Computer Games As Landscape Art
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Author | : Peter Nelson |
Publisher | : Springer Nature |
Total Pages | : 207 |
Release | : 2023-10-02 |
Genre | : Social Science |
ISBN | : 303137634X |
This book proposes that computer games are the paradigmatic form of contemporary landscape and offers a synthesis of art history, geography, game studies and play. Like paint on canvas, the game engine is taken as the underlying medium, and using the Valve Source Engine as the primary case study, it analyses landscapes according to the technical, economic and cultural features this medium affords. It presents the single-player first-person shooter (Half-Life 2) as a Promethean safari, examines how the economics of gambling and product placement shaped the eSports landscapes of Counter-Strike and reveals how sandboxes such as Garry’s Mod visualise the radical landscape of Web 2.0. This book explores how our relationship to the environment is changing, how we express this through computer games and how we can move beyond examining artistic influences on games to examining how historical connections flow through games and the history of landscape images.
Author | : Peter Nelson |
Publisher | : Palgrave Macmillan |
Total Pages | : 0 |
Release | : 2023-10-25 |
Genre | : Social Science |
ISBN | : 9783031376337 |
This book proposes that computer games are the paradigmatic form of contemporary landscape and offers a synthesis of art history, geography, game studies and play. Like paint on canvas, the game engine is taken as the underlying medium, and using the Valve Source Engine as the primary case study, it analyses landscapes according to the technical, economic and cultural features this medium affords. It presents the single-player first-person shooter (Half-Life 2) as a Promethean safari, examines how the economics of gambling and product placement shaped the eSports landscapes of Counter-Strike and reveals how sandboxes such as Garry’s Mod visualise the radical landscape of Web 2.0. This book explores how our relationship to the environment is changing, how we express this through computer games and how we can move beyond examining artistic influences on games to examining how historical connections flow through games and the history of landscape images.
Author | : Duncan Harris |
Publisher | : National Geographic Books |
Total Pages | : 0 |
Release | : 2022-06-28 |
Genre | : Games & Activities |
ISBN | : 050002314X |
An in-depth visual guide presenting the detailed creative journeys behind the development of the world’s leading videogames. Making Videogames is an extraordinary snapshot of modern interactive entertainment, with insight from pioneers about the most important games in the industry. Illustrated with some of the most arresting in-game images ever seen in print, this book explores the unique alchemy of a technical and artistic endeavor striking a captivating balance between insider insight and accessibility. Across twelve chapters, each focusing on a specific game from AAA blockbusters such as Control and Half-Life: Alyx to cult breakthrough games including No Man’s Sky and Return of the Obra Dinn, this volume documents the incredible craft of videogame worldbuilding. These chapters present masterful visual storytelling via the world’s most popular, but seldom fully understood, entertainment medium. Demonstrating the magic and method behind each studio’s work, the book includes enlightening text by Alex Wiltshire complementing specially created imagery “photographed” in-engine by screen capture artist Duncan Harris. A book for die-hard videogame fanatics, aspiring designer-creatives, video game developers, and the visually curious alike, Making Videogames will showcase the boundless creativity of this thrilling industry.
Author | : Rachel DeLue |
Publisher | : Routledge |
Total Pages | : 377 |
Release | : 2010-10-28 |
Genre | : Art |
ISBN | : 1135902259 |
Artistic representations of landscape are studied widely in areas ranging from art history to geography to sociology. This book brings together more than fifty scholars from many disciplines to establish new ways of thinking about landscape in art.
Author | : Mitchell Albala |
Publisher | : Watson-Guptill |
Total Pages | : 202 |
Release | : 2011-11-15 |
Genre | : Art |
ISBN | : 0823008347 |
Because nature is so expansive and complex, so varied in its range of light, landscape painters often have to look further and more deeply to find form and structure, value patterns, and an organized arrangement of shapes. In Landscape Painting, Mitchell Albala shares his concepts and practices for translating nature's grandeur, complexity, and color dynamics into convincing representations of space and light. Concise, practical, and inspirational, Landscape Painting focuses on the greatest challenges for the landscape artist, such as: • Simplification and Massing: Learn to reduce nature's complexity by looking beneath the surface of a subject to discover the form's basic masses and shapes.• Color and Light: Explore color theory as it specifically applies to the landscape, and learn the various strategies painters use to capture the illusion of natural light.• Selection and Composition: Learn to select wisely from nature's vast panorama. Albala shows you the essential cues to look for and how to find the most promising subject from a world of possibilities. The lessons in Landscape Painting—based on observation rather than imitation and applicable to both plein air and studio practice—are accompanied by painting examples, demonstrations, photographs, and diagrams. Illustrations draw from the work of more than 40 contemporary artists and such masters of landscape painting as John Constable, Sanford Gifford, and Claude Monet. Based on Albala's 25 years of experience and the proven methods taught at his successful plein air workshops, this in-depth guide to all aspects of landscape painting is a must-have for anyone getting started in the genre, as well as more experienced practitioners who want to hone their skills or learn new perspectives.
Author | : Chris Solarski |
Publisher | : Watson-Guptill |
Total Pages | : 242 |
Release | : 2012-09-18 |
Genre | : Art |
ISBN | : 0823098486 |
"This book supports my own 30-year crusade to demonstrate that games are an art form that undeniably rivals traditional arts. It gives detailed explanations of game art techniques and their importance, while also highlighting their dependence on artistic aspects of game design and programming.” — John Romero, co-founder of id Software and CEO of Loot Drop, Inc. "Solarski’s methodology here is to show us the artistic techniques that every artist should know, and then he transposes them to the realm of video games to show how they should be used to create a far more artful gaming experience ... if I were an artist planning to do video game work, I’d have a copy of this on my shelf." — Marc Mason, Comics Waiting Room Video games are not a revolution in art history, but an evolution. Whether the medium is paper or canvas—or a computer screen—the artist’s challenge is to make something without depth seem like a window into a living, breathing world. Video game art is no different. Drawing Basics and Video Game Art is first to examine the connections between classical art and video games, enabling developers to create more expressive and varied emotional experiences in games. Artist game designer Chris Solarski gives readers a comprehensive introduction to basic and advanced drawing and design skills—light, value, color, anatomy, concept development—as well as detailed instruction for using these methods to design complex characters, worlds, and gameplay experiences. Artwork by the likes of Michelangelo, Titian, and Rubens are studied alongside AAA games like BioShock, Journey, the Mario series, and Portal 2, to demonstrate perpetual theories of depth, composition, movement, artistic anatomy, and expression. Although Drawing Basics and Video Game Art is primarily a practical reference for artists and designers working in the video games industry, it’s equally accessible for those interested to learn about gaming’s future, and potential as an artistic medium. Also available as an eBook
Author | : Ruth Catlow |
Publisher | : Liverpool University Press |
Total Pages | : 0 |
Release | : 2010 |
Genre | : Art |
ISBN | : 9781846312472 |
Since the beginning of the twenty-first century, artists have embraced the tools and culture of digital gaming to create artwork that challenges the norms and expectations of both the game and art worlds. Artists Re:thinking Games explores the themes adopted by artists working at the intersections of computer games and the visual arts and includes essays and interviews with a range of visual artists, developers, and new media scholars including Mathius Fuchs, Anne-Marie Schleiner, Bill Viola, and Emma Westecott. Not your average computer games reader, Artists Re:thinking Games brings together experts in the field who take a critical, sometimes subversive, but always fresh look at computer games.
Author | : Andy Clarke |
Publisher | : Intellect Books |
Total Pages | : 296 |
Release | : 2007 |
Genre | : Art |
ISBN | : |
Videogame art is developing as an area of burgeoning interest, departing from embryonic roots into a flourishing division of scholarly study. The collection provides both an overview of the field, positioning it within a social and commercial context with reference to other forms of digital and pictorial art, and to the mainstream videogames industry.
Author | : Rob Alexander |
Publisher | : |
Total Pages | : 0 |
Release | : 2007-05 |
Genre | : Drawing |
ISBN | : 9782940361960 |
Author | : Dietmar Meinel |
Publisher | : Walter de Gruyter GmbH & Co KG |
Total Pages | : 301 |
Release | : 2022-02-21 |
Genre | : History |
ISBN | : 3110675188 |
While video games have blossomed into the foremost expression of contemporary popular culture over the past decades, their critical study occupies a fringe position in American Studies. In its engagement with video games, this book contributes to their study but with a thematic focus on a particularly important subject matter in American Studies: spatiality. The volume explores the production, representation, and experience of places in video games from the perspective of American Studies. Contributions critically interrogate the use of spatial myths ("wilderness," "frontier," or "city upon a hill"), explore games as digital borderlands and contact zones, and offer novel approaches to geographical literacy. Eventually, Playing the Field II brings the rich theoretical repertoire of the study of space in American Studies into conversation with questions about the production, representation, and experience of space in video games.