Download Free Game Environment Art Book in PDF and EPUB Free Download. You can read online Game Environment Art and write the review.

This book explains the fundamentals of being a talented games Environment Artist by outlining the key considerations that most Environment Artists tend to forget. Focusing on the use of Substance Designer to create rich, colourful and realistic environments, the book shows how to improve storytelling and how to think outside the box. Following a step-by-step process to create realistic, state-of-the-art materials that help bring game narratives and worlds to life, this book provides a new perspective on Environment Art by covering the latest, most creative industry techniques using Substance Designer. This book should appeal to new and aspiring games Environment Artists, as well as those looking to increase their knowledge of Substance Designer. The final stages of this book give a sneak peek into creating foliage in the game industry. Henry Kelly is the Lead Artist at REWIND, a VR and AR studio with the vision of a better future for VR and AR.
From a steamy jungle to a modern city, or even a sci-fi space station, 3D Game Environments is the ultimate resource to help you create AAA quality art for a variety of game worlds. Primarily using Photoshop and 3ds Max, students will learn to create realistic textures from photo source and a variety of techniques to portray dynamic and believable game worlds. With detailed tutorials on creating 3D models, applying 2D art to 3D models, and clear concise advice on issues of efficiency and optimization for a 3D game engine, Luke Ahearn gives you everything students need to make their own realistic game environments. Key Features The entire game world development process; from planning to 3D modeling, UV layout, and creating textures. Exercises and projects to practice with; each section includes projects to guide you through creating different world genres. The updated companion website—www.lukeahearn.com/textures/ now includes video tutorials in addition to updated sample textures, shaders, materials, actions, brushes, program demos, plug-ins and all art from the book—all the tools you need in one place.
Concept drawings created for the computer game Journey.
A compilation of key chapters from the top Focal game art books available today - in the areas of Max, Maya, Photoshop, and ZBrush. The chapters provide the CG Artist with an excellent sampling of essential techniques that every 3D artist needs to create stunning game art. Game artists will be able to master the modeling, rendering, rigging, and texturing techniques they need - with advice from Focal's best and brightest authors. Artists can learn hundreds of tips, tricks and shortcuts in Max, Maya, Photoshop, ZBrush - all within the covers of one complete, inspiring reference.
Use Maya to create realistic environments and props for digital games Weapons, vehicles, tools, buildings, trees, plants, walls, ceilings, and floors-these items may seem secondary to the game environment, but they are integral parts of the game and they all need to be created. Maya Studio Projects: Game Environments and Props is a step-by-step project guide to creating some of the most popular game art. Author Michael McKinley shares techniques for getting the most out of Maya to create realistic, vivid, and compelling worlds and otherworldly props. Along the way, he provides notes and FYIs that give readers depth and breadth for bringing both reality and creativity to their game art. A bonus DVD features step-by-step videos to help drive home concepts. The Studio Projects series offers projects that start from nothing, just as they do in the studio; these books provide you with a step-by-step guide to software attributes and tools that encompass multiple disciplines so that you can create a finished, renderable object Many games have only a few characters, and multiple levels and environments, and hundreds of props-this book focuses on projects and techniques for creating everything but the character Maya is the top 3D app for creating console and computer games such as: Rock Band, Gears of War, James Bond: Quantum of Solace, Fallout 3, and Far Cry 2 Learn effective Maya studio techniques with this handy, step-by-step, full-color book. Note: CD-ROM/DVD and other supplementary materials are not included as part of eBook file.
A truly unique visual delight offering insight into the development of animation classics like Bambi, Beauty and the Beast, The Lion King, Lilo and Stitch as well as a tantalizing examination of unfinished Disney projects.
A potent new book examines the overlap between our ecological crisis and video games Video games may be fun and immersive diversions from daily life, but can they go beyond the realm of entertainment to do something serious—like help us save the planet? As one of the signature issues of the twenty-first century, ecological deterioration is seemingly everywhere, but it is rarely considered via the realm of interactive digital play. In Playing Nature, Alenda Y. Chang offers groundbreaking methods for exploring this vital overlap. Arguing that games need to be understood as part of a cultural response to the growing ecological crisis, Playing Nature seeds conversations around key environmental science concepts and terms. Chang suggests several ways to rethink existing game taxonomies and theories of agency while revealing surprising fundamental similarities between game play and scientific work. Gracefully reconciling new media theory with environmental criticism, Playing Nature examines an exciting range of games and related art forms, including historical and contemporary analog and digital games, alternate- and augmented-reality games, museum exhibitions, film, and science fiction. Chang puts her surprising ideas into conversation with leading media studies and environmental humanities scholars like Alexander Galloway, Donna Haraway, and Ursula Heise, ultimately exploring manifold ecological futures—not all of them dystopian.
The ultimate resource to help you create triple-A quality art for a variety of game worlds; 3D Game Environments offers detailed tutorials on creating 3D models, applying 2D art to 3D models, and clear concise advice on issues of efficiency and optimization for a 3D game engine. Using Photoshop and 3ds Max as his primary tools, Luke Ahearn explains how to create realistic textures from photo source and uses a variety of techniques to portray dynamic and believable game worlds.
"World of level design presents"--Cover.
Games are a unique art form. They do not just tell stories, nor are they simply conceptual art. They are the art form that works in the medium of agency. Game designers tell us who to be in games and what to care about; they designate the player's in-game abilities and motivations. In other words, designers create alternate agencies, and players submerge themselves in those agencies. Games let us explore alternate forms of agency. The fact that we play games demonstrates something remarkable about the nature of our own agency: we are capable of incredible fluidity with our own motivations and rationality. This volume presents a new theory of games which insists on games' unique value in human life. C. Thi Nguyen argues that games are an integral part of how we become mature, free people. Bridging aesthetics and practical reasoning, he gives an account of the special motivational structure involved in playing games. We can pursue goals, not for their own value, but for the sake of the struggle. Playing games involves a motivational inversion from normal life, and the fact that we can engage in this motivational inversion lets us use games to experience forms of agency we might never have developed on our own. Games, then, are a special medium for communication. They are the technology that allows us to write down and transmit forms of agency. Thus, the body of games forms a "library of agency" which we can use to help develop our freedom and autonomy. Nguyen also presents a new theory of the aesthetics of games. Games sculpt our practical activities, allowing us to experience the beauty of our own actions and reasoning. They are unlike traditional artworks in that they are designed to sculpt activities - and to promote their players' aesthetic appreciation of their own activity.