was privileged to work with some great people on brand name games like Tom Clancys Ghost Recon , Tom Clancys Rainbow Six , and Teenage Mutant Ninja Turtles .

WHATS A PIXEL?

A pixel is a tiny square of color. Digital art is made up of hundreds of thousands to millions of individual pixels. Each pixel is a combination of three colors (in the RGB system: red, green, or blue). By mixing these three basic colors you create all the colors in the art. The more pixels there are in a digital artwork, the sharper and crisper that artwork is. If you dont have enough pixels to create smooth gradients across your picture, it is said to be pixelated (because you can see the pixels themselves). Usually a printed digital art piece will have 300 pixels to an inch-long row. Computer monitors are flexible with their display rate; however, 72 DPI or dots per inch can be thought of as average. (In the phrase dots per inch pixels are referred to as dots.)

Next page
Light

Font size:

Reset

Interval:

Bookmark:

Make

Similar books «How to Become a Video Game Artist»

Look at similar books to How to Become a Video Game Artist. We have selected literature similar in name and meaning in the hope of providing readers with more options to find new, interesting, not yet read works.


Reviews about «How to Become a Video Game Artist»

Discussion, reviews of the book How to Become a Video Game Artist and just readers' own opinions. Leave your comments, write what you think about the work, its meaning or the main characters. Specify what exactly you liked and what you didn't like, and why you think so.