Academic literature on the topic 'Game art'
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Journal articles on the topic "Game art"
Gintere, Ieva. "ART SPACE: AN EXPERIMENTAL DIGITAL ART GAME." SOCIETY. INTEGRATION. EDUCATION. Proceedings of the International Scientific Conference 5 (May 20, 2020): 649. http://dx.doi.org/10.17770/sie2020vol5.4817.
Full textShedko, I. I. "Video Game Art Styles." Art & Culture Studies, no. 4 (December 2021): 382–95. http://dx.doi.org/10.51678/2226-0072-2021-4-382-395.
Full textHoekema, Jim. "Art game." Interactions 24, no. 3 (April 27, 2017): 26–35. http://dx.doi.org/10.1145/3064812.
Full textGintere, Ieva. "A NEW DIGITAL ART GAME: THE ART OF THE FUTURE." SOCIETY. INTEGRATION. EDUCATION. Proceedings of the International Scientific Conference 4 (May 21, 2019): 346. http://dx.doi.org/10.17770/sie2019vol4.3674.
Full textNguyen, C. Thi. "Games and the Art of Agency." Philosophical Review 128, no. 4 (October 1, 2019): 423–62. http://dx.doi.org/10.1215/00318108-7697863.
Full textVitytė, Birutė. "Possibilities of the Application of Digital Games in the Implementation of the Curriculum of Arts Subject." Pedagogika 123, no. 3 (September 2, 2016): 120–38. http://dx.doi.org/10.15823/p.2016.37.
Full textThabet, Tamer. "A mente e a máquina: desempenho, design de jogos e humanidades." Boitatá 8, no. 15 (June 29, 2013): 22. http://dx.doi.org/10.5433/boitata.2013v8.e31544.
Full textHanussek, Benjamin. "Playing distressed art: Adorno’s aesthetic theory in game design." Replay. The Polish Journal of Game Studies 8, no. 1 (August 9, 2022): 73–87. http://dx.doi.org/10.18778/2391-8551.08.04.
Full textSzymański, Michał. "Computer Games in Art History. Traditional architecture and painting presented in virtual reality." E-methodology 5, no. 5 (April 23, 2019): 84–99. http://dx.doi.org/10.15503/emet.v5i5.449.
Full textGruev, Emil. "Art Methods for Capturing an Environment in Video Games." Visual Studies 6, no. 1 (June 29, 2022): 80–83. http://dx.doi.org/10.54664/ojvk6124.
Full textDissertations / Theses on the topic "Game art"
Harper, Todd L. "The Art of War: Fighting Games, Performativity, and Social Game Play." Ohio University / OhioLINK, 2010. http://rave.ohiolink.edu/etdc/view?acc_num=ohiou1283180978.
Full textGartland, Connor. "Making Mori: Emotional Depth and the Art of Video Games." Ohio University Honors Tutorial College / OhioLINK, 2014. http://rave.ohiolink.edu/etdc/view?acc_num=ouhonors1400681933.
Full textMarques, Rodrigo Dorta. "Games e arte : processos em games alternativos /." São Paulo, 2019. http://hdl.handle.net/11449/191080.
Full textResumo: Nesta pesquisa de caráter teórico-pratica, procuramos discutir os processos do desenvolvimento de games, mais especificamente aqueles que existem em paralelo da grande indústria de games. Para contextualizar sua linguagem construímos um breve panorama da sua história e suas manifestações no campo da Arte. Refletimos sobre processos utilizados na produção de games alternativos através da modificação, subversão e apropriação de ferramentas, valores e tecnologias dos games comerciais, através de exemplos e reflexões sobre a Game Art e games independentes. Nossa prática utiliza esses processos e abordagens para desenvolver uma produção de games experimentais. Foram produzidos 4 jogos, entre 2 projetos individuais e 2 coletivos.
Abstract: In this theoretical-practical research, we seek to discuss the processes of game development, more specifically those that exist in parallel to the game industry. To contextualize its language we build a brief overview of its history and its manifestations in the field of Art. We reflect on processes used in the production of alternative games through modification, subversion, and appropriation of commercial game tools, values and technologies in tandem with examples and reflection on Game Art and independent games. Our practice uses these processes and approaches to develop an experimental game production. Four games were made, between 2 individual and 2 collaborative projects.
Mestre
Strandell, Patrik. "Art of Balance : In context of complexity." Thesis, University of Skövde, School of Humanities and Informatics, 2009. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-3364.
Full textGame balance can be considerd complex - there are many factors that play a role in the perception of balance. This thesis examines complexity, game theory and intution in an effort to disconver more about the perception of balance. The findings are that tactical and strategical choices that are presented for a player need to be interesting, not to complex and not to obvious. The importance lies in the estimation of the result that the player does when making a choice.
Spelbalansering är komplext – det finns många faktorer som påverkar det som uppfattas som balans. I mitt verk undersöks speciellt komplexitet, spelteori och intuition i jakten på att gräva fram mer ut ämnet. Denna reflexiva rapport tar upp metod och arbetsprocessen runt verket och mitt arbete på ability-systemet på Lockpick Entertainment. Om de taktiska och strategiska val som presenteras för en spelare anses som intressanta beror både på spelaren och svårigheten i valet. Är valet komplext är det svårare att avgöra korrekt, och taktiska och strategiska avvägningar måste göras. Detta är grunden i spelbalansering, att spelaren har flera vettiga, men inte uppenbara, val att välja bland.
Eklow, Joshua Ryan. "My second word was "game"." Thesis, University of Iowa, 2011. https://ir.uiowa.edu/etd/958.
Full textTingley, Edward. "Game of knowledge: The modern interpretation of art." Thesis, University of Ottawa (Canada), 1995. http://hdl.handle.net/10393/9820.
Full textAspenfelt, Zebastian. "Game art workflow: Open-source and comercial programs." Thesis, Högskolan i Gävle, Avdelningen för Industriell utveckling, IT och Samhällsbyggnad, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:hig:diva-12121.
Full textMittra, Anirudh. "Libero." Thesis, Virginia Tech, 2017. http://hdl.handle.net/10919/76688.
Full textMaster of Fine Arts
Jensen, Michelle. "New Media and Interactivity." Thesis, The University of Sydney, 2006. http://hdl.handle.net/2123/1522.
Full textJensen, Michelle. "New Media and Interactivity." University of Sydney, 2006. http://hdl.handle.net/2123/1522.
Full textDigital/video games1 have entertained for 40 years and are a medium with the ability to reach a vast audience. In an article published in the Sydney Morning Herald, Charles Purcell reports that; “Globally, Halo 2 has sold more than 7 million copies. Both in the US and Australia it broke the film box-office record for the most earnings in the first 24 hours of release. The worldwide Halo 2 community on X-box Live has about 400,000 players… at the World Cyber Games in Seoul. Last year, gold medallist Matthew Leto won $US20,000 ($AUS27,0000) after his second consecutive Halo title.” 2. Game consoles have become a part of many lounge rooms just as the television did before them. Games are even commonplace in many coat pockets and carrying bags. This dissertation is concerned with the medium of digital/video games in relation to its effect on Game Art. It is also concerned with the concept of my studio work that deals with “evil” and the “uncanny” which are discussed in chapter four. My research looks at games and how they have developed and the relationship to contemporary art. A history of this development is explored in chapter two. My research will help me in developing an interactive piece. Throughout my current research the thoughts of author of The Second Self: Computers and the Human Spirit Sherry Turkle resonate: “…not what will the computer be like in the future, but instead, what will we be like? What kind of people are we becoming?” 3 It is interesting to consider the video/digital games as experiments of who we are or who we would like to be, little fantasies of empowerment. In a game we are able to live out our frustrations or fantasies in a closed and predictable experience.
Books on the topic "Game art"
Henry, Jenkins, ed. Video Game Art. New York: Assouline Publishing, 2005.
Find full textGahan, Andrew. Game Art Complete. San Diego: Elsevier Science, 2009.
Find full textLeo, Hartas, ed. Collins game art: The graphic art of computer games. London: Collins, 2003.
Find full textGame art for teens. Boston, MA: Thomson Course Technology/Premier Press, 2004.
Find full textGame art for teens. 2nd ed. Boston, MA: Thomson Course Technology, 2006.
Find full textAncona, George. Capoeira: Game! dance! martial art! New York: Lee & Low Books, 2007.
Find full textSil, Strung, ed. The art of wild game cooking. Stillwater, MN: Voyageur Press, 1995.
Find full text3D game textures: Create professioal game art using Photoshop. 3rd ed. Waltham, MA: Focal Press, 2012.
Find full text3D game textures: Create professional game art using Photoshop. Burlington, MA: Elsevier, 2009.
Find full textLink, Bert. That Little Game. Landisville, Pennsylvania, USA: Coachwhip Publications, 2004.
Find full textBook chapters on the topic "Game art"
Dekker, Annet, and Marco De Mutiis. "In-game photography." In Documentation as Art, 50–59. London: Routledge, 2022. http://dx.doi.org/10.4324/9781003130963-6.
Full textCompton, Kate. "Generative Art Toys." In Procedural Generation in Game Design, 161–73. Boca Raton : Taylor & Francis, CRC Press, 2017.: A K Peters/CRC Press, 2017. http://dx.doi.org/10.1201/9781315156378-18.
Full textLanzinger, Franz. "More Art Assets." In 3D Game Development with Unity, 141–61. Boca Raton: CRC Press, 2022. http://dx.doi.org/10.1201/9780429328725-7.
Full textLu, Lilly. "Art Education Avatars in Action." In Serious Educational Game Assessment, 201–19. Rotterdam: SensePublishers, 2011. http://dx.doi.org/10.1007/978-94-6091-329-7_13.
Full textCiesla, Robert. "The (Ancient) Art of Interactive Fiction." In Game Development with Ren'Py, 47–77. Berkeley, CA: Apress, 2019. http://dx.doi.org/10.1007/978-1-4842-4920-8_2.
Full textHabgood, Jacob, Nana Nielsen, Martin Rijks, and Kevin Crossley. "Of Mice and Pen: Pirate Art." In The Game Maker’s Companion, 219–48. Berkeley, CA: Apress, 2010. http://dx.doi.org/10.1007/978-1-4302-2827-1_10.
Full textByl, Penny de. "The Art of Programming Mechanics." In Holistic Game Development with Unity, 1–72. Third edition. | Boca Raton : Taylor & Francis, 2019.: CRC Press, 2019. http://dx.doi.org/10.1201/9781351053693-1.
Full textWolff, Lutz-Christian. "Game Over for Law Teaching?" In The Art of Law Teaching, 119–21. Singapore: Springer Singapore, 2020. http://dx.doi.org/10.1007/978-981-15-9148-8_18.
Full text"Between Art Games and Game Art." In Understanding Games and Game Cultures, 101–19. 1 Oliver's Yard, 55 City Road London EC1Y 1SP: SAGE Publications Ltd, 2021. http://dx.doi.org/10.4135/9781529739657.n7.
Full text"Game Art." In Debugging Game History. The MIT Press, 2016. http://dx.doi.org/10.7551/mitpress/10087.003.0021.
Full textConference papers on the topic "Game art"
Pearce, Celia, Robert Nideffer, Eddo Stern, Anne-Marie Schleiner, and Brody Condon. "Game art." In the 2003 symposium. New York, New York, USA: ACM Press, 2003. http://dx.doi.org/10.1145/641480.641520.
Full textJonsson, Staffan, and Annika Waern. "The art of game-mastering pervasive games." In the 2008 International Conference in Advances. New York, New York, USA: ACM Press, 2008. http://dx.doi.org/10.1145/1501750.1501803.
Full textEichhorn, Stephan, Tjark Ihmels, K. Ludwig John, and Michael Touma. "Art---an intelligent game." In the second ACM international conference. New York, New York, USA: ACM Press, 1994. http://dx.doi.org/10.1145/192593.197452.
Full textLee, Hae Young, and Won Hyung Lee. "The New Paradigm of Digital Art to apply Game Form: Digital Art Game." In Games and Graphics and 2014. Science & Engineering Research Support soCiety, 2014. http://dx.doi.org/10.14257/astl.2014.46.50.
Full textWai-keung Fung and Yun-hui Liu. "Repeated game analysis on ART adaptive categorization game." In Proceedings of the IEEE-INNS-ENNS International Joint Conference on Neural Networks. IJCNN 2000. Neural Computing: New Challenges and Perspectives for the New Millennium. IEEE, 2000. http://dx.doi.org/10.1109/ijcnn.2000.861524.
Full textHuang, Wengao. "Artificial life in art game." In International Conference on Simulation and Modeling Methodologies, Technologies and Applications. Southampton, UK: WIT Press, 2014. http://dx.doi.org/10.2495/smta140191.
Full textDufilho, Karen. "Geri's game." In ACM SIGGRAPH 98 Electronic art and animation catalog. New York, New York, USA: ACM Press, 1998. http://dx.doi.org/10.1145/281388.281876.
Full text"[Cover art]." In 2008 Second IEEE International Conference on Digital Game and Intelligent Toy Enhanced Learning. IEEE, 2008. http://dx.doi.org/10.1109/digitel.2008.54.
Full text"[Cover art]." In Third IEEE International Conference on Digital Game and Intelligent Toy Enhanced Learning (DIGITEL 2010). IEEE, 2010. http://dx.doi.org/10.1109/digitel.2010.59.
Full textSan, Tiancheng, Koji Mikami, and Yoshihisa Kanematsu. "Visual Center Recognition in Game Concept Art Based on Art Principle." In 2021 Nicograph International (NicoInt). IEEE, 2021. http://dx.doi.org/10.1109/nicoint52941.2021.00030.
Full textReports on the topic "Game art"
Styugina, Anastasia. Internet game "Sign me up as an astronaut" for the formation of the social and psychological experience of younger adolescents with disabilities by means of game psychocorrection. Science and Innovation Center Publishing House, December 2020. http://dx.doi.org/10.12731/sign_me_up_as_an_astronaut.
Full textЛов’янова, І. В. Форми професійно спрямованого навчання математики у профільній школі. The Academy of Management and Administration in Opole, 2016. http://dx.doi.org/10.31812/0564/2355.
Full textTokarieva, Anastasiia V., Nataliia P. Volkova, Inesa V. Harkusha, and Vladimir N. Soloviev. Educational digital games: models and implementation. [б. в.], September 2019. http://dx.doi.org/10.31812/123456789/3242.
Full textMartinho, Diogo, Adam Field, and Hugo Sarmento. Soccer referees are also part of the game: a systematic review. INPLASY - International Platform of Registered Systematic Review and Meta-analysis Protocols, August 2022. http://dx.doi.org/10.37766/inplasy2022.8.0052.
Full textProkhorov, Оleksandr V., Vladyslav O. Lisovichenko, Mariia S. Mazorchuk, and Olena H. Kuzminska. Developing a 3D quest game for career guidance to estimate students’ digital competences. [б. в.], November 2020. http://dx.doi.org/10.31812/123456789/4416.
Full textWilliams, Thomas. Cell Biology Board Game: Cell Survival Drive. University of Dundee, 2023. http://dx.doi.org/10.20933/100001276.
Full textYafimava, Katja. Building new gas transportation infrastructure in the EU - what are the rules of the game? Oxford Institute for Energy Studies, July 2018. http://dx.doi.org/10.26889/9781784671150.
Full textWilliams, Thomas. Cell Biology Board Game: Cell Survival (School Version). University of Dundee, 2022. http://dx.doi.org/10.20933/100001270.
Full textVakaliuk, Tetiana, Valerii Kontsedailo, Dmytro Antoniuk, Olha Korotun, Serhiy Semerikov, and Iryna Mintii. Using Game Dev Tycoon to Create Professional Soft Competencies for Future Engineers-Programmers. [б. в.], November 2020. http://dx.doi.org/10.31812/123456789/4129.
Full textTETINA, S. V., Yu V. GUTROVA, I. E. ZHIDKOVA, Yu G. MAKOVETSKAYA, E. S. KRASNITSKAYA, E. G. KOLIKOVA, and N. O. NIKOLOV. BUSINESS DIDACTIC GAME "INDIVIDUAL METHODOLOGICAL STYLE OF TEACHER'S ACTIVITY". SIB-Expertise, March 2022. http://dx.doi.org/10.12731/er0543.17032022.
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