THE MAKING OF CALL OF DUTY®: MODERN WARFARE® ART BOOK IS AVAILABLE TODAY, OCTOBER 22! {{ currentPage ? currentPage.title : "" }}

Bibliography #2:

  • Glover, Stephanie. "The Making of Call of Duty®: Modern Warfare® Art Book is Available Today, October 22!" Activision Games Blog, Activision, 22 Oct. 2019, blog.activision.com/call-of-duty/2019-10/The-Making-of-Call-of-Duty-Modern-Warfareaart-book-is-available-today.

Summary of the source:

  • This article is about all art in the Call Of Duty including Characters, weapons, vehicle and environment, this article is also about icons, body art, and other graphics. details of the game and characters and multiplayer games

Terminology:

  • UAV: An unmanned aerial vehicle is an aircraft without a human pilot on board and a type of unmanned vehicle.

  • Farah: Portraying Urzikstan Liberation Force leader Farah Karim, Claudia Doumit is the first playable female protagonist character in the 'Call of Duty' franchise

  • NVG: Night Vision Goggle 

  • Allegiance and Coalition: are two teams in the world of Call of Duty games. These are special task forces that may have combined action like that in a coalition or a committing action to a group or an individual like that in allegiance.

Reflection:

  • it is a good source to give someone who doesn't have information about this game characters and art, this article explain about art in character face, clothes and everything they can carry during the game except their guns, background art in the games mentioned in this article which is important also multiplayer games details will help everybody who is not familiar with COD to get to know about this game and also concept art, character development and also icons.

Quotes:

  • “If you are firing at an enemy around a tank, that tank is the work of a vehicle artist.”(Glover).

  • “Character art includes the character’s face, hair, and outfit including any weapons they may typically carry like a pistol or knife. Depending on how the art looks you might gravitate toward a particular character as a hero or a villain….”(Glover).

  • “In a first-person shooter, the equipment a player sees the most regularly is their weapon. So, it’s no surprise that there is a dedicated team to make weapons appear visually compelling and accurate”(Glover).

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