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By Matt Sainsbury
Game Art is a suite of breathtaking artwork from forty games and interviews with their creators. that includes significant studios like sq. Enix, Bioware, and Ubisoft in addition to independents like story of stories and E-Line Media, online game paintings explores and celebrates the artistic strategy that turns a game into art.
Art from:Akaneiro: Demon Hunters • Alice: insanity Returns • American McGee's Alice • Atelier Escha & Logy • Atelier Meruru • Atelier Rorona • Atelier Shallie • Atelier Totori • Bientôt l'été • Bladestorm: Nightmare • baby of sunshine • distinction • D4: darkish desires do not Die • lifeless or Alive five • Deception IV • Dragon Age: Inquisition • Dynasty Warriors • escapeVektor • Fairy Fencer F • deadly body II • ultimate fable XIV: A Realm Reborn • flowmo • Gamebook Adventures • The Graveyard • Hyperdimension Neptunia • KILLER IS lifeless • LOLLIPOP CHAINSAW • Luxuria Superbia • Malevolence: The Sword of Ahkranox • Monster Monpiece • NaissanceE • by no means on my own • Ninja Gaiden three • the trail • Samurai Warriors • Shadows of the DAMNED • Sorcery Saga: Curse of the nice Curry God • Spirit Hunters Inc • sundown • Tengami
Interviews with:Peter Budziszewski and Tamara Schembri • Amy Fredeen and Alan Gershenfeld • Auriea Harvey and Michaël Samyn • Yosuke Hayashi • Keisuke Kikuchi • Makoto Kitano • Mike Laidlaw • American McGee • Naoko Mizuno and Tsunako • Alex Norton • Yoshito Okamura • Jean-François Poirier• Guillaume Provost • Neil Rennison • Jennifer Schneidereit • Mavros Sedeño • SUDA51 • Hidetaka Suehiro • Akihiro Suzuki and Hisashi Koinuma • Nic Watt • Naoki Yoshida
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Extra resources for Game Art: Art from 40 Video Games and Interviews with Their Creators
Sample text
Thus, a simple game not that their games are too complicated, explores a challenging idea. but rather that their games are too simple. O p p o si te : P ro mo ti o nal art f or Th e Pat h (Tale of Tales) F ol l o w i ng p ag e: In-g ame art f rom Th e Graveyard (Tale of Ta les ) 19 20 21 A Powerful yet Challenging Medium Although traditionalists might question the value of Tale of Tales’ portfolio, both Samyn and Harvey believe firmly in the range of experiences and ideas that their style of interactive storytelling opens to artists and players.
If you stay on the path, you’ll “The industry has this mantra that it wants arrive at Grandma’s, return home . . and to make games for gamers, and it doesn’t receive a message that you’ve failed. The really care about anyone else,” Samyn said. ” lated from the rest of the world because Moreover, the game defines success either you play games or you don’t. This differently for every girl; you have to stray has frustrated us since we began making from the path as each character before the games.
Just as readers connect Premonition, has been called the most with the characters of classic novels, he polarizing game ever released: some believes that games can have great char- critics praised its unique style and its acters and don’t have to rely purely on the cinematic depth reminiscent of David player’s agency. He wants you to think like Lynch, but others weren’t able to get over the character and think about the char- its gameplay or its graphical and technical acter, and the stories in his games center faults.