Digital animation Books
Faber & Faber The Animators Survival Kit Dialogue Directing
Book SynopsisDIRECTING, DIALOGUE AND ACTINGFrom Richard Williams' The Animator's Survival Kit comes key chapters in mini form.The Animator's Survival Kit is the essential tool for animators. However, sometimes you don't want to carry the hefty expanded edition around with you to your college or studio if you're working on just one aspect of it that day.The Animation Minis take some of the most essential chapters and make them available in smaller, lightweight, hand-bag/backpack size versions. Easy to carry. Easy to study.This Mini focuses on Directing, Dialogue and Acting.As a director, whatever your idea is, you want to put it over, so the main thing with directing is to be clear very clear. The Director's job is to hold everything together so that the animator can give the performance. Richard Williams shows how that performance can be achieved with flexibility and contrast. With Acting and Dialogue, the temptation is to try to do everything at once Williams' advice: do one thing at a time.
£9.49
Faber & Faber The Animators Survival Kit Runs Jumps and Skips
Book SynopsisRUNS, JUMPS AND SKIPSFrom Richard Williams' The Animator's Survival Kit comes key chapters in mini form.The Animator's Survival Kit is the essential tool for animators. However, sometimes you don't want to carry the hefty expanded edition around with you to your college or studio if you're working on just one aspect of it that day.The Animation Minis take some of the most essential chapters and make them available in smaller, lightweight, hand-bag/backpack size versions. Easy to carry. Easy to study.This Mini focuses on Runs, Jumps and Skips.As with Walks, the way we run shows our character and personality. A lazy, heavy person is going to run very differently to an athletic ten-year-old girl.Richard Williams demonstrates how - when you're doing a walk and you take both legs off the ground, at the same time and for just one frame a walk becomes a run. So, all the things we do with walks, we can do with runs.This Mini pr
£999.99
Anness Publishing How to Draw Digital Manga and Anime
Book SynopsisA comprehensive practical guide to digital manga and anime, suitable for both complete beginners and experienced digital artists. An informative introduction covers all the equipment you will need, with step-by-step guides to using the tools of Adobe Photoshop to create different effects. It also covers the translation of manga characters to the screen in the creation of anime, including the software you will need, pre-production and animation.
£7.59
Titan Books Ltd Klaus: The Art of the Movie
Book SynopsisA stunning book exploring the art of Sergio Pablos' animated Christmas original, Klaus. A young, lowly Scandinavian postman named Jesper gets the chance to make his mark when he's tasked with bringing the postal service to a contentious village in the cold north, where he meets a mysterious, white-bearded toymaker named Klaus.Trade Review“one of the most interesting art-of books in some time” - Cartoon Brew“The next level of books on film animation is here” - Borg.com“a delightful behind the scenes look at the colorful artwork of this new holiday special” - Fangirl Nation “I’m a huge fan of this film, but the art book sold it for me...not only a beautiful book, but a promise that animation is going in new and exciting places” 9.5/10 - Adventures in Poor Taste “extremely insightful” - Geekisphere“Beautifully designed, lovely cover, and great layouts made for a holiday book to treasure” - Borg.com
£31.99
Faber & Faber The Animators Survival Kit Walks
Book SynopsisWALKSFrom Richard Williams' The Animator's Survival Kit comes key chapters in mini form.The Animator's Survival Kit is the essential tool for animators. However, sometimes you don't want to carry the hefty expanded edition around with you to your college or studio if you're working on just one aspect of it that day.The Animation Minis take some of the most essential chapters and make them available in smaller, lightweight, hand-bag/backpack size versions. Easy to carry. Easy to study.This Mini focuses on Walks.Walks are full of personality. Walks reveal the character, they tell the story of the person. In this Mini Richard Williams provides the building blocks of how to construct walks, using stick figures to make it easy to learn, copy and understand.The process will encourage you to invent and entertain.
£9.49
Pen & Sword Books Ltd Disneys Animated Classics
£21.25
Faber & Faber The Animator39s Survival Kit Flexibility and
Book SynopsisFLEXIBILITY AND WEIGHTFrom Richard Williams' The Animator's Survival Kit comes key chapters in mini form.The Animator's Survival Kit is the essential tool for animators. However, sometimes you don't want to carry the hefty expanded edition around with you to your college or studio if you're working on just one aspect of it that day.The Animation Minis take some of the most essential chapters and make them available in smaller, lightweight, hand-bag/backpack size versions. Easy to carry. Easy to study.This Mini focuses on Flexibility and Weight.How do we loosen things up and get snap and vitality into our performance at the same time as keeping the figure stable and solid?The answer: successive breaking of joints to give flexibility.In this mini, Williams stresses the importance of knowing where the weight is on every drawing. He demonstrates that the best way to show weight is to be aware of it, conscious of it, and th
£9.49
Taylor & Francis Ltd The Art of Game Design
Book SynopsisThe Art of Game Design guides you through the design process step-by-step, helping you to develop new and innovative games that will be played again and again. It explains the fundamental principles of game design and demonstrates how tactics used in classic board, card and athletic games also work in top-quality video games.Good game design happens when you view your game from as many perspectives as possible, and award-winning author Jesse Schell presents over 100 sets of questions to ask yourself as you build, play and change your game until you finalise your design.This latest third edition includes examples from new VR and AR platforms as well as from modern games such as Uncharted 4 and The Last of Us, Free to Play games, hybrid games, transformational games, and more.Whatever your role in video game development an understanding of the principles of game design will make you better at what you do. For over 10 years this book has provided iTable of ContentsCh 1 In the Beginning, There Is the Designer. Ch 2 The Designer Creates an Experience. Ch 3 The Experience Takes Place in a Venue. Ch 4 The Experience Rises Out of a Game. Ch 5 The Game Consists of Elements. Ch 6 Ch 7 The Elements Support a Theme. Ch 8 The Game Begins with an Idea. Ch 9 The Game Improves through Iteration. Ch 10 The Game Is Made for a Player. Ch 11 The Experience Is in the Player’s Mind. Ch 12 The Player’s Mind Is Driven by the Player’s Motivation. Ch 13 Some Elements Are Game Mechanics. Ch 14 Game Mechanics Must Be in Balance. Ch 15 Game Mechanics Support Puzzles. Ch 16 Players Play Games through an Interface. Ch 17 Experiences Can Be Judged by Their Interest Curves. Ch 18 One Kind of Experience Is the Story. Ch 19 Story and Game Structures Can Be Artfully Merged with Indirect Control. Ch 20 Stories and Games Take Place in Worlds. Ch 21 Worlds Contain Characters. Ch 22 Worlds Contain Spaces. Ch 23 The Look and Feel of a World Is Defined by Its Aesthetics. Ch 24 Some Games Are Played with Other Players. Ch 25 Other Players Sometimes Form Communities. Ch 26 The Designer Usually Works with a Team. Ch 27 The Team Sometimes Communicates through Documents. Ch 28 Good Games Are Created through Playtesting. Ch 29 The Team Builds a Game with Technology. Ch 30 Your Game Will Probably Have a Client. Ch 31 The Designer Gives the Client a Pitch. Ch 32 The Designer and Client Want the Game to Make a Profit. Games Ch 33 Transform Their Players. Designers Have Certain Responsibilities. Ch 34 Each Designer Has a Purpose.
£52.24
CRC Press Directing the Story
Book SynopsisThis book grew out of desperate need. I was a storyboard artist at Disney and had no idea what I was doing. At Disney I was surrounded by amazing talents. I went into work early and typed up notes on what I was learning. This experience became Directing the Story. I went on to storyboard over a dozen features, several TV animated shows and directed Donald Duck in Fantasia 2000, Piglet's Big Movie and 2 seasons of Mira Royal Detective.This new addition includes storyboarding for 3D animation illustrated with storyboard examples. During my teaching storyboarding, I noticed many beginners struggle with drawing the figure. I've introduced drawing star figures. They're the equivalent to the flour sack animators use to learn to animate flow, force, timing and shape distortion. And once the student masters that, I show how the anatomy drops right into place.Out of my frustration of trying to write my own stories and watching the waste at the studio's race to get things into production I've struggled for years to discover the secrets of story. I'm currently working on a new theory of story which shows how all the parts of story, character, plot and story work together. I'm including the beginning basics of this theory which allows my students to come up with a story in 7 minutes. Plot takes longer.
£999.99
Anness Publishing Cartooning, The Professional Step-by-Step Guide
Book Synopsis
£6.99
Bonnier Books Ltd Moana (Disney Modern Classics): A deluxe gift
Book SynopsisA retelling of Disney Moana featuring beautiful development art from the original Walt Disney Animation Studios artists. Since its release in 2016, Moana has been captivating audiences all over the world with its story of an adventurous teenager and a mighty demigod on a mission to fulfil the ancient quest of her ancestors and save her people. Enjoy the hit movie through this retelling of the story accompanied by concept art from the original Disney Animation artists. Alongside the art, fascinating facts about each piece of art give an insight into the design process behind the iconic movie. The beautiful hardback features a textured finish, stunning foil and illustrated endpapers to ensure this is a book to treasure for years to come. This is the perfect gift for all those who have been swept away by the story of Moana!
£12.59
CRC Press Playtesting Best Practices
Book SynopsisPlaytesting Best Practices: Real World and Online covers the complete journey of playtesting - the iterative journey to shape and refine tabletop games from raw ideas to balanced and fun games. This step-by-step guide embraces the process and celebrates the purpose of every step, from early self-playtesting to late-stage unguided playtesting, and offers the specific questions and practices the author has refined to perfect his own games.This book is split up into four main sections, each with a distinct focus: Getting ready to playtest: establishing goalposts, brainstorming, self-playtesting, getting organized, how to design a prototype, and writing rules. The focus here is starting good habits and establishing best practices, whether this is your first game or your hundredth. Playtesting in the real world: how to find playtesters, how to teach your game, what to do during the playtest, how to take notes and collect feedback, and being a gre
£48.99
CRC Press How to Cheat in Maya 2026
a huge range and FREE tracked UK delivery on ALL orders.
£133.00
Taylor & Francis The Game Audio Strategy Guide
Book SynopsisThe Game Audio Strategy Guide is a comprehensive text designed to turn both novices and experienced audio designers into technical game audio pros. Providing both a theoretical foundation and practical insights, The Game Audio Strategy Guide offers a thorough look at the tools and methods needed to create industry-quality music and sound design for games. The text is supported by an extensive companion website, featuring numerous practical tutorials and exercises, which allows the reader to gain hands-on experience creating and implementing audio assets for games.The Game Audio Strategy Guide is the essential manual for anyone interested in creating audio for games, inside or outside the classroom.Trade Review"If you’re interested in the world of game sound, you need this book! I couldn’t be more excited that this book exists and wish I had had such a comprehensive and well-organized handbook when I was starting out as a sound designer/composer. Gina and Spencer take us through a complete overview of the craft and the skills involved in this growing field where sound is an essential component of game development. They shed light on the creative process, the technical skills, and the practicalities, from sound and music creation to game audio implementation. This book is a culmination of Gina and Spencer's many years of professional experience wrapped into an accessible and effective guide. Not to mention, they are seasoned educators, so as you can imagine this book is not only bursting with invaluable tips from professionals, but it’s also instructive and even includes assignments and additional practical information on a companion website to make sure the concepts really hit home. That combination is invaluable and an enormous help! A must-read for up-and-coming game audio folks, in my opinion." - Michele Darling, professional sound designer and assistant chair of Electronic Production and Design at Berklee College of Music, Boston, USA"This is an astonishing achievement. It is the definitive book of reference that the industry has needed for years. It will help guide a whole new generation of creative technical audio professionals into this immensely challenging and rewarding area of the video games industry. If you have any serious interest in video games audio or music, you must read this book." - Guy Michelmore, composer"A delightful and useful addition to the Game Audio Toolbox of Your Mind (and bookshelf!)" - George Alistair Sanger, "The Fat Man""The Game Audio Strategy Guide is a comprehensive text for anyone wanting to better understand the nuts and bolts of music composition and sound design for games. In their information-packed treatise, Gina and Spencer provide an excellent roadmap for understanding the complex and not-so-straightforward art of game music and sound." - Brian Schmidt, executive director, GameSoundCon and Brian Schmidt Studios, LLC, USA"This exciting book is a comprehensive 'walkthrough' of the creative processes of game audio. It uses the experience of industry professionals in tandem with theoretical discussion to present practical wisdom in an accessible manner. The book encourages readers to become reflective, innovative composers and sound designers. A strategy guide, yes, but absolutely no cheating!" - Dr Tim Summers, lecturer in Music, Royal Holloway University of London, UK, author of Understanding Video Game Music and co-founder, Ludomusicology Research Group''The Game Audio Strategy Guide is a dense educational textbook that packs as much information as possible into a single source and aims to fulfill multiple goals. The authors present a theoretical and practical framework that covers all major aspects of game audio (sound design, composition, implementation, business) from the fundamentals all the way to advanced topics. It aims to bridge the gap between academia and industry practice.A noteworthy feature of this book is its detailed companion website, which is actually a vital part of the reading experience, an approach that might bring its own advantages and disadvantages. The website adds a considerable amount of essential information, detailed clarifications, examples, and practical exercises for each chapter.As an educator, I cannot think of another game audio book that provides that much combined value to its readers in such an expanded range of topics that touch on both a theoretical and a practical perspective. If a student wishes to buy only one educational book on game audio, I think this is it!'' - Marios Aristopoulos, Journal of Sound and Music in GamesTable of ContentsForeword Preface Acknowledgements INTRODUCTION 1. Getting Started Our Goals for this Textbook Overview and Learning Outcomes Who Should Read this Book? How to Use this Book Requisite Knowledge Theoretical Framework Practical Framework, A.K.A. Companion Website (Sound Lab)? Visiting Artist’s Tips Key Terms Further Reading Game Audio Game Development Roles Defined Essential Soft Skills and Tools For Game Audio Production Cycle and Planning Research Making Use of Downtime PART ISound Design 2. The Basics of Nonlinear Sound Design What is Nonlinear Sound Design? The Sound Design Process Challenges in Nonlinear Sound Design Exploring Immersion and Interactivity Essential Skills for Sound Designers 3. Designing Sound Dynamic Audio Sound Effects The Function of Sound in Games Designing the Sonic Palette Choosing the Right Source for Your Sonic Palette Sourcing Audio from Libraries Sourcing Sounds through Synthesis Sourcing Audio through Studio and Field Recording Field Recording Microphone Choice and Placement Performing Sound with Props Location Scouting and Preparation Designing Sound Effects Sound Design Techniques Effects Processing as a Sound Design Tool Putting It All Together 4. Voice Production Dialogue vs. Voice-Over PART IIMusic 5. The Basics of Nonlinear Music What is Nonlinear Music? Challenges of Nonlinear Music Writing Essential Skills for the Game Composer Exploring Music as an Immersive Tool Diegetic vs. Non-Diegetic Music Production Cycle and Planning Working with a Team Platforms and Delivery 6. Composing Music Generating Musical Ideas and the Creative Cycle Starting Points for Musical Composition Composing Game Music Form and Structure in Game Music 7. Arranging and Orchestration for Games Genre and Style Considerations Foundations of Musical Texture in Games Arranging and Orchestrating Using Samples Templates Template Planning The Orchestral Instruments Writing for String Samples Writing for Woodwind and Brass Samples Writing for Choir Samples Writing for Percussion Samples Writing for Full Sampled Orchestra Advanced Orchestration and Arranging for Live Ensembles Working with Synthetic Timbres Other Styles of Arranging in Game Music PART IIIImplementation 8. Audio Implementation Implementation Basics Dialogue Systems Dynamic Mix Systems Resource Management and Performance Optimization Testing, Debugging, and QA 9. Music Implementation Approaching Implementation Arranging and Orchestration as Implementation Advanced Vertical Techniques Advanced Horizontal Techniques Adding Randomness and Variation Composing Complex Adaptive Systems Using Middleware Aesthetic Creativity and Composing Outside the Box Tools for Experimentation Pure Data Simplicity vs. Complexity in Game Music PART IVBusiness and Networking 10. The Business of Games, Part I: What Do We Do Now? Career Development: Overview and Philosophy Selecting Tangible Goals The Pyramid of Sustainability Career Paths in Game Audio 11. The Business of Games, Part II: Gigs, Gigs, Gigs! Networking and Creating Value Demonstrating Value Finding Work Business and Price Considerations The Final Bid Navigating Contracts 12. Your Game Audio Strategy Guide Audio Creator as Game Developer Index
£69.99
Oneworld Publications To Pixar and Beyond: My Unlikely Journey with
Book SynopsisA Sunday Times Best Book of the Year 2017 One day in November 1994, Lawrence Levy received a phone call out of the blue from Steve Jobs, whom he’d never met, offering him a job running Pixar, a little-known company that had already lost Jobs $50 million. With Pixar’s prospects looking bleak, it was with some trepidation that Levy accepted the position. After a few weeks he discovered that the situation was even worse than he’d imagined. Pixar’s advertising division just about broke even, its graphics software had few customers, its short films didn’t make any money and, on top of all that, Jobs was pushing to take the company public. Everything was riding on the studio’s first feature film, codenamed Toy Story, and even then it would have to be one of the most successful animated features of all time… Full of wisdom on bringing business and creativity together, and recounting the touching story of Levy’s enduring friendship with Jobs, To Pixar and Beyond is a fascinating insider’s account of one of Hollywood’s greatest success stories.Trade Review‘A fascinating tale of creative and business brilliance, and of a remarkable friendship.’ * Sunday Times *‘A highly readable and gripping story.’ * Mail on Sunday *'A charming, upbeat tale...much like one of the studios own animated features.' * Financial Times *'A magnifying glass held to the small print that is needed to make magic.' * The Sunday Times *'Levy’s memoir of his time heading the most dazzling entertainment studio of our times, has all the twists and turns of one of Pixar’s own films.' -- Francine Stock * Prospect *'This book, like Pixar's story, is truly remarkable.' * E&T Magazine *‘[An] enchanting memoir…Mr Levy has quite a story to tell.’ * New York Times *‘Those interested in how start-ups work or how film studios make money will love the book.’ * MoneyWeek *‘I love this book! I think it is brilliant. Of course I am biased, but even so, I think people will love this story – one they didn’t even know existed. And Lawrence has told it beautifully.’ -- Ed Catmull, co-founder and president of Pixar Animation, president of Disney Animation, bestselling author of Creativity Inc.‘A lovely and surprising discourse on topics business books rarely touch…eye-opening and inspiring… This delightful book is about finance, creative genius, workplace harmony, and luck… Life obviously is about more than business, but few books discuss both so well.’ * Fortune *‘What a delightful book about the creation of Pixar from the inside. I learned more about Mr. Jobs, Pixar and business in Silicon Valley than I have in quite some time. And like a good Pixar film, it’ll put a smile on your face.’ * Andrew Ross Sorkin, New York Times *‘A finely sketched insider’s account of the hard-fought success of a pathbreaking company. Lawrence Levy goes surprisingly and refreshingly deep on the business details behind Pixar’s creative achievements. He also shows an intimate side of Steve Jobs that will delight the mercurial businessman’s many admirers.’ -- Adam Lashinsky, assistant managing editor of Fortune Magazine and author of Inside Apple‘To Pixar and Beyond is part business book and part thriller – a tale that’s every bit as compelling as the ones Pixar tells in its blockbuster movies. It's also incredibly inspirational, a story about a team that took big risks and reaped the rewards. This is a must-read book for anyone who cares about corporate culture and wants to learn how to build a business, as well as everyone who loves Woody, Buzz, and all of the other beloved Pixar characters. I loved this book and could not put it down.’ -- Dan Lyons, bestselling author of Disrupted‘The gripping story of how through hard work, vision, and a devotion to excellence, tiny Pixar transformed itself into a Hollywood powerhouse. But it also something more: a wonderful buddy story – between Levy and Steve Jobs – and how their friendship and partnership transformed them both.’ -- William D. Cohan, bestselling author of House of Cards and Money and Power
£10.44
Taylor & Francis Ltd FORCE Dynamic Life Drawing
Book SynopsisBring your artwork to life with the power of the FORCE! Watch, listen, and follow along as Mike Mattesi demonstrates the fundamental FORCE line and explains dynamic figure drawing techniques through 30 videos that are launched through the book''s companion App. Packed with superb, powerfully drawn examples, the updated third edition of FORCE features an all-new section on the FORCE blob, and dozens of fresh illustrations. Mike Mattesi's 10th anniversary edition of FORCE will teach readers how to put thought and imagination to paper. Whether you are an illustrator, animator, comic book artist, or student, you''ll learn to use rhythm, shape, and line to bring out the life in any subject.The 10th Anniversary Edition contains numerous improvements. Around 30 videos are embedded within the book and accessible through the FORCE Drawing App. In the App, click on the image of the camera, point your mobile device's camera at the page with the symbol, and then finally tap the video carTable of ContentsSeeing Life Forceful FormForceful Shape Clothing On location ReportageIndex
£46.54
Titan Books Ltd The Art of Captain Underpants The First Epic
Book SynopsisFrom DreamWorks Animation comes a movie event based on the best-selling book series by Dav Pilkey. This comedy for the entire family tells the story of 2 pranksters named George and Harold, who hypnotize their principal into thinking he's a ridiculously enthusiastic, incredibly dimwitted superhero named Captain Underpants. The movie stars the voice talents of Ed Helms, Kevin Hart, Thomas Middleditch, Nick Kroll and many more!Trade Review“From the moment you crack open The Art of Captain Underpants to be greeted by a foreword written and illustrated in comic strip format by series author Dav Pilkey, you know you’re in for a treat” - VG Blogger
£23.99
CRC Press C Game Programming Cookbook for Unity 3D
Book SynopsisThis second edition of C# Game Programming Cookbook for Unity 3D expounds upon the first with more details and techniques. With a fresh array of chapters, updated C# code and examples, Jeff W. Murray's book will help the reader understand structured game development in Unity unlike ever before.New to this edition is a step-by-step tutorial for building a 2D infinite runner game from the framework and scripts included in the book. The book contains a flexible and reusable framework in C# suitable for all game types. From game state handling to audio mixers to asynchronous scene loading, the focus of this book is building a reusable structure to take care of many of the most used systems.Improve your game''s sound in a dedicated audio chapter covering topics such as audio mixers, fading, and audio ducking effects, or dissect a fully featured racing game with car physics, lap counting, artificial intelligence steering behaviors, and game management. Use this book tTable of ContentsAcknowledgments. Introduction. Prerequisites. 1. Making Games in a Modular Way. 2. Making a 2D Infinite Runner Game. 3. Building the Core Game Framework. 4. Player Structure. 5. Recipes: Common Components. 6. Player Movement Controllers. 7. Weapon Systems. 8. Waypoints Manager. 9. Recipe: Sound and Audio. 10. AI Manager. 11. Menus and User Interface. 12. Saving and Loading Profiles. 13. Loading Level Scenes. 14. Racing Game. 15. Blaster Game Example. Index.
£54.14
Taylor & Francis Ltd The Foley Grail
Book SynopsisThis book teaches you how to master classic and cutting edge Foley techniques in order to create rich and convincing sound for any medium, be it film, television, radio, podcasts, animation, or games.Award-winning Foley artist Vanessa Theme Ament demonstrates how Foley is designed, crafted, and edited for any project, down to the nuts and bolts of spotting, cueing, and performing sounds. Various renowned sound artists provide a treasure trove of indispensable shortcuts, hot tips, and other valuable tricks of the trade.This updated third edition features the following: New chapters dedicated to Foley in games, television, broadcasting, and animation, as well as what is new in sound for media education A multitude of sound recipes that include proven Foley methods you can immediately use on your own projects A diverse range of case studies from well-known films, shows, games, and animation Trade ReviewPraise for the third edition "Ms. Ament has written an engaging and useful guide to both teaching and performing the art of Foley. The book thoroughly covers all aspects of the craft: its history and evolution, the minutiae of recording footsteps and props, prepping and mixing. It is an excellent guide for both teachers and people who want to learn this largely unknown part of the post-production process." - Harry Cheney, Professor, Lawrence and Kristina Dodge College of Film and Media Arts, Chapman University Praise for the second edition "This book is entertaining, informative and an absolute must-read for everyone who wants to make a career in sound, as well as being a very handy lesson for anyone involved in production on whatever level – and a particularly valuable aid for 'media' course tutors." -- Wendy Laybourn, Network Nine News "Thanks to this publication, sound is appraised as a subjective art form. So whether you’re a novice (i.e. "what even is Foley?") or a whizz ("pfft, why do I need to read about Jack?"), there truly is much to learn from this book. Seek the Foley Grail." - Matt Howsam, Raindance.org "Comprising a virtual master class on leading-edge Foley techniques, The Foley Grail covers just about everything a practitioner or observer of the Foley process would need to create convinving sounds for a variety of film and television...a must-have test for any post professional's bookshelf." - Mel Lambert, CineMontagePraise for the third edition "Ms. Ament has written an engaging and useful guide to both teaching and performing the art of Foley. The book thoroughly covers all aspects of the craft: its history and evolution, the minutiae of recording footsteps and props, prepping and mixing. It is an excellent guide for both teachers and people who want to learn this largely unknown part of the post-production process." Harry Cheney, Professor, Lawrence and Kristina Dodge College of Film and Media Arts, Chapman University Praise for the second edition "This book is entertaining, informative and an absolute must-read for everyone who wants to make a career in sound, as well as being a very handy lesson for anyone involved in production on whatever level—and a particularly valuable aid for 'media' course tutors."Wendy Laybourn, Network Nine News "Thanks to this publication, sound is appraised as a subjective art form. So whether you’re a novice (i.e. 'what even is Foley?') or a whizz ('pfft, why do I need to read about Jack?'), there truly is much to learn from this book. Seek The Foley Grail."Matt Howsam, Raindance.org "Comprising a virtual master class on leading-edge Foley techniques, The Foley Grail covers just about everything a practitioner or observer of the Foley process would need to create convinving sounds for a variety of film and television . . . a must-have test for any post professional's bookshelf." Mel Lambert, CineMontage Table of ContentsPreface to the Third Edition Introduction Part 1: What Foley Artists Do and Why: The History, Theory, and Methods of Foley 1. Holy Foley: The Evolution of a Craft 2. The Progression of an Art: International Foley Practices 3. Aesthetics of Foley: Noise, Sound, Single, Married Part 2: How Foley Artists Work: Protocols, Conventions, and Hierarchy of Foley 4. Fire in the Hole: The Players and Their Responsibilities 5. Let’s Go Ahead and Go Back: Spotting, Cueing, and Editing Foley 6. Scene Change: The Foley Stage 7. Mix and Match: The Foley and Rerecording Mixers Part 3: The Practical Concerns: The Art and Craft of Foley 8. Walking in Their Shoes: Performing the Footsteps 9. Manipulation Techniques: Performing the Props 10. Hang It as a Unit: The Knack for Sync 11. Adaptive Sound: Sound in Animation, Games, Radio Plays, and Movie Trailers 12. Chef or Cook: Ingredients and Recipes 13. Magic Wind: Unusual Foley Requests Part 4: Past, Present, and Future: Connecting the Foley Dots 14. Professional Panorama 15. Foley Reflections: Final Thoughts of Experts 16. Glossary
£37.99
CRC Press The Gamers Brain
a huge range and FREE tracked UK delivery on ALL orders.
£47.49
CRC Press Creative Character Design for Games and Animation
Book SynopsisThis book takes you through all the basic steps of character design for games and animation, from brainstorming and references to the development phase and final render. It covers a range of styles such as cartoon, stylized and semi-realistic, and explains how to differentiate between them and use them effectively. Using a step-by-step approach for each stage of the process, this book guides you through the process of creating a new character from scratch. It contains a wealth of design tips and tricks as well as checklists and worksheets for you to use in your own projects. This book covers how to work with briefs, as well as providing advice and practical strategies for working with clients and creating art as a product that can be tailored and sold. This book will be a valuable resource for all junior artists, hobby artists, and art students looking to develop and improve their character development skills for games and animation.Trade Review"This is the kind of book I wish I'd had when I first dipped my feet in the art waters, filled to the brim with time-honed perspective and know-how for a young artist to aspire to."Even Mehl Amundsen, professional artist"Jenny Harder is part of a new generation of artists bringing a fresh and in depth look at character design. If you are a beginner artist or a veteran in the business, this book offers great lessons in the fundamentals of good design."Christian Alzmann, Concept Design Supervisor at Lucasfilm"Every artist entering a professional career path has a lot to learn, and obviously, it takes years to connect all the dots between craft, human nature and visual perception. Jenny Harder creates a phenomenal compendium for any artist or supervisor wanting to become a more aware, efficient, and happy creator." Jakub Knapik, Global Art Director at CD Projekt REDTable of Contents1 Designing with Purpose 2 Working with Clients and Briefs 3 Creative Thinking and Brainstorming Methods 4 Creating a Personality5 Diversity and Stereotypes6 Mood Boards and References 7 Style8 Creating a Character Design Package9 The Render Process10 Tips and Tricks 11 Industry Advice and Last Words
£39.99
CRC Press Virtual Reality Usability Design
Book SynopsisThe development of effective and usable software for spatial computing platforms like virtual reality (VR) requires an understanding of how these devices create new possibilities (and new perils) when it comes to interactions between humans and computers. Virtual Reality Usability Design provides readers with an understanding of the techniques and technologies required to design engaging and effective VR applications.The book covers both the mechanics of how human senses and the mind experience immersive virtual environments, as well as how to leverage these mechanics to create human-focused virtual experiences. Deeply rooted in principles of human perception and computational interaction, the current and future limitations of these replacements are also considered. Full of real-world examples, this book is an indispensable guide for any practising VR developer interested in making efficient and effective interfaces. Meanwhile, explorations of concrete theory in their practical application will be useful for VR students and researchers alike.Table of Contents1. What Makes Virtual Reality Remarkable? 2. Making the Virtual Seem Real 3. Sensation and Perception 4. Supporting Primary Senses 5. Supporting Peripheral Senses 6. Perceiving Space and Scale 7. Further Psychological Effects of Inhabiting a Virtual Environment 8. Experience Usability 9. Fictions of Physics 10. Locomotion and Navigation 11. Activities and Interactions 12. Information Display 13. Translating Traditional Interfaces for VR
£47.49
Taylor & Francis Ltd Great Games Need Great Leaders
Book SynopsisThis book brings together the knowledge and perspectives of numerous past and present games industry leaders and practitioners to form a clear picture of how leadership operates in a game development studio. It identifies the ways in which things are changing or can change for the better in the games industry and provides a set of tools for the reader to use in their own professional practice.Embark on a journey with this book to understand how great leaders help make great games. These leaders embrace change through a broad set of skills intended to empower and nurture the teams they find themselves responsible for. Through the lens of three fantasy roleplaying classes the Warrior, the Bard, and the Cleric readers will understand the wide variety of skills and considerations involved in leading game developers well. The book includes interviewswith games industry leadersincluding:Anna Barham, Dr Raffael Boccamazzo, Branden Buffalo, Jetha Chan, Alayna Cole, Luke Dicken, Amy
£44.99
Taylor & Francis Ltd Farming Simulator Modding with Blender
Book SynopsisThis is a comprehensive guide to creating and customizing mods for the popular video game Farming Simulator within Blender. This book covers all aspects needed to create your own vehicle mods from start to finish.The book begins with a basic introduction in Blender before showing you how to prepare your hierarchy and set up pivots. You'll then learn to create physics components and how to set up your ModDesc and Vehicle XML files. The book then covers all you need to know about implementing vehicle functions before applying LOD meshes ahead of testing and finally publishing your mod on the official GIANTS ModHub.This book will appeal to all Farming Simulator modders, as well as those looking to learn game development concepts within Blender.
£35.14
CRC Press Education and RolePlaying Games
a huge range and FREE tracked UK delivery on ALL orders.
£50.34
Taylor & Francis Ltd Photojournalism
Book SynopsisPhotojournalism: The Professionals' Approach is the definitive book on photojournalism, delivering a blend of insightful interviews with professionals, practical techniques, up-to-date coverage of equipment and camera technology, and high-impact photographs. Trade Review"The author crafted this book primarily by talking to and working with professional photojournalists, dedicated news photographers... The author covers a lot of ground, and in great depth, ranging from equipment to various types of photojournalism (sports, features, general news, etc.) to ethics and law. There’s a very interesting chapter on the history of photos in journalism. And the final chapter provides great advice about how to move from photography in general to photojournalism, including info on the value of a degree in photojournalism, internships, and freelancing (beginners should read this first)." - Peter Bauer, KelbyOneTable of Contents Assignment; Spot News; General News; Features; Portraits; Sports; Photo Editing; Camera Bag; Strobe; Covering the Issues 202; Photo Story; Audio for Video; Illustration; Ethics; Law; History; Turning Pro; Digital Darkroom History;
£58.89
Taylor & Francis Ltd Composition for the 21st century Vol 1
Book SynopsisComposition for the 21st century: Image-Making for Animation focuses on composition and its technical and artistic application in animation, illustration, games, and films. It covers all aspects of design and discusses in detail their artistic applicability and impact on image and narrative. Emphasis is placed on the ability of each aspect to support and affect the narrative. Additional case studies explain the successful use of these concepts in films and animation. This book is geared toward students; however, it is also reader-friendly for professionals. Composition for the 21st century: Image-Making for Animation's goal is to comprehend composition as an artistic tool and as a significant part of the professional image-making process.Key Features: Teaches the complexity of composition in image-making. Closes the gap between praxis and theory in animation. Explains how to produce images thatTable of ContentsChapter 1: The Power of Images, Chapter 2: The Purpose of Images, Chapter 3: The Frame, Chapter 4: Aspect Ratio, Chapter 5: Composition, Chapter 6: Character Staging and Film Language, Chapter 7: Vectors, Chapter 8: Directions, Chapter 9: Shape and Form, Chapter 10: Mood, Chapter 11: Size, Chapter 12: Depth, Chapter 13: Light and Shadow, Chapter 14: Color, Chapter 15: Color Contrast, Chapter 16: Perspective, Chapter 17: Texture, Chapter 18: Movement, Chapter 19: Music and Sound, Chapter 20: Variation
£52.24
David & Charles Get Started with Procreate
Book SynopsisGet Started with Procreate guides you through 20 practice tutorials, using a 10-step plan to boost your skills in working with digital tools and techniques.
£15.29
Taylor & Francis Inc Audio Anecdotes II: Tools, Tips, and Techniques for Digital Audio
Book SynopsisThis collection of articles provides practical and relevant tools, tips, and techniques for those working in the digital audio field. Volume II, with contributions from experts in their fields, includes articles on: - Field recording - Synthesis - Signal processing - Spatialization - Computer techniques and tools - Music theory - Sound design - Sound in nature An enclosed CD-ROM provides demos, source code, and examples. Audio Anecdotes is an invaluable tool for anyone who uses digital sound in the creation of computer-generated works: - Musicians - Game developers - Sound producers, and othersTrade Review" "A superb reference, resource and research tool highly recommended for anyone applying digital sound to computer-created projects, including musicians, game developers, and software producers..." -Midwest Book Review, January 2005 "The wonderful thing about this book is that it contains well-written introductions to many subjects, including sound propagation, auditory scene analysis, audio file formats, and rate conversion, that otherwise might be found in magazines, on the Internet, or not at all." -Vladimir Botchev, Computing Reviews , December 2004 This book discusses creating, recording, processing, and analyzing many forms of sound and music... -E-Streams, September 2005"Table of Contents1. Field Recording 2. Synthesis 3. Signal Processing 4. Spatialization 5. Computer Techniques 6. Computer Tools 7. Music Theory 8. Sound Design 9. Nature
£99.75
Pearson Education (US) Designing Immersive 3D Experiences
Book SynopsisRenée Stevens is an interactive and immersive designer, educator, author, and speaker. Her creative work focuses on innovative ways that design can help overcome learning disabilities and create more accessible and inclusive learning environments. She is the founder of the XR tech startup, tagAR. For more than a decade she has run her own interactive design studio consulting and designing on XR projects and working as a motion designer for Forbes. You can find her teaching at the S. I. Newhouse School of Public Communications at Syracuse University, where she is the Associate Chair of the Visual Communications Department, overseeing the undergraduate and graduate design programs. She was named an Educator to Watch by Graphic Design USA (GDUSA). She has been invited around the world to speak about her research and design work in XR, including TEDx, SXSW, Sundance, VR/AR Association, and AIGA. She is the author of the book Powered by Design. She lives in New Table of ContentsCHAPTER 1 PICK YOUR REALITY The tech behind the acronyms You are already using extended reality Prosthetic knowledge Looking ahead CHAPTER 2 TECHNOLOGY CHECK Is any of this actually new? The world in the palm of your hand Projection mapping Head-mounted displays Spatial computing Reality check CHAPTER 3 THE IMMERSIVE EXPERIENCE The world in 3D Affordances Multimodal experiences Experience design CHAPTER 4 IDEATION Identify the why Innovation and practicality Outside influence Keep it human The answer to your questions CHAPTER 5 CREATING THE PROTOTYPE Fake it 'til you make it Sketch transparently The power of prototypes Use what you know Process work CHAPTER 6 THE UX OF XR Approachable design Seamless user flow Know thy audience Making reality accessible UX challenge CHAPTER 7 THE UI OF XR The z-axis 3D interface metaphors Time and space Microinteractions Inspiration is all around you CHAPTER 8 HUMAN FACTORS Designing the whole experience Theories of perception Creating hierarchy in 3D Human centered CHAPTER 9 THE UNCONTROLLABLE BACKGROUND Expecting the unexpected Figure-ground Location, location, location Getting emotional Control is overrated CHAPTER 10 AUGMENTED TYPOGRAPHY Legibility and readability Creating visual contrast Take control Design with purpose CHAPTER 11 COLOR FOR XR Color appearance models Light interactions Dynamic adaptation Reflection CHAPTER 12 SOUND DESIGN Hearing what you see Spatial sound Augmented audio Voice experiences Power of sound CHAPTER 13 BRINGING IT TO LIFE To code or not to code Keep it agile Try, and try again User experience research Privacy and ethical considerations Keep it super CHAPTER 14 UP NEXT Where to go from here Breaking out of rectangles Why we need XR right now Extend our physical space
£34.19
CRC Press Force Animal Drawing
Book SynopsisThis 10th Anniversary Edition of Force: Animal Drawing: Animal Locomotion and Design Concepts for Animators offers readers an enlarged and an enhanced selection of images that apply FORCE to animals. With larger images, readers can better appreciate and learn how to bring their own animal illustrations to life. New drawings and facts about the animals create a more comprehensive edition for your library. Readers will also adapt key industry techniques that will help personify animal animations as well as endowing their creations with human-like expressions and unique animal movement. content can be found at DrawingFORCE.comKey Features: This full-color 10th Anniversary Edition makes FORCE even easier to understand through great diagrams and illustrations Color-coded page edges help you find more easily the animal you want to draw Learn about key specifications for each mammal such as their weight range, food they eat, and how fast Table of Contents Chapter 1: The FORCE AnimalChapter 2: PlantigradesChapter 3: DigitigradesChapter 4: UnguligradesChapter 5: Animal Design
£35.99
The Pragmatic Programmers Programming WebRTC: Build Real-Time Streaming
Book SynopsisBuild your own video chat application - but that's just the beginning. With WebRTC, you'll create real-time applications to stream any kind of user media and data directly from one browser to another, all built on familiar HTML, CSS, and JavaScript. Power real-time activities like text-based chats, secure peer-to-peer file transfers, collaborative brainstorming sessions - even multiplayer gaming. And you're not limited to two connected users: an entire chapter of the book is devoted to engineering multipeer WebRTC apps that let groups of people communicate in real time. You'll create your own video conferencing app. It's all here. WebRTC is an API exposed in all modern web browsers. After almost a decade of development, the WebRTC specification was finalized, and this book provides faithful coverage of that finalized specification. You'll start by building a basic but complete WebRTC application for video chatting. Chapter by chapter, you'll refine that app and its core logic to spin up new and exciting WebRTC-powered apps that will have your users sharing all manner of data with one another, all in real time. No third-party libraries or heavy downloads are required for you or your users: you'll be writing and strengthening your knowledge of vanilla JavaScript and native browser APIs. You'll learn how to directly connect multiple browsers over the open internet using a signaling channel. You will gain familiarity with a whole set of Web APIs whose features bring WebRTC to life: requesting access to users' cameras and microphones; accessing and manipulating arbitrary user files, right in the browser; and web storage for persisting shared data over the life of a WebRTC call. Like any Web API, WebRTC doesn't enjoy a perfect implementation in any browser. But this book will guide you in writing elegant code to the specification, with backward-compatible fallback code for use in almost all modern browsers. Use WebRTC to build the next generation of web applications that stream media and data in real time, directly from one user to another - all by working in the browser. What You Need: Readers need a text editor, an up-to-date copy of Chrome or Firefox, and a POSIX-style command-line shell. They'll also need to install a little bit of open-source software, especially Node.js. All necessary setup is covered in full in the book's introductory chapter.
£35.14
Chronicle Books The Art of Incredibles 2
Book SynopsisFrom Pixar''s upcoming film Incredibles 2, this making-of book is a dive back into the beloved world of the Incredibles. The Art of Incredibles 2 explores Pixar''s highly anticipated sequel through colorful artwork, energetic character sketches, intriguing storyboards, and spellbinding colorscripts.Featuring gorgeous production art and interesting details from the production team about the making of the film, The Art of Incredibles 2 overflows with insights into the artistic process behind Pixar''s engaging creative vision.Copyright ©2018 Disney Enterprises, Inc. and Pixar. All rights reserved.Trade Review"in ‘The Art Of Incredibles 2’, edited by Kaen Paik, we see how characters, environments, vehicles and outtakes were done or prepared. Which basically means design, storyboards and a lot of photos. There is more of that than footage from the film so it might be of less interest to your sprogs. If you are ever contemplating getting into the industry at any level then you need to see the amount of work that is done even before it gets animated. The attention to detail right down to the money they use, shows a lot of pre-planning and thought." -- SFcrowsnest"The Art Of Incredibles 2 is loaded with the kind of sketches, digital doodles and clay sculpts that you have come to expect from these tie-ins. It's an essential indulgence for anyone who wants to wallow in the world and explore the details that fly by far too quickly on-screen." -- Total Film"Animated features are nothing without their animators and designers and The Art Of Incredibles 2 is a well-edited and fascinating glimpse behind the curtains of Disney•Pixar’s inventive sequel. Recommended for fans of the film, the characters or people with an interest in animation." -- Trip Wire Magazine
£24.00
Chronicle Books Art of Pixar 25th Anniv
Book SynopsisOver the past 25 years, Pixar''s team of artists, writers, and directors have shaped the world of contemporary animation with their feature films and shorts. From classics such as Toy Story and A Bug''s Life to recent masterpieces such as Up, Toy Story 3, and Cars 2, this comprehensive collection offers a behind-the-scenes tour of every Pixar film to date. Featuring a foreword by Chief Creative Officer John Lasseter, the complete color scripts for every film published in full for the first time as well as stunning visual development art, The Art of Pixar is a treasure trove of rare artwork and an essential addition to the library of animation fans and Pixar enthusiasts.
£28.00
Santa Monica Press Creating Q*Bert: and Other Classic Video Arcade
Book SynopsisCreating Q*bert and Other Classic Video Arcade Games takes you inside the video arcade game industry during the pivotal decades of the 1980s and 1990s. Warren Davis, the creator of the groundbreaking Q*bert, worked as a member of the creative teams who developed some of the most popular video games of all time, including Joust 2, Mortal Kombat, NBA Jam, and Revolution X. In a witty and entertaining narrative, Davis shares insightful stories that offer a behind-the-scenes look at what it was like to work as a designer and programmer at the most influential and dominant video arcade game manufacturers of the era, including Gottlieb, Williams/Bally/Midway, and Premiere. Likewise, the talented artists, designers, creators, and programmers Davis has collaborated with over the years reads like a who’s who of video gaming history: Eugene Jarvis, Tim Skelly, Ed Boon, Jeff Lee, Dave Thiel, John Newcomer, George Petro, Jack Haeger, and Dennis Nordman, among many others. The impact Davis has had on the video arcade game industry is deep and varied. At Williams, Davis created and maintained the revolutionary digitizing system that allowed actors and other photo-realistic imagery to be utilized in such games as Mortal Kombat, T2, and NBA Jam. When Davis worked on the fabled Us vs. Them, it was the first time a video game integrated a live action story with arcade-style graphics. On the one-of-a-kind Exterminator, Davis developed a brand new video game hardware system, and created a unique joystick that sensed both omni-directional movement and rotation, a first at that time. For Revolution X, he created a display system that simulated a pseudo-3D environment on 2D hardware, as well as a tool for artists that facilitated the building of virtual worlds and the seamless integration of the artist’s work into game code. Whether you’re looking for insights into the Golden Age of Arcades, would like to learn how Davis first discovered his design and programming skills as a teenager working with a 1960's computer called a Monrobot XI, or want to get the inside scoop on what it was like to film the Rock and Roll Hall of Fame band Aerosmith for Revolution X, Davis’ memoir provides a backstage tour of the arcade and video game industry during its most definitive and influential period.Trade Review"Davis, an International Video Game Hall of Fame inductee, reflects in this entertaining debut on his years as an influential creator at the forefront of the “video game revolution.” He recounts his “earliest exposure” to computers, in high school in Brooklyn in the 1970s, when he learned programming on a device “the size of a desk.” As a freshman at Rensselaer Polytechnic Institute, he discovered Pong, and later created his first game, a simulated gin rummy that was done via punch cards. After graduating, Davis landed his first programming job in 1982 at the arcade game company Gottlieb, where he helped create Q*bert—one of the most popular video arcade games of the ’80s—an accomplishment that led him to later achieve breakthroughs in automating the digitizing of graphics used in such games as Mortal Kombat and NBA Jam. Even in his more granular descriptions, Davis’s enthusiasm brings to the page the palpable excitement of the “golden age” he’d been a part of. From deciding on Q*bert’s moves (“Should I just keep him stuck at the edge [of the pyramid], or allow him to fall into nothingness?”) to procuring the flying footage needed for the alien invasion game Us vs. Them, every detail is parsed to convey the rigorous thought underpinning some of history’s most successful video games. Gamers will be fascinated."—Publisher's Weekly “Warren was part of a small team building Williams’ next generation of video arcade hardware and software. By the time I joined the video game department, they had built a development foundation upon which future classic arcade games like NARC, Smash TV, Terminator 2, NBA Jam, and Mortal Kombat would be created. . . . I can’t overstate the impact Warren had on the development of Mortal Kombat and so many other Williams/Midway games.”—Ed Boon, Co-creator of Mortal Kombat and NetherRealm Studios creative director“Q*bert may be Warren’s most famous creation, but his work at 1990’s Midway was instrumental in the parade of arcade smash hits that marched out of our studio. He is both humble and accurate in his behind-the-scenes recollections. If ever you wanted a peek behind our coin-op curtain and a window into the life of a true industry pioneer, this is it!”—John Tobias, Co-creator of Mortal Kombat"In retro-gaming circles, Warren Davis is something of an unheralded pioneer, one of many who laid a blocky 8-bit path to PlayStation, Wordle and an industry now pulling in $180 billion annually.”—Chicago Tribune"In his new book, Creating Q*bert and Other Classic Arcade Games, legendary game designer and programmer Warren Davis recalls his halycon days imagining and designing some of the biggest hits to ever grace an arcade."—Engadget“Working alongside Warren at Williams Electronics was one of those rare, once-in-a-lifetime opportunities. He conjured magical code that introduced me to the world of digitization and video game programming. Not only a wise and entertaining designer/programmer, he impressed us all with his extra-curricular acting gigs. This book gave me a true appreciation for the man that was always positive, kind, and helpful to a young 'know it all' from Indiana."—George Petro, founder of Play Mechanix, makers of Big Buck Hunter“The impact Warren Davis has had on video game culture cannot be understated. It was great to learn so much more about one of the Godfathers of the industry.”—Joshua Tsui, director of Insert Coin“[Davis] takes us on an insightful journey through the ’80s and ’90s covering the birth and nearly two decades of arcade game development from a unique insider perspective. . . . For someone who has been an active gamer since 1980, I found this a highly enjoyable and surprisingly detailed journal of those times. . . . I went into this review hoping to learn a bit of the backstory on how Q*bert was created and came away with a much greater knowledge of the entire arcade industry from testing, building, and even marketing. . . . I highly recommend Creating Q*bert and Other Classic Video Arcade Games to anyone who enjoys (or has ever enjoyed) arcade video games regardless of your age. The games you play today on PC and console all got their roots during these two decades of innovation and chances are Warren Davis played some part in what we are all playing today.”—Mark Smith, Game Chronicles“Warren delivers a ringside peek into the Golden Age of arcade gaming. Art, science, and commerce merged to produce games which continue to delight and challenge aficionados, and Warren was smack dab in the middle of it. He tells his story in a clear, concise voice, all the while retaining a touch of awe reflecting the alchemy of the era.”—Jeff Lee, Co-creator of Q*bert and curious earthling“Warren was in the right place with the right stuff. We were fortunate to be at the beginning of a revolution in entertainment. It is great that an interactive entertainment pioneer has taken the time to write about his journey and Warren does it well.”—David Thiel, interactive audio artist “Warren’s book is a well-written, entertaining history of the early video game industry. Working with Warren, Dave, Rich, and others creating Us vs. Them was an interesting creative challenge. We had never done anything like this before, but we just dove in, solving problems as they came up. I have a lot of great memories of our time together working on Us vs. Them, and Warren’s writing reminded me of a few I had forgotten. Thanks, Warren, for documenting the history of our great adventure.”—Dennis Nordman, pinball and coin-op game designer“Warren’s wit, insights and self-depreciating humour make this a pleasure to read and as entertaining as the games he created.”—The Nottingham Post“With a brilliant and friendly style, Warren Davis tells us his story full of interesting anecdotes.”—RetroMagazine“Creating Q*bert is more than a compelling memoir: it is a vehicle that parks itself and delivers now-stalgia in Q*bert-style leaps and bounds. Warren Davis is your friendly, neighborhood, savant-like driver.”—Geek InsiderTable of ContentsCONTENTS 1) The Shaping of a Young Mind 2) Entering Wonderland 3) The Cubes Game 4) A Noser is Born 5) The Aftermath 6) US vs THEM 7) Gottlieb’s Demise 8) Williams and the Dawn of Digitization 9) The Premier Years 10) Return to Williams 11) Last Days in the Funhouse 12) Loose Ends
£17.09
Taylor & Francis Inc Game Feel
Book SynopsisGame Feel exposes feel as a hidden language in game design that no one has fully articulated yet. The language could be compared to the building blocks of music (time signatures, chord progressions, verse) - no matter the instruments, style or time period - these building blocks come into play. Feel and sensation are similar building blocks where game design is concerned. They create the meta-sensation of involvement with a game. The understanding of how game designers create feel, and affect feel are only partially understood by most in the field and tends to be overlooked as a method or course of study, yet a game's feel is central to a game's success. This book brings the subject of feel to light by consolidating existing theories into a cohesive book. The book covers topics like the role of sound, ancillary indicators, the importance of metaphor, how people perceive things, and a brief history of feel in games.The associated web site contains a playset wiTable of ContentsINTRODUCTION PART 1: Deconstruction1. Why Feel, Why Now?This chapter focuses on the impetus behind the book, asking the reader to recall the sensation of controlling a virtual avatar and talking about why feel is so important (and why it is often overlooked.)2. The Grand Scheme of Game DesignThis chapter assigns feel a place in the larger realm of game design, defining its scope and boundaries, talking about how it fits into creating the Ultimate Game Experience of life-enriching flow and empowerment. Using diagrams and research derived from Maslow's Pyramid of Wants and Will Wright's concept of Granularity, feel is identified as one of the atomic units of game construction, one of the most basic building blocks of interactivity. 3. Games that don't Feature Virtual Sensation There are some types of digital games - Civilization, Solitaire, the Sims, and so on - that don't focus on feel or utilize it as one of their core elements, separating them from what will be discussed in the book. An interesting aside is that we are indeed experiencing virtual sensation whenever we use a mouse but that it is so intuitive and familiar that there's really no rational motion translation or skill to build. This brings up an interesting point: much of the pleasure of controlling something purely visual is in the challenge of mastering it, in the obfuscation. In fact, we're wired to receive pleasure for remapping our neural pathways to gain skill and mastery in this way, and it's one of the reasons that overcoming challenges (playing games) is so pleasureable. 4. What is Feel?How do players experience feel? It seems to be mostly subconscious, though there are some artifacts that will be of use to us. Citations here of various forum scrapings and interviews with players looking for feel des
£44.99
Taylor & Francis Ltd Digital Painting Techniques
Book SynopsisDiscover the tips, tricks and techniques that really work for concept artists, matte painters and animators. Compiled by the team at 3dtotal.com, Digital Painting Techniques, Volume 1 offers digital inspiration with hands-on insight and techniques from professional digital artists. More than just a gallery book - within Digital Painting Techniques each artist has written a breakdown overview, with supporting imagery of how they made their piece of work. Beginner and intermediate digital artists will be inspired by the gallery style collection of the finest examples of digital painting from world renowned digital artists. Start your mentorship into the world of digital painting today with some of the greatest digital artists in the world and delve into professional digital painting techiques, such as speed painting, custom brush creation and matte painting. Develop your digital painting skills beyond the variety of free online digital painting tutorials and apply the most up to date tTrade Review"[O]ffers a range of digital inspirations and techniques from some 25 professional artists. More than just a gallery of images, this features step-by-step techniques that beginners through intermediate users can easily follow, inspired by world computer graphics artists. Photography, computer and arts collections alike will relish this."---BookWatchTable of ContentsSpeed Painting; Custom Brushes; Matte Painting; Creatures; Humans; Environments; Sci-Fi / Fantasy; Complete Projects; Gallery
£37.59
Taylor & Francis Ltd Elemental Magic Volume II
Book SynopsisDesign beautiful, professional-level animated effects with these detailed step-by-step tutorials from former Disney animator and animated effects expert Joseph Gilland. Filled with beautiful, full-color artwork, Elemental Magic, Volume II, breaks down the animated effect process from beginning to end-including booming explosions, gusting winds, magical incantations, and raging fires. He also breaks down the process of effects clean-up, as well as timing and frame rates. The companion website includes real-time footage of the author lecturing as he animates the drawings from the book. In these videos, he elucidates the entire process from blank page to final animation. See it all come to life like never before. Throughout the book, Joseph refers to and includes examples from his own professional work from feature films such as Lilo & Stitch and Tarzan.Trade ReviewPRAISE FOR ELEMENTAL MAGIC, VOLUME I:"Gilland's fascinating new book [is] a revelation of the amazing blend of the art and craft behind of classical effects animation."-Don Hahn, Academy Award-nominated producer of Beauty and the Beast and The Lion KingTable of ContentsThe Elements; The Wave; The Splash; Lighting a Fire; Blowing it Up; The Magic Touch
£42.29
Taylor & Francis Ltd 3ds Max Modeling for Games
Book SynopsisWith 18 years under his belt in the game industry, a key contributor to the MotorStorm series, and the creator of the 3ds Max in Minutes video series (at FocalPress.com), Andrew Gahan delivers the expert techniques in 3ds Max Modeling for Games, 2nd edition. This updated edition is packed with new tutorials that will enhance your modeling skills and pump up your portfolio with high-quality work in no time. Along with Anthony O''Donnell and a team of experts, Gahan covers all of the fundamental game modeling techniques, including character and environment modeling, mapping, and texturing. Finally, a bonus section in 3ds Max Modeling for Games offers readers insights and tips on how to get their careers started in the game industry. New, expanded tutorials take readers of all abilities through full character and environment modeling from beginning to end Companion website (3d-for-games.com) offers a robust, sTrade Review"This book is a must-have resource for anyone wanting to learn how to make game art in 3ds Max. It has great support on the forums which is a testament to the author's enthusiasm for the subject. My students would be lost without it. If you want to understand how to really make 3d art for games then this is the book you need"--David Wilson, programme leader, BA (Hons) Computer Games Modelling and Animation, University of Derby, UK "This is a great book covering most aspects of modeling for games including the basics of 3D, Ambient Occlusion, Normal Maps, Character, Vehicle, Scene Creation and much, much more. It covers everything you need to get you started for your career in games"--Andy Manns, lead artist, THQ "An extremely comprehensive book covering all the basic theory and techniques with 3ds Max, currently used within the best game development studios in the industry"--Alex Perkins, art director, Sony Computer Entertainment Europe. "For a beginner, getting to grip with 3ds Max is a daunting prospect, but this book picks on the relevant features and aims to get you producing usable 3D game art quickly and efficiently. It gives you a great understanding of what goes into make good 3D video-game art and will give you the vocabulary needed to talk with confidence about in-game models."--Don Whiteford, creative director THQ Digital UK Ltd. "This book is one of the most comprehensive, straight-forward, and easy to follow guides for modeling precise and efficient 3D game assets and environments. Andrew Gahan has heard everything every educator has said about what a textbook needs to do to meet the broad stroke of students' needs and abilities in learning how to master 3D modeling with 3ds Max. With simple understanding and imagination, this text can be used to transform modeling for games into modeling for animation or modeling for simulation."--Tim Harrington, national assistant dean, Game and Simulation Programming, DeVry University "Author of this book covers what you need to complete each tutorial; it designed to get you up to speed as quickly as possible producing great artwork and is not designed to teach you how to use all aspects of 3ds Max."--Wonderpedia.wetpaint.com Table of ContentsIntroduction to 3ds Max. Creating, Unwrapping, and Texturing Simple Models. Creating Complex Objects from Primitives. Vegetation and Alpha Maps. Low-Poly Vehicle. Creating LODs. Normal Maps. Gallery. Creating a 3D Environment. High-and Low-Poly Characters. Portfolio and Interview.
£41.59
Taylor & Francis Ltd The Animators Eye
Book SynopsisFirst published in 2011. Enhance your animated features and shorts with this polished guide to channeling your vision and imagination from a former Disney animator and director. Learn how to become a strong visual storyteller through better use of color, volume, shape, shadow, and light - as well as discover how to tap into your imagination and refine your own personal vision. Francis Glebas, the director of Piglet's Big Day, guides you through the animation design process in a way that only years of expertise can provide. Discover how to create unique worlds and compelling characters as well as the difference between real-world and cartoon physics as Francis breaks down animated scenes to show you how and why to layout your animation.Table of ContentsChapter 1: IntroductionChapter 2: Mad Science or Magic?Chapter 3: That Reminds Me of a StoryChapter 4: Why Do We Animate?Chapter 5: Seeing Shapes Drawing LinesChapter 6: The Laws of AnimationChapter 7: It's Alive! Animating Inner LifeChapter 8: Creating WorldsChapter 9: Putting It Together in PostChapter 10: The Evolution of the Animator's EyeChapter 11: Production: Now We're Cooking!Chapter 12: Who Let These Two in Here? The Evolution of Ig and BunnyChapter 13: Conclusion: How I Got Eye
£31.44
Taylor & Francis Ltd Professional Techniques for Video Game Writing
Book SynopsisThis second edition of Professional Techniques for Video Game Writing is updated with new chapters and new authors, but it's still a no-nonsense guide to the professional craft of writing for video games. Not only does the text cover story and narrative elements, but it also addresses dialogue, documentation, and strategy guides. Seasoned video game writers each address a different topic, including the best way to break into the video game industry, how to be an efficient part of a team, and the principles of narrative design. The book also offers script samples, technical writing advice, effective writing tips, and suggestions for how to innovate in game narrative. Key Features Comprehensive enough for veterans and accessible enough for novices Goes into detail about how to write tutorials, script doctoring, and writing for AAA games Delivers invaluable experiences directly from writers in tTable of ContentsChapter 1 ◾ Getting Writing Jobs in Video Games 1 Wendy Despain, NCSoft, Quantum Content, International Hobo Chapter 2 ◾ Game Script Formatting 11 Wendy Despain, NCSoft, Quantum Content, International Hobo Chapter 3 ◾ Documentation for Writers 21 John Feil, Paizo Chapter 4 ◾ Writing Instructions, Helptext, Walkthroughs, and Manuals: Text to Train the Player 37 John Feil, Paizo Chapter 5 ◾ Writing Tutorials: Write “Start” to Start 53 Andrew S. Walsh, Guerrilla Games, Sony Chapter 6 ◾ Practical Techniques for Productivity: Getting the Work Done 89 Wendy Despain, NCSoft, Quantum Content, International Hobo Chapter 7 ◾ Collaborating with Art, Design, and Engineering 99 Anthony Burch, Santa Monica Studio Chapter 8 ◾ Writing for AAA Games: Playing in the Big Leagues 105 Marek Walton, Crystal Dynamics Chapter 9 ◾ Writing for Indie Games 121 Wendy Despain, NCSoft, Quantum Content, International Hobo Chapter 10 ◾ Game Writing Remotely: How to Pay the Rent Working from Home 127 Tracy A. Seamster, Independent Contractor Chapter 11 ◾ Game Writing On Staff 139 Samantha Wallschlaeger, Monolith Productions Chapter 12 ◾ Keeping Localization in Mind: When Game Narrative Travels Abroad 153 Ross Berger, Electronic Arts, Amazon Chapter 13 ◾ Writers in the Recording Studio 165 Haris Orkin, Independent Contractor Chapter 14 ◾ Writing for Existing Licenses 185 Heidi McDonald, Independent Contractor Chapter 15 ◾ Writing for New IP 197 Rhianna Pratchett, Independent Contractor Chapter 16 ◾ Script Doctoring 219 Richard Dansky, Central Clancy Writer, Ubisoft Chapter 17 ◾ Writing Compelling Game Characters 235 William Harms, Narrative Director, Hangar 13 Chapter 18 ◾ Hiring Philosophies: We Can Do Better 243 Tom Abernathy, Studio Narrative Director, ArenaNet Chapter 19 ◾ If It Works, Break It: Game Narrative Tropes and Innovation 257 Maurice Suckling, Independent Contractor, Professor of Practice, Rensselaer Polytechnic Institute APPENDIX A ◾ CALL OF JUAREZ: GUNSLINGER SCRIPT SAMPLE–SCREENPLAY FORMAT, 271 APPENDIX B ◾ BRATZ: FOREVER DIAMONDZ SCRIPT SAMPLE–MODIFIED SCREENPLAY FORMAT, 289 APPENDIX C ◾ BARKS AND TASK SPREADSHEET, 291 APPENDIX D ◾ CASTING SIDES FOR CALL OF JUAREZ, 301
£44.99
CRC Press Eat Drink Animate
Book SynopsisTom Sito (the legendary animator behind Who Framed Roger Rabbit, Beauty and the Beast, and other classic works) brings together the perfect fusion of culinary skill and animation in his cookbook, Eat, Drink, Animate: An Animator's Cookbook. Sitoâs book is a celebration of the works from legendary animation artists from around the world. Twelve Academy Award winners, five Emmy Award winners. From legendary animators from Hollywoodâs Golden Age, to modern masters. Not only does he demonstrate examples of their works, but he also includes their favorite personal recipe, and an anecdote from their professional lives that relates to food.Key Features:A rare look behind the scenes of some of animation's most memorable films.Usable recipes you canmake yourself, tested and adapted by Rebecca Bricetti, former editor for Stewart, Tabori, & Chang (Glorious Food ) and Robert Lence animator and gourmet (Toy Story, Shrek).<Table of Contentschapter 1 Life in an Animation Studio chapter 2 Cocktails and Beverageschapter 3 Breakfast and Brunchchapter 4 Joe Grant chapter 5 Joneschapter 6 Thomas chapter 7 Main Disheschapter 8 Aragones chapter 9 Arriola chapter 10 Azadanichapter 11 Baer chapter 12 Batchelor chapter 13 Beaumont chapter 14 Blairchapter 15 Bozzetto chapter 16 Canemaker chapter 17 Celestri chapter 18 Chanchapter 19 Chasen’s Chillichapter 20 Chibaschapter 21 Davidchapter 22 Creamy Salsa Dip (Davis) chapter 23 del Carmen chapter 24 Disneychapter 25 Docter chapter 26 Freleng chapter 27 Garciachapter 28 Giacchino chapter 29 Grillo chapter 30 Halas chapter 31 Hanna chapter 32 Kaplanchapter 33 Kausler chapter 34 Keane chapter 35 Kimballchapter 36 Bill Kroyerchapter 37 Sue Kroyerchapter 38 Kugel chapter 39 Kurtzchapter 40 Lambertchapter 41 Lence chapter 42 Luckeychapter 43 Mackchapter 44 Miyazaki chapter 45 Moore chapter 46 Natwickchapter 47 Partch chapter 48 Plymptonchapter 49 Quinn chapter 50 Scribnerchapter 51 Sitochapter 52 Tartakowskychapter 53 Tobin chapter 54 Toomey chapter 55 Washam chapter 56 Williams chapter 57 Wizig chapter 58 Practical Jokeschapter 59 Ink & Paint Tea-time chapter 60 Chapman chapter 61 Davis chapter 62 Clampett chapter 63 Deja Delights chapter 64 Goldberg dishchapter 65 Sofian
£42.74
Taylor & Francis Ltd Motion Design Toolkit
Book SynopsisThis book offers a comprehensive overview of techniques, processes, and professional practices in the area of Motion Design, from fundamental building blocks of organizing time and space in production to managing workflow, budgets, and client relationships. The authors provide insight into the production process from concept through execution in areas as diverse as social media to large-scale projection mapping for events and festivals. Readers will learn through real-world examples, case studies, and interviews how to effectively use their skills in various areas of Motion Design. Industry professionals provide unique perspectives on different areas of Motion Design while showcasing their outstanding and inspiring work throughout. This is a valuable resource to students who aspire to work in a broad range of visual communication disciplines and expand their practice of Motion Design.Table of ContentsForeword; Introduction; Chapter 1: Focus and Flow; Chapter 2: Between the Keyframes; Chapter 3: Masking, Type, & Project Structures; Chapter 4: 2D Character Rigging; Chapter 5: Z Space & Virtual Cameras; Chapter 6: Physical Cameras; Chapter 7: Editing for Motion; Chapter 8: Animation Techniques; Chapter 9: Compositing; Chapter 10: Motion Design Production; Chapter 11: Audio and Motion; Chapter 12: Motion Design Systems; Chapter 13: Projection Mapping and Immersive Media; Chapter 14: Professional Practices; Chapter 15: Business Tools
£44.99
Taylor & Francis Ltd Understanding Virtual Reality
Book SynopsisThis book provides critical commentary on key issues around virtual reality, using media technology as a tool to challenge perspectives for learning and understanding cultural diversities.With a focus on empathy, embodiment and ethics, the book interrogates the use of immersive technologies for formal and informal educational contexts. Taking a critical approach to discourses around emerging technology and learning, the book presents the idea that a new literacy is emerging and an emphasis on media and technology is needed in the context of education to explore and experience cultural diversities. Employing a personal reflexive narrative, the chapters highlight key issues through research and interviews with leading practitioners in the field.Understanding Virtual Reality will be of great interest to academics and students interested in the effects of immersive realities on the education experience, and to anyone keen on exploring the paradigm shift from entertaTable of ContentsList of Contributors; Preface; Acknowledgements; Introduction; Part I: Introducing Reality; 1. The Virtual Archives; 2. The Virtual Space; 3. A Multitude of Literacies; Part II: Understanding VR; 4. Understanding VR; 5. Virtual Encounters; 6. Understanding VR Audiences; 7. Teaching XR: Digital Inequalities and Education; 8. How to Use Social VR in Higher Education: Case Study of JUXYR Campus in Finland; 9. The Moral Metaverse: Establishing an Ethical Foundation for XR Design; 10. “Unruly Encounters”: Literacies of Error in Immersive Virtual Environments; 11. A Virtual Journey Towards New Literacies; Part III: An Immersive Literacy; 12. Presenting New Literacies; 13. Into the Metaverse
£34.99
CRC Press Independent Animation
Book SynopsisWith the advent of advanced hand-held technology and the widespread nature of the Internet, the world of animated filmmaking is more exciting and accessible than ever. Due to this cultural and technological development, the success of independent animated film makers is on the rise. Independent Animation: Developing, Producing and Distributing Your Animated Films, Second Edition showcases some of the greatest, most innovative giants in the field and helps guide readers through the artistic process and production techniques. Story development, casting, color theory, distribution and the intimidating aspects of production are elucidated using various examples of acclaimed, viral and award-winning animated films from all over the world. Readers will also explore the changing nature of audiences, festivals and distributorsâ relationships with animation and be granted first-hand guidance in navigating the diverse fields of animated filmmaking.Key Features: Table of Contents Acknowledgments. Author Biography. 1 Introduction. 2 Story Development. 3 The Visual Storyteller. 4 Consider the Source. 5 The Beat of a Different Drum. 6 Going Webisodic. 7 The Animated Documentarian. 8 Going Long. 9 Funding. 10 Keeping It Real. 11 Getting Comfortable. 12 Casting and Performance. 13 Thinking Outside the Lightbox. 14 Keeping Up. 15 Combining Your Efforts. 16 Audience Interaction. 17 Reinventing the Wheel. 18 Perseverance. 19 Your Two Most Important Characters. 20 Putting Yourself Out There. 21 Distribution: A Brave New World. Recommended Further Reading. Index.
£44.99
Taylor & Francis Ltd What UX is Really About
Book SynopsisIn this not-too-long and easy-to-read book, author Celia Hodent presents a clear overview of the challenges, demands, and rewards of becoming a user experience professional. If this field interests you, thereâs no better place to start than with the volume you now hold in your hand. Alan Cooper, Ancestry Thinker, Software Alchemist, Regenerative Rancher, Author of The Inmates Are Running the Asylum: Why High Tech Products Drive Us Crazy and How to Restore the SanityThe main objective of What UX is Really About: Introducing a Mindset for Great Experiences is to provide a quick introduction to user experience (UX 101) for students, professionals, or simply curious readers who want to understand this trendy yet commonly misunderstood practice better. Readers will learn that UX is much more than a set of techniques, guidelines, and tools. It is a mindset; a philosophy that takes the perspective of the humans that will use a product. It is about solving their problems, offering them a pleasurable experience, and building a win-win, long-lasting relationship between them and the company developing the product. Above all, it is about improving peopleâs lives with technology. What UX is Really About is informative, concise, and provides readers with a high-level overview of the science, design, and methodologies of UX. KEY FEATURES: â The most approachable and concise introduction book about UX. â Easy to read and aims to popularize the UX mindset while debunking its main misconceptions. â Small format size makes it easy to carry around. â Includes content relatable and meaningful to the readers by taking many examples from everyday life with a conversational and light writing style. â Tackles the psychology, design, research, process, strategy, and ethics behind offering the best experience with products, systems, or services.â Includes a glossary.Celia Hodent holds a PhD in psychology, and is a leading expert in the application of cognitive science and psychology to product development, with over 13 years of experience in the development of UX strategy in video game studios, such as Ubisoft, LucasArts, and Epic Games (Fortnite). She currently leads an independent UX consultancy, working with a wide range of international media and enterprise companies to help ensure their products are engaging, successful, and respectful of users. Celia conducts workshops and provides guidance on the topics of game-based UX, playful learning (gamification), ethics, implicit biases, and inclusion in tech. Celia is the author of The Gamerâs Brain: How Neuroscience and UX Can Impact Video Game Design and The Psychology of Video Games.Trade Review"In this not-too-long and easy-to-read book, author Celia Hodent presents a clear overview of the challenges, demands, and rewards of becoming a user experience professional. If this field interests you, there’s no better place to start than with the volume you now hold in your hand." Alan Cooper, Ancestry Thinker, Software Alchemist, Regenerative Rancher, Author of The Inmates Are Running the Asylum: Why High Tech Products Drive Us Crazy and How to Restore the Sanity"This is a clear and compelling introduction to a topic that affects us all--UX and how it shapes the technology experiences we have every day. I can see using this in my general education HCI introduction course--it covers key aspects of the field and also raises important questions of ethics and of inclusion."Katherine Isbister, Professor of Computational Media, Jack Baskin School of Engineering, University of California Santa Cruz, Author of How Games Move Us: Emotion by Design“In this approachable book, Celia Hodent distills her decades of knowledge and experience into a practical guide. She gives her voice to typical topics, such as the importance of understanding human capability and limitations, but also to rare ones, such as ethics in design. Light on jargon and heavy on practical questions, this is an ideal book for anyone exploring the possibility of a career in UX.”Anne Collins McLaughlin, PhD Professor, North Carolina State UniversityCo-author of Aging, Technology and HealthTable of ContentsChapter 1 What Is UX?Chapter 2 What UX Is NotChapter 3 The Science behind UXChapter 4 The Process and Methodologies of UXChapter 5 Ethics and the UX MindsetChapter 6 Conclusion
£24.32
Taylor & Francis Ltd Chinese Animated Film and Ideology
Book SynopsisThis book presents a contextualized overview of the history of Chinese animated film, pointing out the most influential self-definitions of Chinese culture employed in animation art of Mao Zedong's rule (19491976) but largely focusing on the representation strategies created in the times of reforms and opening-up under Deng Xiaoping (19781989/1992).Deeply grounded in cultural studies, the book employs an interdisciplinary approach, interlacing the reflection with the perspectives of political science, film studies, and film festival studies. It focuses on phenomena anchored to the paradigms of nationalization, reform, and internationalization: among them, nuanced understanding of the minzu (national) category (including the classic style of Chinese animation); invention of wash-and-ink painting animation (shuimo donghua); renewal of film theory and animated film language; soft power and cultural diplomacy; and regular access and co-creation of the internatioTable of Contents1. Nationalization of Animation 2. Animation Reformed 3. Sino-European Opening-Up in the Area of Art-House Animation
£48.99
Taylor & Francis Introduction to Game Analysis
Book SynopsisThis accessible, third edition textbook gives students the tools they need to analyze games, using strategies borrowed from textual analysis.As game studies has become an established academic field, writing about games needs the language and methods that allow authors to reflect the complexity of a game and how it is played in a cultural context. This volume provides readers with an overview of the basic building blocks of game analysisâexamination of context, content and distinctive features, and formal qualitiesâas well as the vocabulary necessary to talk about the distinguishing characteristics of a game. Examples are drawn from a range of games, non-digital and digital, and across historyâfrom Pong to Fortniteâand the book includes a variety of examples and sample analysis, as well as a wealth of additional sources to continue exploring the field of game studies. This third edition revision brings the book firmly up to date, pulling in new examples and sourc
£37.04