TAILIEUCHUNG - Drawing Basics and Video Game Art by Chris Solarski

It was at an art workshop organized by (a forumthat promotes, develops, and showcases concept art for illustra-tion, lm, and game production), when I saw artists like AndrewJones demonstrate the amazing ability to create lifelike charac-ters straight from their imaginations, that I began to question mylack of traditional art training. I saw that it was their mastery ofclassical art principles that placed them in the enviable positionof being rst to visualize characters and environments in thedevelopment process, for which artists like me would produce3D models and textures based on their designs. I had a lot ofcatching up to do. | FOREWORD BY Tristan Donovan Hl .-I-. . CLASSIC TO CUTTING-EDGE ART TECHNIQUES FOR WINNING VIDEO GAME DESIGN Purchase a copy of DRAWING BASICS AND VIDEO GAME ART at one of these retailers BARNES NOBLE BOOKSELLERS GooqIc books u iBookstore W INDIEBOUND WATSON GƯPTILL CONTENTS FOREWORD by Tristan Donovan PREFACE INTRODUCTION LEVEL 01 FUNDAMENTALS Materials Basic Pencil Techniques Basic Perspective Basic Volumes Basic Lighting and Values Visual Measuring Tools Drawing Process LEVEL 02 ADVANCED DRAWING CONCEPTS Advanced Perspective and Volumes Advanced Lighting and Values Atmospheric Perspective Landscape Drawing LEVEL 03 THE HUMAN FIGURE Gravity and Movement Proportions Skeletal Landmarks LEVEL 04 ANATOMY Six Stages for Rendering Anatomy The Foot The Leg The Pelvis The Spine and Ribcage The Shoulder Girdle The Arm The Hand The Head and Neck Facial Expressions Gears of War 2 8 LEVEL 05 ELEMENTS OF DESIGN 145 n Frame 146 9 Camera Angle 152 10 Scale 158 10 Grouping 159 Í r Lighting 162 15 Line 164 16 Shapes 176 18 Subverting Conventions 184 23 n LEVEL 06 CHARACTER DESIGN 188 29 Good Studio Practice 189 32 Brainstorming and Character Concept 190 37 . . Visual Metaphors 192 Mind-Map Research and Mood Board 193 Thumbnail Development 197 40 Final Character Drawing and Model Sheet 200 41 44 LEVEL 07 ENVIRONMENT DESIGN 203 53 Character Environment Shapes 204 55 Building Construction 208 Character-Centric Environment Design 211 59 Top-Down Environment Design 216 60 Gameplay Map 220 68 72 LEVEL 08 COLOR AND DIGITAL TOOLS 223 74 Color Adding Color with Digital Tools 224 230 75 76 PROFESSIONAL PORTFOLIO 84 AND GETTING WORK 236 91 98 BIBLIOGRAPHY 239 107 114 INDEX 240 122 128 142

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