kEISO^2013
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TITLE........: UNITY MOBILE GAME DEVELOPMENT: USER INTERFACE DESIGN
PUBLISHER....: DIGITALTUTORS - LANGUAGE......: ENGLISH
LINK.........: http://is.gd/yErrEq - RELEASE TYPE..: RETAIL
FORMAT.......: ISO - RELEASE DATE..: 2013/11/05
RUNTIME......: 01H 19M - STORE DATE....: 2012/01/02
AUTHOR.......: EDDIE RUSSELL - DISKS.........: 12 x 50MB
LEVEL........: ADVANCED - SAVED MONEY...: A BIT ;>
DISKNAME.....: keiso_dtumgdcandd - ISO CHECKSUM..: 490A6501
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In this collection of lessons we will learn about creating concept art for a
game as well as how the role of the concept artist fits into the production
pipeline. We will begin this course by learning about the role of a concept
artist and how that role fits into the production pipeline. Next, we will learn
about the game design document and then use it to determine which assets
concept art is needed. From there, we'll move on and learn about designing a
level for our game from the ground up by planning out its overhead layout.
Next, we will learn how to visualize this layout by creating concept sketches.
Lastly, we will shift our attention to painting the concept art, focusing on
rendering out our composition, planning for and painting the light sources, and
then rendering out organic material to line the walls of our level. After going
through this course, you will gain a better understanding as to why decisions
are made during the process of creating concept art. You will also learn the
basic steps involved in visualizing an idea for a level in a piece of artwork.
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DDU - BBL - iNTENSiTY - AEROHOLICS - RBS - LiB - EEn - JGT