VIDEO GAMES ARE NOT A REVOLUTION in art history, but an evolution. Whether you are drawing on paper, canvas, or a computer screen, the medium on which you draw is always an inanimate, flat surface that challenges you to make something without depth feel like a window onto a living, breathing world.
The technology powering today’s games influences the way we experience visual art in a new way—with the gentle push of a player’s thumb we can now interact with these visual worlds. But take away that interaction and what remains is the static visual artwork itself. And the success of that artwork relies on the same visual grammar (lines, shapes, volumes, value, color) and classical art techniques that have evolved over two thousand years.
The focus of this book is how far we can push the world of game art in purely visual terms without relying on the technology of interaction, that is, on sound, special effects, and animation. By going back to square one and studying the basic elements and significance of visual grammar and technique, you will discover how visual grammar can be artistically shaped to create a range of emotional experiences using classical theory of depth, composition, gravity, movement, and artistic anatomy. (That’s why distinguished video games like BioShock, Journey, ICO, and Portal 2 are featured alongside the work of Old Masters such as Michelangelo, Tintoretto, and Rubens in all the drawing exercises throughout the book.) Later in the book these essential skills are applied to game art creation, providing you with reliable processes for creativity and imagination, character development, environment design, and color. I’ll also show you how to put together a professional portfolio to help you secure work in game development.
There are a significant number of techniques to master in this book. Although each is fairly simple, the drawing process becomes significantly more difficult when managing several techniques simultaneously while rendering complex subjects, such as human figures. Discipline through repeated practice is required to maintain a clear and structured process when drawing.
Ideally, you should practice drawing every day. One of the best ways to practice is to copy artworks of artists you admire. Copying art allows you to absorb the artist’s ideas and experience his or her process and then apply it to your own work. The Old Masters themselves used this technique, refining and perfecting their skills by endlessly copying artworks like the statues of the Greeks and Romans. The lessons in this book are based on this copying concept, and each of the classical and game artworks is a drawing lesson. (The text accompanying the art explains the visual grammar and techniques in the work.) Keep a sketchbook and pencil at hand as you work through this book, making a quick study of each artwork as you read through the chapters. The straightforward quality of the drawing medium will allow you to easily identify skills that need improving and will help you develop a higher level of dexterity and understanding of artistic principles when creating artwork for video games.
Classical artists made their studies and preparatory drawings deliberately small, as a small drawing is easier to manage and quicker to complete. The art in this book is purposely sized to make it easy to copy in your sketchbook without having to scale it down to fit the page.
Whether you’re a student looking for a career in video game development or an industry veteran, this book will give you the tools to be creative on demand and to design video games with a broader range of emotional experiences that affect players in new and meaningful ways.
Let’s get to work!