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Original author: 
Sean Hollister

2013-05-17_07-08-36-1020_large

Three months ago, celebrated video game publisher Valve did something completely out of character: it fired up to 25 workers, in what one employee dubbed the "great cleansing." At the time, co-founder Gabe Newell quickly reassured gamers that the company wouldn't be canceling any projects, but it just so happens that one project managed to get away.

Valve was secretly working on a pair of augmented reality glasses... and those glasses are still being built by two Valve employees who lost their jobs that day.

"This is what I'm going to build come hell or high water."

Former Valve hardware engineer Jeri Ellsworth and programmer Rick Johnson spent over a year working on the project at Valve, and have been putting in six days a week, 16+...

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Shigenori Soejima Art Works 2004-2010


Shigenori Soejima is the character designer at Atlus, the Japanese video game publisher.

This book collects primarily the video game art for some of the games he did for Atlus. They are Persona 3, Persona 3 FES, Persona 3 Portable, Persona 4, Stella Deus and a small section of his non-video game works. Catherine is not included as it came out in 2011.

This book is actually the translated edition of the original Japanese book 副島成記 ART WORKS 2004-2010 that was published in 2010. The difference here is there's no translucent dust jacket.

The illustrations are beautiful. I like the manga style, the line work and the colours. The interview actually explains the difference between anime and manga style, such as the use of cast shadows instead of tone shades. The coloured illustrations are all printed full page while the opposite pages are mostly wasted white space by printing the accompanying line art at only quarter page size. There are several two-page artworks that are quite difficult to see because they are printed across the gutter. One rather good piece is split at the character's nose.

The lengthy interview is a good read. Shigenori Soejima talks about how he got started drawing, the influences he has, design concepts, and all the other work he did at Atlus that were not published. He actually contributed to a lot of games but only those that had artwork are included in this book.

Much of the work in the book were actually collected in other Japanese art books dedicated to the games themselves, such as ペルソナ3 公式設定資料集 (Persona 3 Official Design Works) and ペルソナ4 公式設定画集 (Persona 4 Official Design Works), both which Udon will also be translating. The duplication is extensive. So, you can either get two of the video game art books, or just this book.

Shigenori Soejima Artworks SC is available at Amazon (US | CA | UK | DE | FR | IT | ES | JP | CN) and Book Depository (US | UK)

Shigenori Soejima Art Works 2004-2010

Shigenori Soejima Art Works 2004-2010

Shigenori Soejima Art Works 2004-2010

Shigenori Soejima Art Works 2004-2010

Shigenori Soejima Art Works 2004-2010

Shigenori Soejima Art Works 2004-2010

Shigenori Soejima Art Works 2004-2010

Shigenori Soejima Art Works 2004-2010

Shigenori Soejima Art Works 2004-2010

Shigenori Soejima Art Works 2004-2010

Shigenori Soejima Art Works 2004-2010

Shigenori Soejima Art Works 2004-2010

Visit Amazon to check out more reviews.

If you buy from any links on the blog, I get a little commission that helps me get more art books to feature.

This book is available at:
Amazon.com | Amazon.ca | Amazon.co.uk | Amazon.de | Amazon.fr | Amazon.it | Amazon.es | Amazon.co.jp | Amazon.cn | Bookdepository.com | Bookdepository.co.uk

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Standards-based open Web technologies are increasingly capable of delivering interactive multimedia experiences; the kind that used to only be available through plugins or native applications. This trend is creating new opportunities for gaming on the Web.

New standards are making it possible for Web applications to implement 3D graphics, handle input from gamepad peripherals, capture and process audio and video in real-time, display graphical elements in a fullscreen window, and use threading for parallelization. Support for mobile gaming has also gotten a boost from features like device orientation APIs and improved support for handling touchscreen interaction.

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What is the role of "Narrative Designer"? How is it defined in the AAA-games sector, and how does it differ from the role of game writer? I attempt to answer these questions with a simple comparison of job descriptions.

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