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Fantasy Genesis: A Creativity Game for Fantasy Artists (英語) ペーパーバック – 2010/3/10
Get Rolling on Your Most Inventive Artwork Ever! What lurks in the shadows of your imagination? This book takes you deep into the dusty corners and dark recesses where your most original ideas lie in wait, showing you how to lure them out into daylight, and shape them into fantastic yet believable concept art. Experimentation is the cornerstone of Fantasy Genesis. A series of dice rolls and corresponding word lists present you with an infinite variety of jumping-off points and visual problems to solve. The challenge (and the fun) is to meld seemingly unrelated and everyday elements such as a caterpillar, seashells, fire or a hammer into exceptionally curious, grotesque, oddly beautiful and totally unexpected creations. 40+ step-by-step mini-demonstrations illustrate basic techniques for drawing a wide range of fantasy elements and forms 3 game variations (complete with game sheets) lead you to create fiercely imaginative objects, creatures and humanoids 3 full-length demonstrations show how to play the game from your first rolls of the die to finished concept drawings Use this art-game as a warm-up, a bulldozer for creative-block or a daily sketching exercise to generate a stockpile of inspired beasties, heroes, costumes, weapons and other never-before-dreamt creations. It all starts with a roll, a word and your imagination.
Chuck Lukacs has a BFA from the Center for Creative Studies College of Art and Design in Detroit, Michigan. He attends major gaming conventions regularly and maintains a website at www.chucklukacs.com.
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Fantasy Genesis is based on the familiar dice-rolling type of games. Using a series of dice rolls, you'll pick subjects from one the many themed sets, mix and match to come up with your own ideas, creation and drawings.
Here's a quote from the book, "The challenge (and the fun) is to meld seemingly unrelated and everyday elements such as a caterpillar, seashells, fire or a hammer into exceptionally curious, grotesque, oddly beautiful and totally unexpected creations."
There are sets covering animals, vegetation, technical, elemental and mineral subjects. Each set has a few list with keywords to choose from. There are even list for emotions and actions. Basically, countless number of combinations and creations are possible.
Over 40 step by step mini-demonstrations are included to illustrate basic techniques for drawing fantasy elements and forms. The illustrated examples by Chuck Lukacs are not only inspiring but very beautiful as well. They show the potential for really exciting possibilities.
One thing to note is the dice which are not included. The recommended ones are six-sided, four-sided, eight-sided and a twenty-sided. A website is provided where you can find them, at a price I think is relatively high. Or you can try looking at hobby stores for cheaper dice.
This book makes for a marvelous reference on fantasy art. Highly recommended to all fantasy artists.
(There are more pictures of the book on my blog. Just visit my Amazon profile for the link.)
The book is sort of an RPG for artists/illustrators. Dice are rolled signifying animals, vegetation, elements and minerals, and technology. Your rolls give you a list of something from each category to choose from that can then be combined in any way your imagination will allow(usually three or four items together is enough, so things don't get too muddled). The game helps you develop humanoid characters, creatures, weapons, objects, or anything the mind can conjure. There are even rolls for actions and emotions so you can just get drawing instead of trying to come up with what your character will be doing/feeling. You can just get to sketching.
Chuck is a brilliant illustrator by his own right, but has given the world a game that can knock your artist's block right off! If you're stuck, or if you just want a simple daily exercise that will get you sketching things you thought you could never imagine, pick this up. Unleash the essence of creativity.
I don't really think of this book as something for a true begginer: to play the game you must at least some skill at drawing, so if you can't already draw stuff without completely copying it, you might find it hard to enjoy the game to its full extent. If, on the other hand, you can get some sketches from life or imagination alone, this book will let you get A LOT BETTER! Let me say it again: you'll be drawing stuff that is a mix of all kind of things. You need to be able to draw a lizard in order to draw a "molten lava shell" on a lizard. If you can't, you need to learn how before playing. If you CAN, then you'll have lots of fun and a fair amount of challenges with this game.
Point here is: You'll be drawing all sorts of stuff, so you exercise your imagination McGyver-style. What could you draw that involves "Corn", a "Propeller" and a "Turtle"? Or maybe you can design something from "Mushroom", "Rust" and "Rope". There's no end to the frenzy, and if this doesn't make you adapt your technique, knowledge or your style, then nothing will do! I mean it. You know how to draw some stuff, let's say. This takes you one step further. To succeed, you need to bend -or even break- the rules a little: change proportions, drawing the same thing in a way you never expected to, try new textures or things you don't usually draw, and then combine it all so it looks... well, good. This is a hell of an exercise. Eventually, you'll see how much you have improved, for you'll have abandoned your comfort zone and adapted to new circumstances.