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Computerspil som kunstart

Her finder du spændende bøger om Computerspil som kunstart. Nedenfor er et flot udvalg af over 46 bøger om emnet. Det er også her du finder emner som Bøger om det kunstneriske aspekt af spildesign, grafik osv.
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  • af Teruko Sakurai
    197,95 kr.

    A color science expert's must-have coloring guide for manga and anime artists! Author Teruko Sakurai, Japan's leading colorist, applies her expert knowledge of color to drawing effective anime and manga. Starting with the basics, Sakurai shares her secrets on how to provide your characters and scenes with the right colors to accurately express their moods and actions. This all-in-one guide allows you to become a skilled colorist in just a few easy lessons. Here are just some of the key topics presented in this all-in-one handbook: How to select the right hair and eye colors to express the personality and mood of a characterThe basics of color theory and how to match the color palette of a scene with the story being toldColor's role in conveying emotion-- and the essential colors used to capture a particular moodHundreds of palette color combinations and swatches with CMYK and RGB percentagesThis book shows you how to become a skilled digital colorist just by following a few simple guidelines--and how to refine your illustrations further using professional-level digital shading and coloration techniques. With hundreds of tips and sample palettes to refer to, Anime & Manga Digital Coloring Guide is a book every manga and anime artist will want to have!

  • af Lawrence May
    482,95 kr.

  • af Blizzard Enterta Blizzard Entertainment
    267,95 kr.

  • af Robert Brooks
    367,95 kr.

    INCLUDES CODES GOOD FOR FIVE PACKS OF YEAR OF THE DRAGON HEARTHSTONE CARDS!A motley crew of singing villains. A ragtag team of adventurers. A conflict that could decide the fate of Azeroth itself. It's safe to say that Hearthstone's never looked so exciting!For the first time, Blizzard Entertainment's collectible card game told a complete, continuous story across three expansions. The Art of Hearthstone, Volume V: Year of the Dragon shows hundreds of fantastic illustrations created by dozens of artists for the game's cards, cinematics, and concept art, as well as diving deep into the creative process and pipeline that made the Year of Dragon one of Hearthstone's most ambitious.

  • af Blizzard Enterta Blizzard Entertainment
    207,95 kr.

    Overwatch is a team-based multiplayer first-person shooter developed and published by Blizzard Entertainment. Described as a "hero shooter," A week from its launch, Blizzard reported over seven million Overwatch players with a total accumulated playtime of 119 million hours; Blizzard reported more than 10 million players by mid-June and has reported continued increases in the player base, with 50 million players as of November 2019.A sequel, Overwatch 2, was announced in 2019 and will include new player versus environment (PvE) co-operative multiplayer modes.

  • af Steve Danuser
    367,95 kr.

    Monsters, mystery, and magic abound in this stunning, illustrated collection of original fairy tales from the World of Warcraft universe, as told by an all-star cast of bestselling, award-winning storytellers. The power of stories is felt and known in every corner of Azeroth. From the windswept fields of the Eastern Kingdoms to the bustling city of Gadgetzan, differences were bridged by common tales of average people overcoming incredible odds. Lessons learned from cautionary tales tempered many brave heroes and brought them safely home, while stories of adventure spurred history's most remarkable actors to greatness. Now you too can settle in, lay down your armor, and listen to the wonderous tales of adventure and peril in the Folk and Fairy Tales of Azeroth. Brimming with gorgeous artwork and twelve inspired stories crafted by fantasy's brightest authors including Garth Nix, Catherynne M. Valente, Kami Garcia, and more, this enchanting anthology brings new voices, new meaning, and new wonder to World of Warcraft.

  • af Micky Neilson
    447,95 kr.

    The Crash Bandicoot¿ series has remained a beloved staple of platform gaming ever since the first game's release in 1996.The Art of Crash Bandicoot¿4: It's About Time¿is a rich repository overflowing with interviews, quotes, observations and anecdotes, accompanied by a treasure trove of concept art detailing the characters and environments of the game. Gamers of every type will cherish this all-encompassing look into the zany, wild and unpredictable world of Crash Bandicoot¿ .

  • af Guerrilla Games
    417,95 kr.

    Introducing 'The Art of Horizon Forbidden West', a captivating book by the renowned Guerrilla Games. Published in 2023, this masterpiece delves into the artistry and creativity behind one of the most anticipated video games of the year, Horizon Forbidden West. As an authoritative voice in the gaming industry, Guerrilla Games takes us on a journey through the vivid and intricate world of Horizon Forbidden West. This book is not just a revelation of the game's artistic process but also a celebration of the genre. Published by Penguin LCC US, 'The Art of Horizon Forbidden West' is a must-have for every gaming enthusiast, art lover, and everyone in between. Immerse yourself in the beauty and art of Horizon Forbidden West with this fascinating book.

  • af Sean Copeland
    267,95 kr.

    What lies beyond the veil of death? Journey past this mortal coil and discover the secrets of the Shadowlands. Study the practices around death and dying on Azeroth, then follow a Broker through the groves of Ardenweald, over the gleaming towers of Bastion, and into the depths of the Maw for a detailed voyage unlike any other.Featuring gorgeous artwork never before glimpsed by mortal eyes, a stunning fold-out map, and secrets straight from the game team, Grimoire of the Shadowlands and Beyond is made to be treasured for eternity. In his authorial debut, Blizzard Entertainment historian Sean Copeland teams up with World of Warcraft's Lead Narrative Designer, Steve Danuser, to open the vaults of hidden knowledge for all curious souls.

  • af Koda Kazuma
    264,95 kr.

    The first art book from acclaimed video game concept artist Koda Kazuma, depicting the decadent and haunting worlds of NieR.This hardcover, full-color volume presents the works created by concept artist Koda Kazuma for the award-winning games NieR:Automata, NieR Re[in]carnation, and NieR Replicant ver.1.22474487139… In addition to concept art for the games, this book includes promotional images for the YoRHa stage plays, album cover art, rough sketches, exclusive new pieces, and commentary from the artist.

  • af Matheus Toscano
    192,95 - 207,95 kr.

  • af Square Enix
    412,95 kr.

    "Final Fantasy XV's world of Eos is filled with wondrous scenery, larger-than-life creatures, diverse cultures, and treacherous foes. Experience hundreds of pieces of detailed design work composed lovingly for fans of the unique sci-fi fantasy world. This volume collects complex lore, insightful commentary, comprehensive data, and dazzling concept art, all beautifully bound and richly detailed hardcover!"--

  • af Matt Burns
    457,95 kr.

    Complete your collection and dig deeper into the evolution of Overwatch® with The Art of Overwatch Volume 2, your guide to the art, design, and creation of one of the most popular FPS games of all time!This gorgeous compendium showcases new content from summer 2017 onward, including the development process around fan-favorite heroes, environments, and cinematics. Beyond new content, this all-encompassing showcase dives deeper, expanding on the construction of unique, event-driven game modes, NPC design, and more. Don't miss this stunning collection, painstakingly produced direct from the Overwatch game team!Includes:Introduction and commentary from the Overwatch game teamDevelopment story behind skins, events, and unique game modesNever-before-seen concept art for new characters from Doomfist to EchoSneak peek at Overwatch 2Also available in stunning Limited Edition from Dark Horse

  • af Annika Liedtke
    569,95 kr.

    Forschungsarbeit aus dem Jahr 2015 im Fachbereich Informatik - Games Engineering, Note: 1,0, Fachhochschule Kiel, Veranstaltung: Game Studies, Sprache: Deutsch, Abstract: Im Gegensatz zu älteren Medien zeichnet Games vor allem die Möglichkeit zur Interaktion aus. Dies zeigt sich bspw. in der Möglichkeit, den Ablauf des Spiels aktiv beeinflussen zu können oder in dem schlichten Umstand, dass ein Spiel nicht ohne das aktive Handeln des Spielers fortfahren kann. Die Interaktivität erstreckt sich aber auch auf Personalisierungsmöglichkeiten. Der Spieler kann bspw. die Steuerung an seine Vorlieben anpassen. Eine Studie belegt, dass Nutzer mit Fokus auf Wettbewerb mit anderen Spielern die Grafikeinstellungen des Games reduzieren, um auf diese Weise eine schnellere Berechnung der Grafik zu erreichen. Durch die zügigere Darstellung erhoffen sie sich einen Vorteil und belegen somit, dass Nutzer im Rahmen des Spiels gegebene Möglichkeiten nutzen, um dieses ihren Nutzungsmotiven anzupassen.Die Autoren möchten in einem Versuch belegen, dass ein ähnliches Verhalten auch beim Wechseln der Perspektive zu beobachten ist. Da zu diesem speziellen Thema keinerlei Erkenntnisse vorliegen, muss jedoch zunächst herausgefunden werden, ob diese Möglichkeit überhaupt genutzt wird. Erst im Anschluss können mögliche Gründe für das Verhalten untersucht werden. Die primäre Vermutung dabei ist der Wechsel des Nutzungsmotivs. Nach diesem einführenden Umriss des anvisierten Forschungsfeldes lässt sich nun folgende Hypothese zusammenfassend formulieren:Beim Computerspielen existieren Zusammenhänge zwischen präferierter Perspektive und dominantem Nutzungsmotiv.Ziel der Arbeit ist es, diesen Zusammenhang genauer zu definieren und mit einem empirischen Versuch zu belegen. Dabei handelt es sich um eine Kombination quantitativer und qualitativer Methoden. Zentraler Bestandteil ist dabei ein Test, bei dem das Computerspielen untersucht werden soll. Dabei wird das Spielen desn Games Nascar ¿14 beobachtet, während Gesicht und Spielgeschehen aufgenommen werden. Vor der Nutzung werden Fragebögen beantwortet, abschließend erfolgt ein qualitatives Interview. Die genauere Beschreibung des Forschungsdesigns erfolgt in Kapitel vier. Die gewonnenen Ergebnisse werden anschließend in Kapitel fünf mit den vorangestellten Vermutungen verglichen und Schlussfolgerungen gezogen. Das Fazit soll letztlich mit einem kritischem Blick auf die aktuelle Arbeit, Ausblick auf zukünftige Forschungstätigkeiten in diesem Umfeld geben.

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