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Visual Design Concepts For Mobile Games

Book Hero Magic crafted this summary to help describe this book. While it's new and still learning, it may not be perfect - your feedback is welcome! Summary
Visual Design Concepts For Mobile Games guides readers through the visual development process of game art specifically for mobile and PC platforms. It focuses on creating 2D and 3D game-ready assets, such as characters, props, and backgrounds, within an isometric design framework. While not a game design or animation manual, it touches on relevant high-level topics like game engine performance to inform visual creation. The book includes practical exercises and assignments to help artists develop and complete a comprehensive game art project.
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Format: Hardback
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Book Hero Magic created this recommendation. While it's new and still learning, it may not be perfect - your feedback is welcome! IS THIS YOUR NEXT READ?

This book is ideal for students and professionals aiming to enter mobile and PC game art creation roles, particularly concept artists and 2D production artists. It suits those interested in visual development processes rather than detailed game design or animation techniques.

Book Hero thinking about your next read

This book is not specifically focused on game design or game development and is also not a 3D modeling or animation guide.

Book Hero Magic formatted this description to make it easier to read. While it's new and still learning, it may not be perfect - your feedback is welcome! Description

This book is geared towards both students and professionals who are looking to enter the mobile (tablet/smartphone) and PC (personal computer) industry as concept artists (for both 2D and 3D production pipelines) or as 2D production artists (game-ready assets). It is not specifically focused on game design or game development and is also not a 3D modelling or animation guide.

However, certain aspects of game design, game development, and 3D modelling and animation will impact the visual development and art creation process. At points throughout, we will explore topics such as game engine performance and game mechanics, though at a high-level, bird's-eye vantage point and only as they pertain to the visual development of the various assignments throughout this book.

Through the completion of the exercises and assignments contained within Visual Development for Web & Mobile Games, readers will be guided through the visual development process and execution of a variety of concepts and assets (final game art). This includes categories such as characters, props, and backgrounds, within an isometric design template. The categories themselves will relate more to their function within a very simple game design template than their completed visual representation (e.g., the "big build-able" category could be anything from a town square to a fire-breathing dragon, as long as it fits within the bare bones parameters of the asset type's functionality). The concept, theme, and style of these assets, as well as the world they inhabit, will be completely up to the individual artist.

Key Features

  • Weaves knowledge of classic visual development principles and web/mobile game art production practices.
  • Assignments and exercises at the end of every chapter allow the reader to create a game art project from start to finish.
  • Examines both 2D/3D game art pipelines.
  • Includes a companion website with project files, asset downloads, and author-created video tutorials.

Book Details

INFORMATION

ISBN: 9780815366515

Publisher: Taylor & Francis Inc

Format: Hardback

Date Published: 12 February 2018

Country: United States

Imprint: A K Peters

Audience: Professional and scholarly

DIMENSIONS

Width: 178.0mm

Height: 229.0mm

Weight: 498g

Pages: 128

About the Author

Christopher Carman is a veteran of the web, mobile, and console games industry and currently serves as the Associate Director of Visual Development at the Academy of Art University in San Francisco CA.

http://chriscarmanart.com/

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