How to Draw Video Games
Create Unique Characters, Worlds, Levels and More!
by Steve Harpster
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Pub Date Nov 02 2017 | Archive Date Nov 01 2017
F+W Media | IMPACT Books
Description
From helpful sidekicks to 8-bit aliens and block-style beasts, the video game galaxy is an epic and endless world of battle-ready bosses, spewing lava levels and handyman heroes with the courage to save the day--all you need to do is draw them. This book teaches you how to get ideas from your brain onto paper by following basic demonstrations and using real life cheat codes. Instead of pressing "up, up, down, down, left," grab a sketchbook, marker and pack of colored pencils to start designing cool characters and the worlds they live in without the finger blisters and rage quits!
25+ demonstrations cover everything from inventing heroes and evil villains to storyboarding your game win.Learn how to draw legendary worlds and create difficult boss levels, including scrolling, three-dimensional and Minecraft-style block landscapes.Build cool vehicles, spaceships and sweet rides for heroes to hop on!Includes info on tech techniques, programs and digital upgrades. Stop playing video games and start drawing them!
A Note From the Publisher
Available Editions
EDITION | Other Format |
ISBN | 9781440351853 |
PRICE | £16.99 (GBP) |
Featured Reviews
This book is a great way to introduce kids to video game art. It focuses on character, background (worlds and level creation) and vehicle drawing. The simplified techniques and explanations are undoubtedly a friendlier version of what professionals in the field might use. For example, thumbnailing and the simplification of forms with basic geometric volumes (Block world chapter).
However, I wouldn't consider this book as a reference or guide for improving your drawing skills. It resembles more one of those drawing tutorials where you start with a circle and in the next two steps you suddenly have a complex figure. I don't think there is anything wrong with that, as kids start their creative journey by copying without knowing about how perspective, proportions, values, gesture, etc were taken into consideration when making those simple but nice looking characters (It does give some basic tips, like adding contour lines to visualize volume, but their correct use is not explained). Had to mention because the title sounds generic and one might mistakenly assume that it covers a bit more advanced and in detail information. "Game art for kids", "Drawing video games with Steve" or "Let's draw video games!" would feel more suitable.
Think of this book as a field trip to an artist's workplace where the artist is there to explain what he is doing (and what tools he uses) with enough simplicity that kids can follow along without feeling intimidated (or bored). I think that is the best part of "How to draw Video Games": it works as a bridge that introduces kids to the world of video game design, keeping it simple and fun at all times.