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Visual Design Concepts For Mobile Games

By: Chirstopher Carman (Author) , Chirstopher Carman (Author) , Chirstopher Carman (Author) , Chirstopher Carman (Author) , Chirstopher Carman (Author) , Chirstopher Carman (Author) , Chirstopher Carman (Author) , Chirstopher Carman (Author) , Chirstopher Carman (Author) , Chirstopher Carman (Author) , Chirstopher Carman (Author) , Chirstopher Carman (Author) , Chirstopher Carman (Author) , Chirstopher Carman (Author) , Chirstopher Carman (Author)

Extended Catalogue

Ksh 11,900.00

Format: Paperback or Softback

ISBN-10: 1138806927

ISBN-13: 9781138806924

Publisher: Taylor & Francis Ltd

Imprint: CRC Press

Country of Manufacture: GB

Country of Publication: GB

Publication Date: Feb 16th, 2018

Publication Status: Active

Product extent: 186 Pages

Weight: 432.00 grams

Dimensions (height x width x thickness): 17.70 x 22.70 x 1.30 cms

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  • Description

  • Reviews

This book is not specifically focused on game design or game development and is also not a 3D modeling or animation guide.

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.

 

Key Features

  • Weaves knowledge of classic visual development principles and web/mobile game art production practices.
  • Assignments and exercises at the end of every chapter allow the reader to create a game art project from start to finish.
  • Examines both 2D/3D game art pipelines.
  • Includes a companion website with project files, asset downloads & author created video tutorials.
This book is not specifically focused on game design or game development and is also not a 3D modeling or animation guide.

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.

 

Key Features

  • Weaves knowledge of classic visual development principles and web/mobile game art production practices.
  • Assignments and exercises at the end of every chapter allow the reader to create a game art project from start to finish.
  • Examines both 2D/3D game art pipelines.
  • Includes a companion website with project files, asset downloads & author created video tutorials.
This book is not specifically focused on game design or game development and is also not a 3D modeling or animation guide.

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.

 

Key Features

  • Weaves knowledge of classic visual development principles and web/mobile game art production practices.
  • Assignments and exercises at the end of every chapter allow the reader to create a game art project from start to finish.
  • Examines both 2D/3D game art pipelines.
  • Includes a companion website with project files, asset downloads & author created video tutorials.
This book is not specifically focused on game design or game development and is also not a 3D modeling or animation guide.

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.

 

Key Features

  • Weaves knowledge of classic visual development principles and web/mobile game art production practices.
  • Assignments and exercises at the end of every chapter allow the reader to create a game art project from start to finish.
  • Examines both 2D/3D game art pipelines.
  • Includes a companion website with project files, asset downloads & author created video tutorials.
This book is not specifically focused on game design or game development and is also not a 3D modeling or animation guide.

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.

 

Key Features

  • Weaves knowledge of classic visual development principles and web/mobile game art production practices.
  • Assignments and exercises at the end of every chapter allow the reader to create a game art project from start to finish.
  • Examines both 2D/3D game art pipelines.
  • Includes a companion website with project files, asset downloads & author created video tutorials.
This book is not specifically focused on game design or game development and is also not a 3D modeling or animation guide.

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.

 

Key Features

  • Weaves knowledge of classic visual development principles and web/mobile game art production practices.
  • Assignments and exercises at the end of every chapter allow the reader to create a game art project from start to finish.
  • Examines both 2D/3D game art pipelines.
  • Includes a companion website with project files, asset downloads & author created video tutorials.
This book is not specifically focused on game design or game development and is also not a 3D modeling or animation guide.

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.

 

Key Features

  • Weaves knowledge of classic visual development principles and web/mobile game art production practices.
  • Assignments and exercises at the end of every chapter allow the reader to create a game art project from start to finish.
  • Examines both 2D/3D game art pipelines.
  • Includes a companion website with project files, asset downloads & author created video tutorials.
This book is not specifically focused on game design or game development and is also not a 3D modeling or animation guide.

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.

 

Key Features

  • Weaves knowledge of classic visual development principles and web/mobile game art production practices.
  • Assignments and exercises at the end of every chapter allow the reader to create a game art project from start to finish.
  • Examines both 2D/3D game art pipelines.
  • Includes a companion website with project files, asset downloads & author created video tutorials.
This book is not specifically focused on game design or game development and is also not a 3D modeling or animation guide.

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.

 

Key Features

  • Weaves knowledge of classic visual development principles and web/mobile game art production practices.
  • Assignments and exercises at the end of every chapter allow the reader to create a game art project from start to finish.
  • Examines both 2D/3D game art pipelines.
  • Includes a companion website with project files, asset downloads & author created video tutorials.
This book is not specifically focused on game design or game development and is also not a 3D modeling or animation guide.

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.

 

Key Features

  • Weaves knowledge of classic visual development principles and web/mobile game art production practices.
  • Assignments and exercises at the end of every chapter allow the reader to create a game art project from start to finish.
  • Examines both 2D/3D game art pipelines.
  • Includes a companion website with project files, asset downloads & author created video tutorials.
This book is not specifically focused on game design or game development and is also not a 3D modeling or animation guide.

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.

 

Key Features

  • Weaves knowledge of classic visual development principles and web/mobile game art production practices.
  • Assignments and exercises at the end of every chapter allow the reader to create a game art project from start to finish.
  • Examines both 2D/3D game art pipelines.
  • Includes a companion website with project files, asset downloads & author created video tutorials.
This book is not specifically focused on game design or game development and is also not a 3D modeling or animation guide.

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.

 

Key Features

  • Weaves knowledge of classic visual development principles and web/mobile game art production practices.
  • Assignments and exercises at the end of every chapter allow the reader to create a game art project from start to finish.
  • Examines both 2D/3D game art pipelines.
  • Includes a companion website with project files, asset downloads & author created video tutorials.
This book is not specifically focused on game design or game development and is also not a 3D modeling or animation guide.

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.

 

Key Features

  • Weaves knowledge of classic visual development principles and web/mobile game art production practices.
  • Assignments and exercises at the end of every chapter allow the reader to create a game art project from start to finish.
  • Examines both 2D/3D game art pipelines.
  • Includes a companion website with project files, asset downloads & author created video tutorials.
This book is not specifically focused on game design or game development and is also not a 3D modeling or animation guide.

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.

 

Key Features

  • Weaves knowledge of classic visual development principles and web/mobile game art production practices.
  • Assignments and exercises at the end of every chapter allow the reader to create a game art project from start to finish.
  • Examines both 2D/3D game art pipelines.
  • Includes a companion website with project files, asset downloads & author created video tutorials.
This book is not specifically focused on game design or game development and is also not a 3D modeling or animation guide.

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.

 

Key Features

  • Weaves knowledge of classic visual development principles and web/mobile game art production practices.
  • Assignments and exercises at the end of every chapter allow the reader to create a game art project from start to finish.
  • Examines both 2D/3D game art pipelines.
  • Includes a companion website with project files, asset downloads & author created video tutorials.

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