Art for Games Specialization

Start Date: 07/14/2019

Course Type: Specialization Course

Course Link: https://www.coursera.org/specializations/art-for-games

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About Course

In this beginner focused specialization we will show you the essentials of 2d and 3d game art production as well as concept art for games and current gen game art workflow. While each of the four courses will build your knowledge of the practice of game art, each module is a self contained unit designed to teach a specific area. By the end of the Specialization, you will have a thorough knowledge of the creation of high-quality game art assets. Through these courses, you will be using Maya, Unity, Photoshop, Sketchup, ZBrush, Marmoset Toolbag, and Substance Painter.

Course Syllabus

Pixel Art for Video Games
Low Poly Art For Video Games
Current Gen 3D Game Prop Production
Concept Art for Video Games

Deep Learning Specialization on Coursera

Course Introduction

Begin your career in Video Game Art

Course Tag

Related Wiki Topic

Article Example
Specialization (pre)order For any sober space "X" with specialization order ≤, we have
Video games as an art form At the 2010 Art History of Games conference in Atlanta, Georgia, professor Celia Pearce further noted that alongside Duchamp's art productions, the Fluxus movement of the 1960s, and most immediately the New Games Movement had paved the way for more modern "art games". Works such as Lantz' "Pac Manhattan", according to Pearce, have become something like performance art pieces. Most recently, a strong overlap has developed between art games and indie games. This meeting of the art game movement and the indie game movement is important according to Professor Pearce, insofar as it brings art games to more eyes and allows for greater potential to explore in indie games.
Interactive specialization According to the second, the Interactive Specialization (IS)
Functional specialization (brain) Functional specialization suggests that different areas in the brain are specialized for different functions.
Specialization (pre)order The specialization order is often considered in applications in computer science, where T spaces occur in denotational semantics. The specialization order is also important for identifying suitable topologies on partially ordered sets, as it is done in order theory.
Specialization (pre)order The specialization order yields a tool to obtain a partial order from every topology. It is natural to ask for the converse too: Is every partial order obtained as a specialization order of some topology?
Specialization (functional) Specialization (or specialisation) is the separation of tasks within a system. In a multicellular creature, cells are specialized for functions such as bone construction or oxygen transport. In capitalist societies, individual workers specialize for functions such as building construction or gasoline transport. In both cases, specialization enables the accomplishment of otherwise unattainable goals. It also reduces the ability of individuals to survive outside of the system containing all of the specialized components.
Specialization (pre)order On the other hand, the symmetry of specialization preorder is equivalent to the R separation axiom: "x" ≤ "y" if and only if "x" and "y" are topologically indistinguishable. It follows that if the underlying topology is T, then the specialization order is discrete, i.e. one has "x" ≤ "y" if and only if "x" = "y". Hence, the specialization order is of little interest for T topologies, especially for all Hausdorff spaces.
Specialization (functional) Specialization is when people specialize in one thing or another which they are good at.
Specialization (functional) Adam Smith described economic specialization in his classic work, "The Wealth of Nations".
Interactive specialization Interactive Specialization is a theory of brain development proposed by the British cognitive neuroscientist Mark Johnson, who is head of the Centre for Brain and Cognitive Development at Birkbeck, University of London, London.
Art game For Cannon, the nature of a work as a modification is not alone determinative of the question of whether the work is an art game or an art mod. Some modifications are "art games" despite being mods according to her definition. In addressing the potential for confusion on this point, she has stated that at the most basic level, "art games explore the game format primarily as a new mode for structuring narrative and/or cultural critique, whilst art mods employ game media attributes for extensive artistic expressions." Thus, whereas art games explore the game "format", art mods explore game "media" and whereas art mods always exploit existing games, art games often replace them. Fluxus scholar Celia Pearce describes the art mod or "patch" as an "interventional strategy," referencing the Dadaist concept. She argues that the art mod is an example of this pseudo-vandalism involving subversion and reflection within the cultural context of video games.
Cognitive specialization Watson et al. provide support for a specific specialization in language-dependent humor. Its adaptive value has both extrinsic and intrinsic components: humor facilitates social bonding if shared extrinsically, and provides pleasure if enjoyed in one's own mind. In addition, Johnson-Frey (2003) proposed a unique human specialization for tool use. According to Johnson-Frey, humans' ability to use tools is based on complex cognitive mechanisms, not just advanced sensorimotor skills. Rather than it being considered a purely physical specialization based only in motor areas of the brain, Johnson-Frey argues that tool use should be classified as a cognitive phenomenon due to its foundation in cognition. On a more philosophical level, Boyer (2003) argues that "religious thought and behavior" is a specialization that originally developed as a by-product of brain function, and its adaptive purposes led to its continued evolution by natural selection. Krueger et al. (2007) have argued that trust, which may form the foundation for helping and altruism and thus the basis of human social interaction, is also a cognitive specialization.
Academic specialization As the volume of knowledge accumulated by humanity became too great, increasing specialization in academia appeared in response.
African art in Western collections Post-1980s curatorial approaches to collecting and displaying historical African art tend towards greater specialization, broadening definitions, and a desire for contextualization.
Programmer art Not all programmers decide to replace the art in their games prior to release, though. This is especially common in indie games, since indie developers generally lack the resources to commission large amounts of art for their games.
Cognitive specialization Cognitive specialization suggests that certain behaviors, often in the domain of social communication, are passed on to offspring and refined to be maximally beneficial by the process of natural selection. Specializations serve an adaptive purpose for an organism by allowing the organism to be better suited for its habitat. Over time, specializations often become essential to the species' continued survival. Cognitive specialization in humans has been thought to underlie the acquisition, development, and evolution of language, theory of mind, and specific social skills such as trust and reciprocity. These specializations are considered to be critical to the survival of the species, even though there are successful individuals who lack certain specializations, including those diagnosed with autism spectrum disorder or who lack language abilities. Cognitive specialization is also believed to underlie adaptive behaviors such as self-awareness, navigation, and problem solving skills in several animal species such as chimpanzees and bottlenose dolphins.
Specialization (pre)order There are spaces that are more specific than T spaces for which this order is interesting: the sober spaces. Their relationship to the specialization order is more subtle:
Specialization (pre)order In the branch of mathematics known as topology, the specialization (or canonical) preorder is a natural preorder on the set of the points of a topological space. For most spaces that are considered in practice, namely for all those that satisfy the T separation axiom, this preorder is even a partial order (called the specialization order). On the other hand, for T spaces the order becomes trivial and is of little interest.
Art game Discussions over the commercial viability of art games have led to speculation concerning the potential for the commercial video game industry to fund the development of "prestige games" (games that are unlikely to be commercially successful but whose artistic vision marks them as important to the development of the medium). These considerations are generally regarded as premature, as the concept of "prestige" hasn't yet taken hold for publishers as it has for developers in the nascent industry. Consequently, publishers are generally unwilling to take on commercially risky high-concept games the same way that major film studios (who often have arthouse divisions) might for art films that could enhance their prestige. The need for adequate funding to produce high quality art games has been recognized by art game creators like Florent Deloison and Mark Essen, who in 2011 joined designer game firms where individualized art games can be commissioned as luxury items by art patrons for a substantial price.