Thursday, 8 January 2015

New Books for Design for Games

3D Masterclass: The Swordmaster in 3ds Max and ZBrush presents a comprehensive, step-by-step guide to modeling, sculpting, unwrapping, texturing, and rendering a low poly game character. The professional workflow detailed in this book is typical of the games design industry, and anyone looking to produce a portfolio-worthy character will benefit from talented character artist Gavin Goulden's extensive experience. Gavin Goulden is a US-based character artist currently working for Irrational Games on BioShock Infinite. A veteran in the games industry, he's been involved with a number of high profile projects over the years, including Dead Rising 2, Dragon Age, and F.E.A.R.2.
 

Rendering with mental ray and 3ds Max

Create stunning renders of your 3ds Max models in mental ray with this concise guide. Learn all of the essential concepts such as indirect illumination, materials, render options, shaders, and lighting. Rendering with mental ray and 3ds Max, Second Edition is now revised to cover Autodesk Revit and special effects. The companion website includes all of the necessary project files from inside the book.
  

Skillful Huntsman, Visual Development of a Grimm Tale atArt Center College of Design

A tale from the Brothers Grimm provides inspiration for three gifted students from the world-renowned Art Center College of Design in Pasadena, California. Khang Le, Mike Yamada, and Felix Yoon were guided by their instructor, Scott Robertson, to create original design solutions for the environments, characters, props, and vehicles found within The Skillful Huntsman. The trio's sketches and full-color renderings thoroughly document the creative process of concept design, revealing a host of intriguing places - from sci-fi cities to castles - and people - from giants to royalty. A must for artists, aspiring entertainment designers, comic aficionados, and anyone interested in the creative process, The Skillful Huntsman offers insight into the mysterious world of the imagination.


The Wildlife of Star Wars: A Field Guide

Designed as a naturalist's sketch book and featuring the meticulous illustrations of Star Wars' artist Whitlatch, this is a definitive guide to the creatures of George Lucas's world famous creation.

 

How to Draw: Drawing and Sketching Objects and Environments from Your Imagination

With the perspective drawing process concisely communicated by Scott Robertson, this book will be an indispensible addition to the library of anyone interested in learning to draw, as well as those teaching others to draw. Early chapters focus on an introduction to the discipline with later chapters providing the knowledge needed to draw more complex forms and subjects.

 

Creative Project Management


The seven essential tools for keeping projects on time and under budget                                   You're executing risk management, leadership, and planning--all hallmarks of outstanding project management. And yet you're still having trouble keeping your projects on schedule.

Creative Project Management adds two new elements to the mix: creativity and innovation.
Internationally renowned project management consultants Michael Dobson and Ted Leemann combine traditional project management skills, such as risk evaluation, decision-making, and human dynamics, with outside-the-box thinking and business creativity. They provide seven new tools and approaches you can apply to any project.
The methods discussed inside Creative Project Management show you how to:
  • Realistically imagine the outcome of your decisions
  • Work with--and around--the realities and constraints that affect your decisions
  • Read and predict trends
  • Manage the long- and short-term ramifications of your decisions
  • Evaluate the impact of present and future technologies on your decisions
  • Imagine new choices you didn't think you had
Creative Project Management provides an invaluable new set of tools for any project management professional tasked with making difficult decisions in these uncertain times.

 

Level Design: Concept, Theory, and Practice

Good or bad level design can make or break any game, so it is surprising how little reference material exists for level designers. Beginning level designers have a limited understanding of the tools and techniques they can use to achieve their goals, or even define them. This book is the first to use a conceptual and theoretical foundation to build such a set of practical tools and techniques. It is tied to no particular technology or genre, so it will be a useful reference for many years to come. Kremers covers many concepts universal to level design, such as interactivity, world building, immersion, sensory perception, pace, and more, and he shows how to apply these concepts in practical ways, with many examples from real games.

 

Characteristics of Games

Characteristics of Games offers a new way to understand games: by focusing on certain traits--including number of players, rules, degrees of luck and skill needed, and reward/effort ratio--and using these characteristics as basic points of comparison and analysis. These issues are often discussed by game players and designers but seldom written about in any formal way. This book fills that gap. By emphasizing these player-centric basic concepts, the book provides a framework for game analysis from the viewpoint of a game designer. The book shows what all genres of games--board games, card games, computer games, and sports--have to teach each other. Today's game designers may find solutions to design problems when they look at classic games that have evolved over years of playing. Characteristics of Games--written by three of the most prominent game designers working today--will serve as an essential reference for game designers and game players curious about the inner workings of games. It includes exercises (which can also serve as the basis for discussions) and examples chosen from a wide variety of games. There are occasional mathematical digressions, but these can be skipped with no loss of continuity. Appendixes offer supplementary material, including a brief survey of the two main branches of mathematical game theory and a descriptive listing of each game referred to in the text.

 

Creative Approaches to Problem Solving: A Framework forInnovation and Change

Creative Approaches to Problem Solving (CAPS) is a comprehensive text covering the well-known, cited, and used system for problem solving and creativity known as Creative Problem Solving (CPS). CPS is a flexible system used to help individuals and groups solve problems, manage change, and deliver innovation. It provides a framework, language, guidelines, and set of easy-to-use tools for understanding challenges, generating ideas and transforming promising ideas into action.
Features and Benefits:
- Specific objectives in each chapter for the reader – This provides a clear focus for instruction or independent learning
- Practical case study introduced in the beginning of each chapter and then completed as a “rest of the story” toward the end of the chapter – This feature provides an application anchor for the reader
- Upgraded mix of graphics – These updated and refreshed graphics include tables, figures, and illustrative images that are designed to provide “pictures” to go along with the word. The aim has been to aid attention, retention, and practical application
- Enhanced emphasis on flexible, dynamic process— Enables users to select and apply CPS tools, components, and stages in a meaningful way that meets their actual needs
- A framework for problem solving that has been tested and applied across ages, settings, and cultures— Readers can apply a common approach to process across many traditional “boundaries” that have limited effectiveness.
Creative Approaches to Problem Solving has been (and continues to be) used as a core text for faculty who are teaching courses in Creative Problem Solving or Creativity and Innovation as part of an MBA program, or in Education, a course on Creativity (often as a component of certification or endorsement requirements in gifted education). It is also used as a core text for those enrolled in professional development, continuing education, or executive education programmes.

 

Digital Painting Techniques - Vols 1 - 6


Discover the tips, tricks and techniques that really work for concept artists, matte painters and animators. Compiled by the team at 3dtotal.com, Digital Painting Techniques, Volume 1 offers digital inspiration with hands-on insight and techniques from professional digital artists. More than just a gallery book - within Digital Painting Techniques each artist has written a breakdown overview, with supporting imagery of how they made their piece of work. Beginner and intermediate digital artists will be inspired by the gallery style collection of the finest examples of digital painting from world renowned digital artists. Start your mentorship into the world of digital painting today with some of the greatest digital artists in the world and delve into professional digital painting techniques, such as speed painting, custom brush creation and matte painting. Develop your digital painting skills beyond the variety of free online digital painting tutorials and apply the most up to date techniques to your digital canvas with Digital Painting Techniques.

Rules of Play: Game Design Fundamentals



As pop culture, games are as important as film or television--but game design has yet to develop a theoretical framework or critical vocabulary. In Rules of Play Katie Salen and Eric Zimmerman present a much-needed primer for this emerging field. They offer a unified model for looking at all kinds of games, from board games and sports to computer and video games. As active participants in game culture, the authors have written Rules of Play as a catalyst for innovation, filled with new concepts, strategies, and methodologies for creating and understanding games..Building an aesthetics of interactive systems, Salen and Zimmerman define core concepts like "play," "design," and "interactivity." They look at games through a series of eighteen "game design schemas," or conceptual frameworks, including games as systems of emergence and information, as contexts for social play, as a storytelling medium, and as sites of cultural resistance.Written for game scholars, game developers, and interactive designers, Rules of Play is a textbook, reference book, and theoretical guide. It is the first comprehensive attempt to establish a solid theoretical framework for the emerging discipline of game design.

An Architectural Approach to Level Design

Explore Level Design through the Lens of Architectural and Spatial Experience Theory

Written by a game developer and professor trained in architecture, An Architectural Approach to Level Design is one of the first books to integrate architectural and spatial design theory with the field of level design. It explores the principles of level design through the context and history of architecture, providing information useful to both academics and game development professionals.
Understand Spatial Design Principles for Game Levels in 2D, 3D, and Multiplayer Applications
The book presents architectural techniques and theories for level designers to use in their own work. The author connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory.
Create Meaningful User Experiences in Your Games
Bringing together topics in game design and architecture, this book helps designers create better spaces for their games. Software independent, the book discusses tools and techniques that designers can use in crafting their interactive worlds.

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