Free Book: Designing Arcade Computer Game Graphics

From the foreword:

In this book Ari Feldman gently but firmly exposes the artist to the technical requirements and jargon used by professionals in the game development field. Rather than assuming the programmer is the only one who needs to know this stuff, Ari insists the artist take responsibility too. […] I have seen talented young artists drop out of the field of game development simply because they were overwhelmed by the expectations of the industry. And really, the technology behind computer artwork is not that difficult. All you really need is a resource that explains the capabilities and limitations to you. I believe Ari has provided such a resource with this book.

The table of contents:

  1. Arcade Games and Computer Arcade Game Platforms
  2. Designing for Different Display Modes
  3. Image Compression and Graphic File Formats
  4. Files and File Management
  5. Evaluating Graphics Creation Tools
  6. Essential Graphics Tools
  7. Color and Arcade Game Graphics
  8. All About Color Palettes
  9. Arcade Game Animation
  10. Fonts and Arcade Games
  11. Planning Arcade Game Graphics
  12. Hands-on Arcade Game Project—Fish Dish
  13. Miscellaneous Topics and Final Thoughts

Some of the topics (such as color palettes and DOS painting programs) are obviously a bit dated and not relevant to Blender projects, but many of the covered aspects, such as color theory, game design project management and character design considerations are still valid when you’re designing 3D games.

This is an incredibly rich resource and if you’re planning to create a game in Blender, I recommend you at least browser through this book before you begin. If you’re short on time, I recommend you at least ready chapter 12.

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