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Books: 3D Game Development
Books about 2D/3D art design, charactere creation, level design, engine design, physics and AI programming especially for game developers, for beginners and professionals
AVG Rating: 4.00
  Added 24 Jan 05   Updated Today
Beginning Illustration and Storyboarding for Games (Premier Press Game Development (Paperback))  
26.99 $
New from 10.00 $
9 Used from 8.40 $
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Author Les Pardew
Publisher Course Technology PTR
Publication Date 2004-10-08
Paperback - 296 Pages
ISBN 1592004954

Amazon Reviews
amazon.com:
You are about to embark on a journey that will travel into the heart and foundation of game creation?concept art. Creating concept art for games is unlike working with any other type of art. In a game, you are creating a self-contained world in which characters can interact with each other to carry out actions. As a concept artist, you supply the vision for the game and give direction to the development team. "Beginning Illustration and Storyboarding for Games" takes a basic look at the steps involved in creating game concept art. You will not need any game art development experience to begin your journey. Follow along as you work your way through several step-by-step examples that are designed to help you understand how game concept art is created. Get ready to set your vision into motion!
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[ Add a Comment ]Amazon Customer Comments
Not really much to learnRating: 2
08 Jun 2007 @ amazon.com

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.
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