The Big Bad World of Concept Art For Video Games is exactly what its title states; a book that goes into great depth about concept art. Writer Eliott Lilly not only explores how concept art works with regard to the industry, but also talks about how someone should go about getting into the field itself using his own personal experiences. You see, The Big Bad World of Concept Art For Video Games walks a fine line between being a coffee table book that’s fun to pick up, and a straight up textbook that can be used during your freshman year in college. It’s a tough line to walk because you risk alienating one or the other, or both, is you lean far too heavy to one side. If it’s too much like a textbook, then you lose the fun of an enjoyable look into the industry, but if you keep things too light, then those looking to get into the field will only feel more lost. Giving the book a subtitle “An Insider’s Guide for Students” makes it seem like this will be a very straight-laced affair, but that’s not quite the case.
The Big Bad World of Concept Art For Video Games is laid out very much in the style of a textbook with a large table of contents and a QR code that opens up additional online features, but it still features enough art to make anyone with a passing interest in video games get excited. The books layout does a lot to keep a great deal of the textbook presentation from becoming a bore. Nearly every page shows concept work in its various forms, and the text is large and vibrant so as not to induce boredom when it gets deep into the student focused bits. The Big Bad World of Concept Art For Video Games features real concept work from writer Eliott Lilly all throughout, and it’s really impressive to be able to see his progression from student to professional. This follows how the book builds with its tips and advice, into bigger and bigger things, and seeing the artists work gives the book a more intimate feel.
I have no interest in concept art as my skills with creating pictures began and ended during Kindergarten finger-painting time, but I have a high level of respect for the craft. Sure, most of us into games know that these massive outings take a great deal of work, but I feel like I have a better insight now on the people doing said work. Even better is when Lilly opens things up in the book and interviews other artists in his field. It’s riveting reading how they got to where they are now, and by what means. Being a concept artist is an interesting profession, but one that doesn’t have a nicely lad out path like so many other professions do. If you are thinking about entering the field and want to see the kind of things that are needed and required from you, The Big Bad World of Concept Art For Video Games isn’t even a recommendation; it’s a mandatory and invaluable tool to those just getting started. If however you are a more casual fan of art and video games, the book may not be designed to sit on your coffee table.
Full of great art and valuable content, The Big Bad World of Concept Art For Video Games comes highly recommend for any artist, new or professional, that is looking to get into the world of video game art. And while other may not find this up their ally, I came away with a new respect and understanding for the art-form and feel like I can now approach what I see with a fresh set of eyes when I review games. I now also know where to send anyone that is looking to get into video game art, as The Big Bad World of Concept Art For Video Games is the best and most honest tool around for those wanting to learn about what steps are needed.
If you’d like to grab a copy you can head over to the Design Press Studio website here:
http://designstudiopress.com/product/big-bad-world-of-concept-art/
Or find the book on Amazon here:
http://www.amazon.com/Big-World-Concept-Video-Games/