How to Become a Video Game Artist

The Insider's Guide to Landing a Job in the Gaming World

Author: Sam R. Kennedy

Publisher: Watson-Guptill

ISBN: 082300810X

Category: Art

Page: 160

View: 2843

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.

Cool Careers Without College for People Who Love Gaming

Author: Adam Furgang

Publisher: The Rosen Publishing Group, Inc

ISBN: 1508172838

Category: Juvenile Nonfiction

Page: 104

View: 4447

This book covers all facets of the gaming industry, including production and sales, and also looks into traditional gaming outside of the multimedia industry. With a particular focus on the practical challenges of breaking into the world of gaming and strategies to help students prepare for working in the field, it aims to provide a range of entry points.

Careers for Tech Girls in Video Game Development

Author: Laura La Bella

Publisher: The Rosen Publishing Group, Inc

ISBN: 1499461070

Category: Juvenile Nonfiction

Page: 80

View: 9191

Women have faced an uphill climb in the male-dominated world of video game development, but that is beginning to change. Young women now make up nearly half of all gamers, and some companies are looking to expand the influence of women in the gaming industry and engage with them as creators, rather than only as consumers. This resource introduces middle and high school girls to the world of video game development, covering the kinds of courses, extracurricular activities, and organizations that can help them get into a career in video game development.

Making Great Games

An Insider's Guide to Designing and Developing the World's Greatest Games

Author: Michael Thornton Wyman

Publisher: Taylor & Francis

ISBN: 1136132376

Category: Art

Page: 234

View: 9252

Join videogame industry veteran Michael Thornton Wyman on a series of detailed, behind-the-scenes tours with the teams that have made some of the most popular and critically acclaimed videogames of the modern era. Drawing on insider's perspectives from a wide variety of teams, learn about the creation of a tiny, independent game project (World of Goo), casual game classics (Diner Dash, Bejeweled Twist), the world's most popular social game (FarmVille) as well as the world's most popular MMORPG (World of Warcraft), PC titles (Half Life 2) to AAA console games (Madden NFL 10), and modern-day masterpieces (Little Big Planet, Rock Band, Uncharted 2: Among Thieves). Hear directly from the creators about how these games were made, and learn from their stories from the trenches of videogames production. This book is an excellent resource for those working directly on game design or production, for those aspiring to work in the field, or for anyone who has wondered how the world's greatest videogames get made.

Big Bad World of Concept Art in Video Games

An Insider's Guide for Students

Author: Eliott J. Lilly

Publisher: N.A

ISBN: 9781624650208

Category: Art

Page: 144

View: 7948

Do you aspire to become 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: An Insider s Guide for Students is a comprehensive book that gives aspiring artists an honest, informative, and concise look at what it takes to do just that. 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. With his firsthand knowledge about the ins and outs of the video game industry, Eliott Lilly is an exceptional guide who can help prepare you for the long journey toward realizing your ambitions."

3d Automotive Modeling

An Insider's Guide to 3d Car Modeling and Design for Games and Film

Author: Andrew Gahan

Publisher: Taylor & Francis

ISBN: 1136130136

Category: Art

Page: 449

View: 1127

Master techniques from top automotive designers and world-class game developers with this insider's guide to designing and modeling 3D vehicles. With techniques demonstrated in 3ds Max, Maya, XSI, and Photoshop, "3D Automotive Modeling" starts with a fantastic series of hot concept designs and continues by offering a full hands-on modeling tutorial for each. Some of the very best designers and modelers from across the globe take you through their processes step-by-step, giving you the tips, tricks, and short-cuts that true professionals use. "3D Automotive Modeling" features tutorials from Honda, Toyota, and Mercedes-Benz designers, as well as modelers from Sony Computer Entertainment, Lucas Arts, and Simbin-artists who have worked on some of the biggest games in the industry, including the MotorStorm series. You will get: insider tips from a team of noted professionals, led by author Andrew Gahan, part of the award-winning game team behind the PlayStation 3 smash hit series, MotorStorm; all tutorial files, models, textures, blueprints, and concept images on the associated web site; and, access to a vibrant forum on the web site where you can discuss and share your work and get feedback from the pros.

Die Kunst des Game Designs

Bessere Games konzipieren und entwickeln

Author: Jesse Schell

Publisher: MITP-Verlags GmbH & Co. KG

ISBN: 3958452841

Category: Computers

Page: 680

View: 3440

Grundlagen der Entwicklung und Konzeption klassischer Spiele von einem der weltweit führenden Game Designer Mehr als 100 Regeln und zentrale Fragen zur Inspiration für den kreativen Prozess Zahlreiche wertvolle Denkanstöße für die Konzeption eines erfolgreichen Spiels Jeder kann die Grundlagen des Game Designs meistern – dazu bedarf es keines technischen Fachwissens. Dabei zeigt sich, dass die gleichen psychologischen Grundprinzipien, die für Brett-, Karten- und Sportspiele funktionieren, ebenso der Schlüssel für die Entwicklung qualitativ hochwertiger Videospiele sind. Mit diesem Buch lernen Sie, wie Sie im Prozess der Spielekonzeption und -entwicklung vorgehen, um bessere Games zu kreieren. Jesse Schell zeigt, wie Sie Ihr Game durch eine strukturierte methodische Vorgehensweise Schritt für Schritt deutlich verbessern. Mehr als 100 gezielte Fragestellungen eröffnen Ihnen dabei neue Perspektiven auf Ihr Game, so dass Sie die Features finden, die es erfolgreich machen. Hierzu gehören z.B. Fragen wie: Welche Herausforderungen stellt mein Spiel an die Spieler? Fördert es den Wettbewerb unter den Spielern? Werden sie dazu motiviert, gewinnen zu wollen? So werden über hundert entscheidende Charakteristika für ein gut konzipiertes Spiel untersucht. Mit diesem Buch wissen Sie, worauf es bei einem guten Game ankommt und was Sie alles bedenken sollten, damit Ihr Game die Erwartungen Ihrer Spieler erfüllt und gerne gespielt wird. Zugleich liefert es Ihnen jede Menge Inspiration – halten Sie beim Lesen Zettel und Stift bereit, um Ihre neuen Ideen sofort festhalten zu können

Write Your Way Into Animation and Games

Create a Writing Career in Animation and Games

Author: Christy Marx

Publisher: Taylor & Francis

ISBN: 024081343X

Category: Computers

Page: 418

View: 8915

Provides information, tips, and tutorials on ways to launch a career writing for animated films and video games, covering such topics as writing structure, developing characters, script and proposal formatting, and networking.

Game Development Essentials

Game industry career guide

Author: Michael E. Moore,Jeannie Novak

Publisher: Delmar Pub

ISBN: 9781428376472

Category: Business & Economics

Page: 323

View: 5945

Written in a non-technical manner, Game Development Essentials: Game Industry Career Guide is a valuable asset for anyone looking for a job, not only in the game industry but also in any field requiring technical expertise and creative talent. Not only does it discuss what skills game companies need, it also gives extensive advice and insights on writing a solid r?sum?, building a portfolio that will attract game companies, and preparing for telephone and personal interviews.

Quill & Quire

Author: N.A

Publisher: N.A

ISBN: N.A

Category: Book industries and trade

Page: N.A

View: 6114

Guerrilla Film Scoring

Practical Advice from Hollywood Composers

Author: Jeremy Borum

Publisher: Rowman & Littlefield

ISBN: 1442237309

Category: Performing Arts

Page: 270

View: 3722

In this book, Jeremy Borum provides valuable guidance on how to make a good film score both quickly and inexpensively. Featuring insights from 20 professional composers, this handbook encompasses the entire film scoring process including education, preparation, writing and recording a score, editing, mixing and mastering, finding work, career development, and sample contracts.

Job Hunter's Sourcebook

Where to Find Employment Leads and Other Job Search Resources

Author: Bohdan Romaniuk

Publisher: Gale Cengage

ISBN: 9781414407845

Category: Business & Economics

Page: 1389

View: 7013

Here is the essential, updated resource job seekers need to develop a complete strategy for their job searches. Alphabetically arranged by career, the Sourcebook lists sources of help wanted ads, employer directories, employment agencies, placement services, electronic resources, and other information sources for 216 specific careers. New profiles on careers such as event planner, forensic scientist and tissue engineer have been added as well. Also included are helpful e-mail and Web site addresses, along with new information on networking to further assist users in their searches.

Design Patterns für die Spieleprogrammierung

Author: Robert Nystrom

Publisher: MITP-Verlags GmbH & Co. KG

ISBN: 395845092X

Category: Computer games

Page: 400

View: 2942

- Die bekannten Design Patterns der Gang of Four im konkreten Einsatz für die Entwicklung von Games - Zahlreiche weitere vom Autor entwickelte Patterns - Sequenzierungs-, Verhaltens-, Entkopplungs- und Optimierungsmuster Für viele Spieleprogrammierer stellt die Finalisierung ihres Spiels die größte Herausforderung dar. Viele Projekte verlaufen im Sande, weil Programmierer der Komplexität des eigenen Codes nicht gewachsen sind. Die im Buch beschriebenen Design Patterns nehmen genau dieses Problem in Angriff. Der Autor blickt auf jahrelange Erfahrung in der Entwicklung von weltweit erfolgreichen Games zurück und stellt erprobte Patterns vor, mit deren Hilfe Sie Ihren Code entwirren und optimieren können. Die Patterns sind in Form unabhängiger Fallbeispiele organisiert, so dass Sie sich nur mit den für Sie relevanten zu befassen brauchen und das Buch auch hervorragend zum Nachschlagen verwenden können. Sie erfahren, wie man eine stabile Game Loop schreibt, wie Spielobjekte mithilfe von Komponenten organisiert werden können und wie man den CPU-Cache nutzt, um die Performance zu verbessern. Außerdem werden Sie sich damit beschäftigen, wie Skript-Engines funktionieren, wie Sie Ihren Code mittels Quadtrees und anderen räumlichen Aufteilungen optimieren und wie sich die klassischen Design Patterns in Spielen einsetzen lassen.

The Hollywood Reporter

Author: N.A

Publisher: N.A

ISBN: N.A

Category: Motion picture industry

Page: N.A

View: 667

Film & video finder

Author: National Information Center for Educational Media

Publisher: N.A

ISBN: 9780937548295

Category: Performing Arts

Page: N.A

View: 7399

Book Review Index 2009

Cumulation

Author: Dana Ferguson

Publisher: Gale Cengage

ISBN: 9781414419121

Category: Language Arts & Disciplines

Page: 1262

View: 8666

Macworld

Author: N.A

Publisher: N.A

ISBN: N.A

Category: Macintosh (Computer)

Page: N.A

View: 8514

Rich Dad Poor Dad

Was die Reichen ihren Kindern über Geld beibringen

Author: Robert T. Kiyosaki

Publisher: FinanzBuch Verlag

ISBN: 3862486338

Category: Self-Help

Page: 240

View: 5634

Warum bleiben die Reichen reich und die Armen arm? Weil die Reichen ihren Kindern beibringen, wie sie mit Geld umgehen müssen, und die anderen nicht! Die meisten Angestellten verbringen im Laufe ihrer Ausbildung lieber Jahr um Jahr in Schule und Universität, wo sie nichts über Geld lernen, statt selbst erfolgreich zu werden. Robert T. Kiyosaki hatte in seiner Jugend einen "Rich Dad" und einen "Poor Dad". Nachdem er die Ratschläge des Ersteren beherzigt hatte, konnte er sich mit 47 Jahren zur Ruhe setzen. Er hatte gelernt, Geld für sich arbeiten zu lassen, statt andersherum. In Rich Dad Poor Dad teilt er sein Wissen und zeigt, wie jeder erfolgreich sein kann.

Video Sourcebook

A Guide to Programs Currently Available on Video in the Areas Of: Movies/entertainment, General Interest/education, Sports/recreation, Fine Arts, Heal

Author: Thomson Gale

Publisher: Gale Cengage

ISBN: 9781414400990

Category: Performing Arts

Page: 4000

View: 1046

From classroom aids to corporate training programs, technical resources to self-help guides, children's features to documentaries, theatrical releases to straight-to-video movies, The Video Source Book continues its comprehensive coverage of the wide universe of video offerings with more than 130,000 complete program listings, encompassing more than 160,000 videos. All listings are arranged alphabetically by title. Each entry provides a description of the program and information on obtaining the title. Six indexes -- alternate title, subject, credits, awards, special formats and program distributors -- help speed research.

Forthcoming Books

Author: Rose Arny

Publisher: N.A

ISBN: N.A

Category: American literature

Page: N.A

View: 3216