"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
Drawing Basics and Video Game Art: Classic to Cutting-Edge Art Techniques for Winning Video Game Design Feature:
"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
We recommend that you check the price of Drawing Basics and Video Game Art: Classic to Cutting-Edge Art Techniques for Winning Video Game Design in a hurry now. It might reduce the price or offersthat you are appointed to make. So you have the best Drawing Basics and Video Game Art: Classic to Cutting-Edge Art Techniques for Winning Video Game Design in prices from com.
Thursday, April 3, 2014
Drawing Basics and Video Game Art: Classic to Cutting-Edge Art Techniques for Winning Video Game Design
Thursday, November 14, 2013
How to Shoot Video That Doesn't Suck: Advice to Make Any Amateur Look Like a Pro
How to Shoot Video That Doesn't Suck is a quick and easy guide that will make your video better instantly-- whether you read it cover to cover or just skim a few chapters. It's about the language of video. How to think like a director, regardless of equipment (amateurs think about the camera, pros think about communication). It's about the rules developed over a century of movie-making--which work just as well when shooting a two-year-old's birthday party. Written by Steve Stockman, the director of Two Weeks (2007), plus TV shows, music videos, and hundreds of commercials, How to Shoot Video That Doesn't Suck explains in 74 short, pithy, insightful chapters how to tell a story and entertain your audience. How to shoot video people will want to watch.
Here's how to think in shots--how to move-point-shoot-stop-repeat, instead of planting yourself in one spot and pressing "Record" for five minutes. Why never to shoot until you see the whites of your subject's eyes. Why to "zoom" with your feet and not the lens. How to create intrigue on camera. The book covers the basics of framing, lighting, sound (use an external mic), editing, special effects (turn them off!), and gives advice on shooting a variety of specific situations: sporting events, parties and family gatherings, graduations and performances. Plus, how to make instructional and promotional videos, how to make a music video, how to capture stunts, and much more. At the end of every chapter is a suggestion of how to immediately put what you learned into practice, so the next time you're shooting you'll have begun to master the skill. Accompanying the book is a website with video clips to illustrate different rules, techniques, and situations.
How to Shoot Video That Doesn't Suck: Advice to Make Any Amateur Look Like a Pro Feature:
How to Shoot Video That Doesn't Suck is a quick and easy guide that will make your video better instantly-- whether you read it cover to cover or just skim a few chapters. It's about the language of video. How to think like a director, regardless of equipment (amateurs think about the camera, pros think about communication). It's about the rules developed over a century of movie-making--which work just as well when shooting a two-year-old's birthday party. Written by Steve Stockman, the director of Two Weeks (2007), plus TV shows, music videos, and hundreds of commercials, How to Shoot Video That Doesn't Suck explains in 74 short, pithy, insightful chapters how to tell a story and entertain your audience. How to shoot video people will want to watch.
Here's how to think in shots--how to move-point-shoot-stop-repeat, instead of planting yourself in one spot and pressing "Record" for five minutes. Why never to shoot until you see the whites of your subject's eyes. Why to "zoom" with your feet and not the lens. How to create intrigue on camera. The book covers the basics of framing, lighting, sound (use an external mic), editing, special effects (turn them off!), and gives advice on shooting a variety of specific situations: sporting events, parties and family gatherings, graduations and performances. Plus, how to make instructional and promotional videos, how to make a music video, how to capture stunts, and much more. At the end of every chapter is a suggestion of how to immediately put what you learned into practice, so the next time you're shooting you'll have begun to master the skill. Accompanying the book is a website with video clips to illustrate different rules, techniques, and situations.
We recommend that you check the price of How to Shoot Video That Doesn't Suck: Advice to Make Any Amateur Look Like a Pro in a hurry now. It might reduce the price or offersthat you are appointed to make. So you have the best How to Shoot Video That Doesn't Suck: Advice to Make Any Amateur Look Like a Pro in prices from com.
Wednesday, September 18, 2013
Motion Picture and Video Lighting
Motion Picture and Video Lighting, Second Edition, is the indispensable guide to film and video lighting. Written by the author of the industry bible Cinematography, this book explores technical, aesthetic, and practical aspects of lighting for film and video. It will show you not only how to light, but why. Written by an experienced professional, this comprehensive book explores light and color theory, equipment, and techniques to make every scene look its best.
Now in full color, Motion Picture and Video Lighting is heavily illustrated with photos and diagrams throughout.
This new edition also includes the ultimate 'behind the scenes' DVD that takes you directly on a professional shoot and demonstrates technical procedures and equipment. In addition, 20 video clips include lighting demonstrations, technical tests, fundamentals of lighting demos, and short scenes illustrating different styles of lighting.
Motion Picture and Video Lighting Feature:
Motion Picture and Video Lighting, Second Edition, is the indispensable guide to film and video lighting. Written by the author of the industry bible Cinematography, this book explores technical, aesthetic, and practical aspects of lighting for film and video. It will show you not only how to light, but why. Written by an experienced professional, this comprehensive book explores light and color theory, equipment, and techniques to make every scene look its best.
Now in full color, Motion Picture and Video Lighting is heavily illustrated with photos and diagrams throughout.
This new edition also includes the ultimate 'behind the scenes' DVD that takes you directly on a professional shoot and demonstrates technical procedures and equipment. In addition, 20 video clips include lighting demonstrations, technical tests, fundamentals of lighting demos, and short scenes illustrating different styles of lighting.
We recommend that you check the price of Motion Picture and Video Lighting in a hurry now. It might reduce the price or offersthat you are appointed to make. So you have the best Motion Picture and Video Lighting in prices from com.