Right here is a book with a clearly defined goal and an excellent execution. Learning C++ by Creating Games with UE4 by William Sherif takes you on a journey from being a total blank in C++ to coding some basic features of a 3D game. Even though I have been coding in C++ for years, I still enjoy reading novice level texts as sometimes they can teach you a new way of thinking about familiar problems. For me, it’s also important to have good book recommendations (especially for people starting out), and I actually discovered this book from a member of the Unreal Engine community lookingRead More →

This is a book with a solid focus, and I feel like it accomplishes it’s goal nicely. Basically what Maya Studio Projects is about is creating environment objects and props for games (as the title implies). There are 9 chapters, and each one chooses a different object to model. McKinley is very detailed in his explanation, and really shows each and every step needed to follow along. Some of the objects modeled include walls and floors, foliage, weapons, vehicles, buildings, lamps, and a simple object animation. Supposedly there is a DVD companion, but I got the Kindle e-book and usually don’t bother with looking at the discs. WhatRead More →

This was a short book, so I’ll give it a short review. Basically, 101 Autodesk Maya Tips is exactly what it sounds like: a compilation of quick tips for using Autodesk Maya. Some of the tips are as brief as one sentence, but a few are more involved. It seemed like the majority of the content was based around Mel scripting, and various ways to automate particular tasks. I have not worked with Mel scripting much, and am still trying to wrap my head around the interface and UI of Maya. Girard does, thankfully, include some more basic tips as well. With a book like this, IRead More →

So I am actually not looking to try to break into the game industry as an artist. Why did I read this book? Well, I am very much interested at upping my game when it comes to real-time graphics and content creation as a hobby. Computer graphics are just fascinating to me, and the best engine and shaders in the world will not save a shabby piece of art. This book seemed like a good way to get into the artist mindset. To top things off, the sticker-price was a palpable $12 dollars and the cover art looked great (important when taking art direction). Basically whatRead More →

I’ve been trying to get back into making art (I did go to art school, after all) and this seemed like a well reviewed book. Plus, the Kindle edition was very reasonably priced at $12. Drawing Basics and Video Game Art: Classic to Cutting-Edge Art Techniques for Winning Video Game Design by Chris Solarski is not a long book (at 240 pages) but it’s well worth reading. It almost seems like it’s two different books sandwiched together. The start is with basic drawing techniques and a study of classical artists. Anatomy, proportions, perspective, composition and layout, etc. Then the second part is more of a studyRead More →

In what has to be one ridiculously long title for a pretty straight-forward book, Getting Started in 3D with Maya: Create a Project from Start to Finish – Model, Texture, Rig, Animate, and Render in Maya is actually not a bad place to start if you’re trying to get into 3D. Adam Watkins manages to pack all the crucial steps of 3D modeling and animation into 9 concise chapters. I enjoyed the flow of the book, and felt that every important detail was explained. The author teaches just enough to get to the next step, and it’s all done in a logical order and progression. If youRead More →

I found this book to be quite interesting, but it’s also very specific to the 3ds Max package. How to Cheat in 3ds Max 2015: Get Spectacular Results Fast by Michael McCarthy has about 15 chapters focusing on various aspects of the 3d modeling process. It probably only took me about a week to read the text, which I don’t mind at all. Not every book has to be a 1000 page tome. I actually find it refreshing to read short books, especially if the author can impart a deal of knowledge in a quick span of time. How to Cheat in 3ds Max 2015 was oneRead More →

If you’re working with 3ds Max, or even similar packages, I think this book holds some insight. I’ve tried a few different modeling packages, but somehow Max just seemed to click better for me. Maybe it’s because it was the first one I started learning with, or maybe it’s popular for a reason. Not sure, but I think it’s a very capable product (especially for game development). 3ds Max Modeling for Games shows you how to do some basic (and not so basic) modeling tasks in the app. I found the instruction to be detailed and clear, though at times it can be very specific toRead More →

I will start by saying this book is game programming GOLD! Whether you are a pro or a novice looking to learn, this book deserves to place on your shelf (or I guess in memory if you buy the e-book). While some of the chapters may seem like obvious things for people that have programmed games before, I think even advanced coders will discover a few things they didn’t know. So let me talk about what this book is. Basically it covers common challenges in game programming and some useful ways of resolving the problem. Though the theme of the book is game development, a lotRead More →

This book could be called “Everything You Ever Wanted to Ask About C++ and a Whole Bunch of Other Stuff You Had No Clue You Didn’t Know.” It really is the most comprehensive book I’ve seen on C++ and covers just about everything you will need to know (and maybe some more). That’s not surprising, as the book is some 1,300+ pages long. And, of course, it’s written by the creator of C++, so I would guess he knows a thing or two about the language. The C++ Programming Language by Bjarne Stroustrup does cover all the major aspects of C++, but to name a few of the topicsRead More →