By Matt Sainsbury
Game Art is a set of breathtaking paintings 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 artwork 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 • useless 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 by myself • Ninja Gaiden three • the trail • Samurai Warriors • Shadows of the DAMNED • Sorcery Saga: Curse of the good 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
You experience what Dawn sees and relays to you, but even that comes through a 10-year-old girl’s point of view, making Dawn a highly unreliable narrator. This is meant to keep you guess- A D i ff e r e n t ing about what’s really going on; although Perspective the unreliable narrator is a common literary The story of Contrast follows Didi, a young device, it’s still rare in games. But Provost girl from a broken household, through a wanted you to question what you see— 1920s noir cityscape. Her father is a good- and wonder what you’re not seeing.
I wrote the design, and I only applied for one job. It was scripts, recruited the actors, filmed and edited a job at Tecmo, and I remember 21 years ago them. I loved being able to create something going into a job seminar and being told that and then see the audience respond to it. because the games industry was so young, I “When it came time to find a job, I wanted to do something in film or television. ” Kikuchi is still interested in other art forms, “When making games, you get to be involved and he dabbles in them whenever possible.
O p p o si te : C o nce p t a rt f rom Con t rast (Wh it n ey Clayt on ) 27 Although Dawn’s mysterious nature Burton, and we looked to him for the intrigues players, other characters can’t shapes and the characters. From a con- interact with her, which meant Provost textual point of view, we found inspiration and his team couldn’t make her—and by in Jean-Pierre Jeunet, who made The City extension, the player—the focus of the of Lost Children and Amélie. We were also story. Instead, they gave another character inspired by Pan’s Labyrinth and the idea the lead role.