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The Art of Darkwatch Paperback – Aug 1 2005


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Product Details

  • Paperback: 175 pages
  • Publisher: Design Studio Press; Ill edition (Aug. 1 2005)
  • Language: English
  • ISBN-10: 1933492015
  • ISBN-13: 978-1933492018
  • Product Dimensions: 21.8 x 1.4 x 28 cm
  • Shipping Weight: 880 g
  • Amazon Bestsellers Rank: #2,014,916 in Books (See Top 100 in Books)

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Most Helpful Customer Reviews on Amazon.com (beta)

Amazon.com: 5 reviews
4 of 4 people found the following review helpful
A Must-Have for Fans of Video Game Art Aug. 6 2007
By CB - Published on Amazon.com
Format: Paperback
I've continued to enjoy books of film and video game conceptual art and, upon finding out that a book of art from Darkwatch had come out, I had to check it out. While I wasn't expecially a fan of the game itself, I loved the concept behind it (cowboys fighting zombies and vampires in a gothic-style version of the old west? Neat!) as well as the look on the game. And The Art of Darkwatch does not disappoint. Taking us from the early days of the game when it was going to be a kooky, light-hearted romp and the characters were styled to match, to the dark and brooding (and downright creepy) version that made it to a PS2 near you, The Art of Darkwatch shows you character designs, designs for equipment, vehicles, monsters and locales in rich detail and vibrant, frightening color. Fans of video games, conceptual art, or horror/fantasy art would do well to pick up this volume.
3 of 3 people found the following review helpful
Western meets gothic game art Oct. 1 2008
By Robert Moyses - Published on Amazon.com
Format: Paperback
This book is from the sleeper hit game Darkwatch.
There is talk of a new game being created but nothing 100% at this time.

While playing this game I fell in love with the artwork which has a unique blend of Western, Gothic and a touch of Victorian.

Packed with 175 pages you will see the early development of an almost Lucky Luke cartoon western to this more contemporary dark design.

The books structure is as follows conceptual sketches, rough art, final art, this is performed with every character and then moves into environments and vehicles.

There are no in game screen shots, no cg images only beautiful hand drawn and hand rendered artwork.

This is a great book for someone into building their skills in character development or just using this as a reference book.

It's a shame this game didn't get the attention it deserved, I am amazed this book was even available.

If you like the game you will love this book, if you are a 3D modeller you will use this as a great resource.
3 of 3 people found the following review helpful
5 Star Drawing Referance !!!! July 1 2007
By Pencil Cruncher - Published on Amazon.com
Format: Paperback
This Book is an AMAZING Resource for any Artist or Designer looking for that elusive "Concept Art Sketch Look"... their are SO MANY Sketches in the book, of Both Character & More... This Book is Not only a MUST HAVE FOR YOUR reference collection, a smorgasbord for the Visual SENSES !!! definite 5 star *****
1 of 1 people found the following review helpful
A great buy June 6 2013
By Logan Run - Published on Amazon.com
Format: Paperback Verified Purchase
This is a great buy for any game art fan. If you love game art, this is a book for you.

I was also impressed with how fast it was shipped.
Like other concept art treatments (this one comes complete with ... Aug. 17 2014
By technicat - Published on Amazon.com
Format: Hardcover
As a programmer on High Moon Studio's Darkwatch video game (PS2 and Xbox) three years ago, I felt obligated to buy this book when I saw it at Comicon. Like other concept art treatments (this one comes complete with a Syd Mead intro), it's lavishly filled with fantastic illustrations of the characters, weapons, vehicles and environment, but as such it discusses the much different original premise of the game (starting with a comic western gambler before evolving into a dark vampire western) and details many of the intermediate artistic directions and practical approaches, e.g. focusing design of pistols from the back, since that's mostly what you see in a first-person shooter. I'm embarrassed to say I didn't know half of this stuff, even though I was there. The book even discusses design of HUD elements (the area I spent most of my time on), which is usually considered too mundane for this type of book.


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