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).
Graphics, 3D modeling, and animation are the cornerstones of not only the video game industry, but also the motion picture industry, digital lighting, and many other professions.
Playtesting Best Practices: Real World and Online covers the complete journey of playtesting - the iterative journey to shape and refine tabletop games from raw ideas to balanced and fun games.
Create compelling, original characters using archetypes and design elements such as shadows and line with the tips and techniques found in this image-packed book.
The new edition of 3D Game Textures: Create Professional Game Art Using Photoshop features the most up-to-date techniques that allow you to create your own unique textures, shaders, and materials.
Award-winning action-adventure designers Christopher Totten and Adrian Sandoval guide you on a quest to create levels for different styles of 2D action-adventure games, from top-down dungeon-crawler adventures to side-scrolling non-linear "e;Metroidvania"e; titles.
In a follow-up book, which re-iterates the principles of "e;Digital Creature Rigging: The Art & Science of CG Creature Setup in 3ds Max"e;, and enhances their relativity with advanced wing, tail and tentacle setups.
Video Game Law is aimed at game developers and industry professionals who want to better understand the industry or are in need of expert legal guidance.
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).
Game Design Deep Dive: Free-to-Play (F2P) continues the series' focus on examining genres with a look at the history and methodology behind free-to-play and mobile games.
While some rigging books focus too much on the theory of rigging and provide little instruction, others do the exact opposite and offer no reasoning behind the button-pushing.
A textbook for learning 3d modeling fundamentals, this step-by-step lesson book develops the readers modeling skills through a series of modeling exercises creating modules for a medieval castle environment.
This fully revised and updated third edition offers students and artists valuable insights into traditional color theory and its practical application using today's cutting-edge technology.
Award-winning action-adventure designers Christopher Totten and Adrian Sandoval guide you on a quest to create levels for different styles of 2D action-adventure games, from top-down dungeon-crawler adventures to side-scrolling non-linear "e;Metroidvania"e; titles.
This book takes you through all the basic steps of character design for games and animation, from brainstorming and references to the development phase and final render.
As a textbook for learning the fundamentals of modeling, rigging and animating 3D-modeled characters for use in video games, this step-by-step lesson book builds on the reader's modeling skills acquired from reading Volume I.
People have played games forever, but it's only in the past few decades that people really started thinking about what games are, how they work, and how to make them better.
As animation software becomes more advanced and graphics become more refined, the opportunity to create informative detail becomes more achievable in your characters.
In this lavishly illustrated full-color retrospective, discover never-before-seen photos that bring to life the people and stories behind the most popular games of all time, including Space Invaders, Pac-Man, Centipede, Donkey Kong, Asteroids, SimCity, Quake, Myst, Tomb Raider, and more.
This tutorial-based book allows readers to create a first-person game from start to finish using industry-standard (and free to student) tools of Unity, Substance Painter, and Maya.
This book examines how World War Two is simulated through serious computer games, such as first-person shooters, flight and tank simulators, and grand strategy games.