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Beginning Game Graphics (Premier Press Game Development)

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In the distant past, almost all great games were born and bred in the back bedroom. Creativity, and sometimes outright wackiness, reigned supreme. Then, not so long ago, the game business began to look a little more like Hollywood each year. If you couldn’t afford a high-end machine with high-end hardware, speak C like a second language, and put out mega-bucks for a marketing campaign, you couldn’t get a game on the market.

Fast-forward to the current decade: The tools are back in your hands! The average budget computer today beats the pants off of the first Pentiums, and advanced, but easy-to-use, tools are widely available and inexpensive. For a song (OK, relatively cheaply) you can fully outfit a one- or two-person development studio capable of creating some pretty advanced games—and, because of the Internet, you actually have a fighting chance of getting someone to take notice of them.

Whether you choose to put your creations on phones, handheld computers, or PCs, 3-D graphics are the mainstay of modern games. Knowing the tools and techniques to create this stunning and compelling imagery could be a key factor in the success of your gaming opus. With this book and your very own copy of gameSpace Light, you can develop your 3-D modeling skills as you create your own video-game models.

All it takes to create great games today is a little creativity, a handful of low-cost tools, a lot of time, and a whole bunch of motivation. I’m guessing that, because you are reading this book, you have most of these requirements well in hand. Now, let’s see what you can do. Good luck.
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