Digital game art

Author: (English) Morris / (English) Hattas / Wang Yi / Wang Hao
Publisher:
Publish Date: 2004-01-01
Features: With the industrial scale of Hollywood, millions of audiences, computer games have become a hot topic in the world of mass entertainment today. For the new generation of creative geniuses, they also provide a medium to combine incredible technological proficiency with the brilliance of imagination, creating new forms of art that are breathtaking. "Digital Game Art" showcases the essence of gaming, emphasizing the creative wisdom behind tomorrow's hit works. Over 500 color illustrations display the state of game art. Join top game artists and designers to explore what inspires them and how they create world-leading masterpieces. Understand how levels, environments, and characters in games are created. In-depth exploration of major game genres, from real-time strategy games to high-speed racing games and cute cartoon adventure games, from fantasy world journeys in "Initial" to narrow streets in "Grand Theft Auto." There is enough material about computer game art to fill an entire university course, and undoubtedly, many have done so. Broadly speaking, it is more expansive than cinematography because it must include other factors beyond aesthetics: game theory, graphic design, storytelling, and the entire entertainment experience. Game development differs from other painting arts—it is not designed to be viewed within a frame, unlike film production design. Since players interact with the game world, the work of game artists is more like that of an architect—creating a colorful, light-dappled, spacious world and designing pathways within it. Viewing game art from the outside, like looking at the Elgin Marbles in the British Museum, it is still art, but no longer in the original way of viewing art. However, if game art is no longer constructed in its original artistic manner but instead takes on an interactive function, what does that mean? Precisely because we view it here as "the art of the frame," we can gather many interesting and impactful collections. The two of us have worked extensively in the development of CD-ROM games, as well as in the television and book industries. We realize that for the older traditional media, looking down and learning from games has become a trend. This is like the theater looking down and learning from the cinema, or the radio looking down and learning from television—these elders can learn something from the younger generation. We are personally without a doubt that CD-ROM games will become the art form of the 21st century. Let's make a bet? Everything is still unknown!

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