Game Creation for Teens
by Jason Darby
Game Testing All in One
by Charles P. Schultz; Robert Bryant; Tim Langdell, Ph.D.
Beginning DirectX® 10 Game Programming
by Wendy Jones
Beginning Game Programming with Flash®
by Hamsa Suri; Lakshmi Prayaga
Coverage includes—
In 1987, Les Pardew started his career by creating the animation for Magic Johnson Fast Break Basketball on the Commodore 64. He soon found that he loved working on games and has been in the industry ever since. His work encompasses more than 100 video game titles, including some major titles such as Super Star Wars, NCAA Basketball, Starcraft: Brood War, James Bond 007, Robin Hood: Prince of Thieves, and CyberTiger. He currently serves as President of Alpine Studios, which he founded with Ross Wolfley in the fall of 2000. Alpine Studios is a game development company focusing on family-friendly games. Alpine Studios' products include Kublox, Combat Medic, Motocross Mania 2, and Ford Truck Mania. Les is also the author of Game Art for Teens.
The only book to specifically address illustration and storyboarding for games.
Full of illustrations and step-by-step projects.
Offers real-world instruction for game concept art development.
Also touches on basic art skill development.
Comes complete with Q&As, extensice end-of-chapter exercises, projects, and a CD to reinforce self-practice and learning.
Average Amazon.com® Rating: ![]()
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Based on 1 Ratings
Not really much to learn - 2007-06-08
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I bought this book because I was searching for a book on drawing, maybe some photoshop instructions and a clear relation to game design, so I thought this would be a suitable pick, but after reading it I have to say that the author covers a lot of topics, but none of them in any detail.
Furthermore the author keeps on telling tons of stuff which anyone interested in game design should know or which is rather self-explanatory or asks kind of dumb repeating questions (i.e. he asks and answers the question "Are storyboards important?" In the chapter covering them. If they were not, why the hell is he giving them a whole chapter or why should I bother reading about it?).
Another big flaw: The illustrations in the book are black/white, only those on CD are colored, which is a big disadvantage if you want to redraw/repaint the sketches without a monitor in front of you.
So, in the end I would advise anyone interested in the topics this book tries to cover to buy other books focused on illustration, drawing or game design only.
Top Level Categories:
Programming
Sub-Categories:
Programming > C++
C++ > Game Programming
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