A comprehensive guide to computer game art includes some five hundred full color examples from the most popular games, tracing the history of the art form from such early pioneers as Space Invaders and Pac Man to such advanced designs as Tomb Raider, Everquest, Diablo, and others....
|Title||:||Game Art: The Graphic Art of Computer Games|
|Publisher||:||Watson Guptill July 1, 2003|
|Number of Pages||:||192 pages|
|File Size||:||667 KB|
|Status||:||Available For Download|
|Last checked||:||21 Minutes ago!|
Game Art: The Graphic Art of Computer Games Reviews
This is far more than a book of glossy game art pics, and certainly not a coffee table prop. Appropriately the book has a number of layers and themes which together provide an absorbing insight into the history of computer games. The text is free from the gushing sycophantic praise that blemishes many of the genre art books. Instead the authors produce a clear categorisation of games with illustrations in support. Comments from game designers are likewise intelligent, thoughtful and devoid of self agrandisement. What the reader gets is a book of useful illustrations, clear game categorisation by features, useful insights into game creation and an indication of where the genre is probably headed. Overall there is a subtle intellectual tone to the book which makes it both a pleasure to flick through but a much more profound pleasure to read.
It might seem that Game Art would be of interest to a very narrow group of enthusiasts. We believe, however, that it gives essential insights into a very important impact of the Internet, and is worthy reading for all interested in that impact. Any work incorporating a large number of graphics, must meet additional tests for a reader, of course. Such books are invariably expensive, though the 29.95 cost of this work puts it well toward the low end of the "coffee table" genre. The graphics are, however, beautiful and highly detailed...
I've never been an avid computer games player (wrong generation, mostly), but their progressive development, and especially the continuing quest for verisimilitude, fascinate me. I remember when Asteroids and Pac-Man and Space Invaders first appeared (in the lobbies of movie theaters, when "arcade" still meant pinball), and how addicted my adolescent kids quickly became. But that level of 2-D was nothing, of course, compared to the MYST series and to god/simulations like SimCity 3 -- not to mention keyframe animation and real-time interaction and detailed storyboarding that wouldn't be out of place in Hollywood. This is the first book I've seen that really gets into all aspects of video game art and design (there wouldn't have been enough to say even a few years ago), and it succeeds nicely both in its glossy-paper graphics and in the discursive text, which includes numerous interviews with designers.
Game Art by Dave Morris and Leo Harris is one of the best ways I have found to learn about the history of video games. There are great drawings and pictures of many different games from Pong to Halo. This book has a lot of great information.