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Visual Development For Web And Mobile Games First Edition Chris Carman

  • SKU: BELL-6992188
Visual Development For Web And Mobile Games First Edition Chris Carman
$ 31.00 $ 45.00 (-31%)

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Visual Development For Web And Mobile Games First Edition Chris Carman instant download after payment.

Publisher: Focal Press
File Extension: PDF
File size: 96.66 MB
Pages: 256
Author: Chris Carman
ISBN: 9780815366515, 9781138806924, 9781315751382, 9781317614999, 0815366515, 1138806927, 1315751380, 1317614992
Language: English
Year: 2016
Edition: First edition

Product desciption

Visual Development For Web And Mobile Games First Edition Chris Carman by Chris Carman 9780815366515, 9781138806924, 9781315751382, 9781317614999, 0815366515, 1138806927, 1315751380, 1317614992 instant download after payment.

This book is geared towards both students as well as 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 2D production artists (game-ready assets). This book is not specifically focused on game design or game development and is also not a 3D modeling or animation guide. However, certain aspects of game design, game development, and 3D modeling and animation will impact the visual development and art creation process. So, at points throughout we will explore topics such as game engine performance and game mechanics, though at a very 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 types functionality). The concept, theme, and style of these assets, as well as the world they inhabit, will be completely up to the individual artist.

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