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An extensive guide to developing an exciting concept art career featuring advice and insights from top industry professionals and studios.
This is a comprehensive book that gives aspiring artists an honest, informative, and concise look at what it takes to become a concept artist in the video game industry. Author Eliott Lilly uses his own student work as a teaching tool along with personal experiences to help you on your journey. From finding the right school and getting the most out of your education, to preparing your portfolio and landing your first job, the advice and strategies Eliott offers are organized for easy reference and review. The book also features an extensive list of resources that students will find useful, as well as interviews with renowned concept artists David Levy, Sparth, Stephan Martiniere, Ben Mauro, and Farzad Varahramyan, all offering their own invaluable advice.
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. It’s 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 Clancy’s Ghost Recon and World of Warcraft; interviews with video game art professionals who’ve worked for top gaming companies like BioWare, Blizzard, and Ubisoft; step-by-step examples of actual game art; and detailed breakdowns of the training and portfolio samples you’ll need to make these jobs your own. For anyone who wants to go from gamer to game designer, this book contains all the secrets you’ll need to rise to the top of one of the most exciting industries of our time.
Are you ready to begin your career as a concept artist in the video game industry but don't know where to start? The Big Bad World of Concept Art for Video Games: How to Start Your Career as a Concept Artist is book two in the Big Bad series, delving deeper into the subjects and topics explored previously in An Insider's Guide for Students. Going beyond the amateur level, this guide prepares the upcoming professional, or any other artist, for a future in the entertainment industry. Whether you are a graduating student joining the workforce, a young professional who has just broken into the job market, or even an existing professional frustrated with your current situation, receive help figuring out what comes next for a fulfilling career. Eliott Lilly is a highly sought-after concept artist with nearly a decade of experience in the video game industry. He has worked for such prominent game companies as id Software, Treyarch, and Activision. He has contributed to several popular franchises, including Rage, Doom, and Call of Duty. Also an educator, Eliott teaches introductory concept art classes to university students. With his firsthand knowledge of the ins and outs of the video game industry, Eliott Lilly is an exceptional guide who can help prepare you for the rewarding journey toward realizing your ambitions.
"With its gentle affirmations, inspirational quotes, fill-in-the-blank lists and tasks — write yourself a thank-you letter, describe yourself at 80, for example — The Artist’s Way proposes an egalitarian view of creativity: Everyone’s got it."—The New York Times "Morning Pages have become a household name, a shorthand for unlocking your creative potential"—Vogue Over four million copies sold! Since its first publication, The Artist's Way phenomena has inspired the genius of Elizabeth Gilbert and millions of readers to embark on a creative journey and find a deeper connection to process and purpose. Julia Cameron's novel approach guides readers in uncovering problems areas and pressure points that may be restricting their creative flow and offers techniques to free up any areas where they might be stuck, opening up opportunities for self-growth and self-discovery. The program begins with Cameron’s most vital tools for creative recovery – The Morning Pages, a daily writing ritual of three pages of stream-of-conscious, and The Artist Date, a dedicated block of time to nurture your inner artist. From there, she shares hundreds of exercises, activities, and prompts to help readers thoroughly explore each chapter. She also offers guidance on starting a “Creative Cluster” of fellow artists who will support you in your creative endeavors. A revolutionary program for personal renewal, The Artist's Way will help get you back on track, rediscover your passions, and take the steps you need to change your life.
HOW DO YOU BECOME A SUCCESSFUL GAME ARTIST? The ultimate career guide walks you through the pitfalls and power-ups of building a career in this multi-billion dollar but secretive industry. Brimming with practical advice, for both aspiring artists and the experienced, GAME ARTIST leads you through the tricky process of career building, boosting you to the next level. From experienced Art Director and Artist Paul Jones, GAME ARTIST provides you with the golden key to unlocking your full career potential. All you have to do is step through the door. This is a walkthrough and career guide rolled into one! This book is for you, if: You want to learn the secrets of the games industry You want to get into a video game art department You wonder what makes a successful game artist You feel stuck in your role and want to level up You want to make the leap into team building and management You don't know how to get promoted? That's ok. It's because you don't know the rules of the game. Until now. Having worked for the last 25 years in the games industry, learning from the ground up, Paul has experienced a wide range of high-profile companies, Epic Games (Unreal Tournament 3), Rocksteady (Batman Arkham City), TTFusion (LEGO City Undercover) and the record-smashing Star Citizen with Cloud Imperium Games. Game Artist is split into well-defined sections, making it easy for you to pick and chose. Level One - Job Applicant Covering the basics - including finding your way into the industry, getting a killer portfolio ready, understanding what an Art Director wants to see, and finally, interview and salary negotiation skills explained. Level Two - Junior Artist Your first few months of working in a games company, paperwork and contracts, company benefits, perks and bonuses. Dive into game development pipelines and company hierarchies. What's expected of you as a new recruit and how to succeed and avoid early burn-out, giving you a heads-up on self-care, keeping you productive, having fun and learning to climb the ranks. Level Three - Mid, Senior and Principal Artist Decide where you're heading next while mentoring others and working widely with the development team. Clear career progression outlining which skills you need for the all-important Personal Development Review (PDR). How and where to upgrade yourself - communication and teamwork, creativity, productivity, self-confidence, mentoring. Chose to specialise (or not) and when it's time for a change, how best to make an exit strategy. Level Four - Lead Artist Making the transition to managerial responsibilities. Development of management techniques, understanding both yourself and your team, how to build and drive a successful team, dealing with tricky situations, meetings, presentations, staff reviews and negotiation. Plus, a section dedicated to self-care - how to set time aside for thinking, planning, and artwork. Level Five - Art Director The high-stakes role of Art Director explained. Working with executives and publishers, team deadlines, leading from the front, managing your team and the creative process. Revealing internal and external team pipelines, concept and game team artists, outsource studios and how to get the best from them all. Packed with hard-won information, from studios around the world, in-depth interviews with seasoned industry professionals, and advice on being the ideal professional, GAME ARTIST is the helping hand you always wanted. No more messing, no more guessing - it's time to level up!

The must-have guide for all artists who draw the human figure!

In Morpho: Hands and Feet, artist and teacher Michel Lauricella presents a unique approach to learning to draw the human body. In this book, Lauricella focuses exclusively on the hands and feet—arguably the most popular and, for many, the most challenging parts of the body to draw successfully. Breaking the subject matter down into the underlying skeletal shapes, followed by the musculature, then the skin and fat, and finally, the veins, Lauricella offers multiple approaches—from simple forms to complex renderings—and a plethora of positions and gestures are included to help you improve your drawing skills.

Geared toward artists of all levels, from beginners through professionals, this handy, pocket-sized book will help spark your imagination and creativity. Whether your interest is in figure drawing, fine arts, fashion design, game design, or creating comic book or manga art, you will find this helpful book filled with actionable insights.

(Publisher's Note: This book features an “exposed” binding style. This is intentional as it is designed to help the book lay flat as you draw.)


TABLE OF CONTENTS
Foreword
Introduction
Hands
Feet
Resources
Get ready to enter the working world of illustration with this freshly updated second edition of Brazell and Davies's Becoming a Successful Illustrator. This edition features even more 'Spotlight on...' sections, with advice from practicing illustrators as well as the people that commission them. You can enjoy added coverage in fields such as moving image, character illustration and social media. There are also new exercises to get you started planning and building your business, and over 200 inspirational examples of artwork, most of which are new to this edition. You can expect practical tips on how to seek work, how to market yourself and how to run your illustration business in an enterprising way, with advice that will prove useful long after your first commission. Building on the resources of the first edition, this continues to be the must-have guide to practicing professionally as an illustrator. Featured illustrators include: Millie Marotta Mark Ulriksen Natsko Seki Ellen Weinstein Stephen Collins ... and many more Featured topics include: Finding clients Agency representation Fields of work Financial and legal requirements Skills in art and design Self-promotion Showing work Managing your business
An inspiring collection of drawings and articles exploring the sketchbooks and artistic practices of 50 talented character artists.
Draw like a pro! Create fantastic, imaginative art for your comics with the comprehensive Beginner's Guide to Comic Art.