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Game Art

The Fundamentals

  • Kliment, Stephen A. Architectural Sketching and Rendering: Techniques for Designers and Artists. New York: Whitney Library of Design, 1984. NA2708.K59 1984
  • Hart, Christopher.  Drawing Cutting Edge Anatomy: the Ultimate Reference Guide for Comic Book Artists.  New York: Watson-Guptill Publications, 2004. NC1764.8.H84 H37 2004
  • Bridgman, George Brant.  Bridgman’s Complete Guide to Drawing from Life.  New York, Sterling Publishing, 2001. NC760.B83 1973
  • Iijima, Takashi.  Action Anatomy: for Gamers, Animators, and Digital Artists.  New York, Harper Design International, 2005. NC760.L555 2005
  • Wllenberger, Wilhelm, H. Baum, and H. Dittrich.  An Atlas of Animal Anatomy for Artists.  New York, Dover Publications, 1956. NC780.E62 1956

Before you can go out and be a great digital artist, you have to know the fundamentals of drawing and anatomy.  All of these books have been recommended by your instructors for the library.  The library has many more books on drawing, but these should get you started.

Examples of videogame art

  • Kelman, Nic.  Videogame Art.  New York : Assouline Publishing, 2005. GV1469.3.K45
    2005

In a beautifully designed book rich with images, Nic Kelman explores the art of videogames including game characters, environments, objects, and general game designs.  Kelman does not simply provide images of video games and their characters in the context of the historical development of computer graphics, he goes beyond this to provide an analysis video game art and its impact on culture and society.  By the way, lots of pretty pictures too.

  • Hartas, Leo.  The Art of Game CharactersNew York: Harper Design, 2005. T385.H34721
    2005
  • Morris, Dave and Leo Hartas.  Game Art: The Graphic Art of Computer GamesNew York: Watson-Guptill Publications,  2003. T385.M663 2003
  • Morris, Dave and Leo Hartas. The Art of Game WorldsNew York: Harper Design International, 2004. T385.G3 M67 2004

In The Art of Game Characters Leo Hartas presents the art of game characters from different game genres along with analysis of character development from “Game Cuties” to “Mad, Bad, and Dangerous to Know.”  In Game Art Hartas and Dave Morris have created a book that provides a comprehensive look at the art of videogames.  They offer countless images and illustrations and discuss the development of the art of particular games.  In The Art of Game World Morris and Hartas provide an in-depth look at the environments of video games.  This includes architecture, landscapes, and vehicles, among other things.  All three of these books also provide interviews with game artists, designers, and developers and in general are excellent sources for game artists.

  • Huber, William.  “Some Notes on Aesthetics in Japanese Videogames.”  Videogames and Art.  Chicago: Intellect Books, University of Chicago Press, 2007.  N7433.8.V53 2007
  • Works Corporation.  Japanese Game Graphics: Behind the Scene of Your Favorite GamesNew York: Harper Design International, 2004 T385.J39 2004

Japanese Game Graphics offers a look at the game art created by some of the most well know contemporary Japanese game artists.  In addition to providing interviews and profiles of the artists, the editors also provide concept art from some of the games and images of Maya files which display the development of a particular game character or scene. 

If you are interested in learning more about Japanese game art, read “Some Notes on Aesthetics in Japanese Videogames” by William Huber, which is available in the book Videogames and Art

Concept Art

  • Bresman, Jonathan.  The Art of Star Wars: Episode 1, The Phantom Menace.  New York: Ballantine, 1999.  PN1997.S6595 B7374 1999
  • Lee, Alan.  The Lord of the Rings Sketchbook.  Boston: Houghton Mifflin, 2005. NC978.5.L44 A4 2005
  • Trautmann, Eric SThe Art of Halo: Creating a Virtual World.  New York: Random House, 2004.  QA76.76.C672 T7 2004

Concept art is a drawing or illustration that represents an environment, a character, or a costumes from a film or game.  These drawings can also represent the developments of the characters and sets.

Creating 3D Art

  • Omernick, Matthew.  Creating the Art of the Game.  Indianapolis: New Riders, 2004.  T385.O44
    2004
  • Gantzler, Todd.  Game Development Essentials: Video Game Art.  Clifton Park, NY : Thomson/Delmar Learning, 2005.  QA76.76.C672 G368 2005

These two books are a good place to start to understand some of the basics surrounding the creating of digital 3D art.  Both of these books are commonly used as textbooks in classes and on focus on the mechanics and skill necessary for creating digital 3D art rather than specific software applications.  However, the authors do utilize either 3ds Max or Maya for their example.

  • Gauthier, Jean-Marc.  Building Interactive Worlds in 3D: Virtual Sets and Pre-visualization for Games, Film, and the Web. Boston: Elsevier/Focal Press, 2005. QA76.76.C672 G369 2005
  • Pardew, Les. Autodesk Maya and Autodesk 3ds Max Side-by-Side. Boston, MA: Thomson Course Technology, 2006.  TR897.7.P355 2007

If you are looking for books on the application of creating 3D art the following books are a good place to start.  The library has books that support both 3ds Max and Maya; many of these books can be found in the section that begins TR897.7; also take a look at the section that begins with T385.

Jobs and Career Guidance

  • Linde, Riccard.  Game Art: Creation, Direction, and Careers.  Hingham: Charles River Media, 2005. QA76.76.C672 L55 2005

 

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