Digital animation Books

190 products


  • The Game Music Toolbox

    Taylor & Francis Ltd The Game Music Toolbox

    1 in stock

    Book SynopsisThe Game Music Toolbox provides readers with the tools, models, and techniques to create and expand a compositional toolbox, through a collection of 20 iconic case studies taken from different eras of game music. Discover many of the composition and production techniques behind popular music themes from games such as Cyberpunk 2077, Mario Kart 8, The Legend of Zelda, Street Fighter II, Diablo, Shadow of the Tomb Raider, The Last of Us, and many others. The Game Music Toolbox features: Exclusive interviews from industry experts Transcriptions and harmonic analyses 101 music theory introductions for beginners Career development ideas and strategies Copyright and business fundamentals An introduction to audio implementation for composers Practical takeaway tasks to equip readers with techniquesTable of Contents1. SPACE INVADERS (1978) - Mickey Mousing, Programmable Sound Generators, and the Birth of Interactive Game Music 2. BALLBLAZER (1985) - Algorithmic Guitar Solos to Infinity! 3. THE LEGEND OF ZELDA (1986) – Music Sequences, Musical SFX, and the SNES sound 4. AMEGAS (1987) - The Birth of the Tracker Sequencer 5. THE SECRET OF THE MONKEY ISLAND (1990) – The Secrets of Pirate Reggae! 6. STREET FIGHTER II (1991) –Melodic Tension in Guile’s, Ken’s and Blanka’s themes 7. MORTAL KOMBAT (1992) – From the Arcades to the Dance Floor, Formulaic Writing Makes a Classic Hit 8. DIABLO (1996): Chromatic chords and non-functional harmony in Tristram Village 9. ASSASSIN’S CREED - Music as a Time Travelling Device in Four Historical Games of the Franchise 10. JOURNEY (2012) – a Masterclass in Monothematic Scoring 11. THE LAST OF US (2013) – WHEN LESS IS MORE – SPACE & SILENCE AS STORYTELLING DEVICES 12. ALIEN ISOLATION (2014) – In Space None Can Hear You Scream! - Controlling Tension with a Vertical Layers System 13. MARIO KART 8 (2014) – Music as an Information Device 14. APOTHEON (2016) – Recombinant Cells - A Generative Technique for Producing Musical Variation 15. NO MAN’S SKY (2016) – A Conversation With the Audio Director Paul Weir 16. DOOM (2016) – The Doom Instrument – Using FX chains creatively 17. CALL OF DUTY WW2 (2017) – A Conversation with the Composer Wilbert Roget, II 18. SHADOW OF THE TOMB RAIDER (2018) – Music as Meditation, Lost Instruments, and 3D Mixing 19. CONTROL (2019) - A Conversation with Composer Petri Alanko 20. CYBERPUNK 2077 (2021) – Diegetic Music in Night City, Riff-based Composition, and the Sound of Sci-Fi

    1 in stock

    £33.99

  • Hybrid Drawing Techniques Design Process and

    Taylor & Francis Ltd Hybrid Drawing Techniques Design Process and

    1 in stock

    Book SynopsisHybrid Drawing Techniques: Design Process and Presentation reaffirms the value of traditional hand drawing in the design process by demonstrating how to integrate it with digital techniques; enhancing and streamlining the investigative process while at the same time yielding superior presentation images. This book is a foundations guide to both approaches: sketching, hardline drawing, perspective drawing, digital applications, and Adobe Photoshop; providing stepbystep demonstrations and examples from a variety of professional and student work for using and combining traditional and digital tools. Also included are sections addressing strategies for using color, composition and light to further enhance one's drawings. An eResource offers copyright free images for download that includes: tonal patterns, watercolor fields, people, trees, and skies.Trade Review‘Gorski conducts a masterclass in situating digital and analog methods of drawing in this richly illustrated paean to the art of representation in contemporary times. From the scratch of a pen to the click of a mouse, this book teaches not only proven technique but strategic thinking about the new ways of rendering the image. This is a must-have manual for all those wrestling with the transformative role of hand drawing in a digital age.’ – Gil Snyder, Department of Architecture, University of Wisconsin-Milwaukee, USA'Gilbert Gorski's pioneering work in combining traditional and digital media, elucidated in this timely and important book, places him at the forefront of contemporary visualization.' - Paul Stevenson Oles, FAIA, Principal, Interface Architects, New Mexico, USA'One of the finest architectural illustrators practicing today, Gilbert Gorski commands an exceptional talent for creating beautiful, powerful, and enlightening images. And he is a pathfinder. In your hands, you hold a brilliantly drawn map, a dedicated course, designed to empower digital innovation to evoke the sublime—building on the best of the old masters.' - Henry E. Sorenson, Jr., Professor, School of Architecture, Montana State University, USA'With the keen sense of the artistic genius, Gorski uninhibitedly and passionately mates hand-drawn architectural drawing with the boundless possibilities of computer generated methods, resourcefully proving what interdisciplinary stands for. With this simple, yet fundamental, credo this volume is a standard reference for all students of architectural representation.' - Sergei Tchoban, Architekt BDA, Germany'Gilbert Gorski presents an invaluable treatise acknowledging that great architecture is inextricable to a mastery of techné invoked in multiple delineation processes of great design. That is to say, because what we draw is in fact what we build – how we draw becomes a critical modality of aesthetic intelligence implicit to the way by which great design is crafted, evaluated and made. I believe masterful drawing is our most useful tool in building well once again.' - Duncan McRoberts, Principal, Duncan McRoberts Associates, USATable of ContentsAcknowledgements Preface: Architecture in the Age of Digitalism 1. Getting Started 2. Traditional Drawing Techniques 3. Perspective Drawing 4. Digital Scanning Techniques 5. Digital Coloring 6. Hybrid Coloring Techniques 7. Process: Hybrid Design Techniques 8. Light and Shadow 9. Composition Strategies 10. Color Strategies 11. Collection of Illustrations Bibliography Index

    1 in stock

    £73.14

  • VRay My Way

    Taylor & Francis Ltd VRay My Way

    1 in stock

    Book SynopsisV-Ray My Way: A Practical Designers Guide to Creating Realistic Imagery Using V-Ray & 3ds Max is a practical, hands-on guide to creating some of the most stunning computer-generated images possible. It caters to the design masses; architects, engineers, interior designers, industrial designers, photographers, and enthusiasts will find this book essential in their quest to express themselves through visual communication. V-Ray My Way is an accumulation of 13 years of experimental experience and will have you creating content within minutes, help grow your company, help develop your portfolio, and help you make that career leap. Additional resources and exercises are available at the bookâs companion website, http://routledgetextbooks.com/textbooks/_author/wylde-9780415709637/Table of ContentsChapter 1: My Experience and Background StoryChapter 2: Methodology (How to use this book)Chapter 3: Introduction to My WorkflowChapter 4: Interior Daytime ScenesChapter 5: Interior Evening ScenesChapter 6: Interior Mockup ScenesChapter 7: Exterior Daytime ScenesChapter 8: Exterior Evening ScenesChapter 9: Automotive ScenesChapter 10: Shooting HDRI’s

    1 in stock

    £54.14

  • Creating Visual Effects in Maya

    Taylor & Francis Ltd Creating Visual Effects in Maya

    5 in stock

    Book SynopsisProduce mind-blowing visual effects with Autodesk Maya. Gain the practical skills and knowledge you need to recreate phenomena critical to visual effects work, including fire, water, smoke, explosions, and destruction, as well as their integration with real-world film and video.In Creating Visual Effects in Maya, Maya master Lee Lanier has combined the latest studio techniques with multi-chapter, hands-on projects and professionally-vetted workflows to bolster your CG toolkit. Engaging, full-color tutorials cover: Creating foliage, fire, and smoke with Paint Effects Growing Maya Fur and nHair on clothing, characters, and sets Replicating water, smoke, sparks, swarms, bubbles, and debris with nParticles and nCloth Controlling scenes and simulations with expressions and MEL, Python, and PyMEL scripting Adding dust, fog, smoke, rippling water, and fireballs with Fluid Effects contTrade Review"Lee Lanier is a fantastic artist and teacher. These techniques for creating destruction using simulations are a critical part of the VFX workflow and should be in every artist's toolbox!" - Rob Garrott, Content Manager, Video Segment, lynda.com "Lee Lanier is a fantastic artist and teacher. These techniques for creating destruction using simulations are a critical part of the VFX workflow and should be in every artist's toolbox!" -- Rob Garrott, Content Manager, Video Segment, lynda.com "Wow! What an exceptional book full of meticulously organised information. Lee Lanier is obviously not only a very talented Visual Effects artist but also a very intuative tutor." -- Wendy Laybourn, Network Nine Table of ContentsPaint Effects; Fur and Hair; Particles and nParticles; Cloth and nCloth; Soft and Rigid Bodies; Fluid Dynamics; Ponds and Oceans; Motion Tracking; Expressions and Scripting; Render Passes;

    5 in stock

    £45.59

  • Minecraft Epic Bases

    Penguin Young Readers Minecraft Epic Bases

    10 in stock

    Book SynopsisDiscover new and exciting Minecraft base builds, with construction tips, blueprint spreads, and fun locations—written in official partnership with the experts at game-creator Mojang.Are you an expert builder? Looking for inspiration for your next epic build? Then the search is over!Visit the legendary bases of The Twelve, a guild of expert builders, who are ready to showcase their most stunning creations, including flying airships and underwater lairs. Learn their top tips and tricks for making incredible bases in a variety of themes, and follow their expert advice to create challenging structures and complex redstone mechanisms.Full of thematic builds and unique features, this book of exceptional bases will spark the imagination of Minecrafters young and old.

    10 in stock

    £16.14

  • Minecraft Guide to Redstone Updated

    Random House USA Inc Minecraft Guide to Redstone Updated

    2 in stock

    Book SynopsisThis classic Minecraft game guide is now completely revamped with 100% new information for the latest version of the game! Discover all the insider tips and tricks in this definitive, fully illustrated guide to creating with redstone in Minecraft.Learn the art of redstone and become a master engineer with Minecraft: Guide to Redstone, and put theory into practice to construct intricate contraptions in Minecraft.Pick up the basics of the redstone components and their uses, discover how to make working circuits, and create incredibly complex builds using your new skills, taught by game-creator Mojang.

    2 in stock

    £11.69

  • Minecraft Amazing BiteSize Builds Over 20 Awesome

    Random House USA Inc Minecraft Amazing BiteSize Builds Over 20 Awesome

    3 in stock

    Book SynopsisLearn how to design, build and customize 20 mini-projects in Minecraft, from firefighter planes and deep-sea submarines to hidden bunkers and arcade games. There’s even a superhero flying school! With detailed instructions, block hacks and build tips, this book will teach you new tricks and help you practice old skills as you create bite-size builds to impress your friends in Minecraft.

    3 in stock

    £11.69

  • Minecraft Legends A Heros Guide to Saving the

    Random House USA Inc Minecraft Legends A Heros Guide to Saving the

    1 in stock

    Book Synopsis

    1 in stock

    £11.69

  • Minecraft Epic Inventions

    Penguin Young Readers Minecraft Epic Inventions

    2 in stock

    Book SynopsisTwelve mind-blowing Minecraft builds to spark your imagination.Epic Inventions contains twelve incredible builds to inspire you to construct the most inventive builds in Minecraft. There's an intergalactic space station, an ancient temple, a kawaii waterways course, a giant meeple bedroom, an animal sanctuary, plus many more. Each build is presented to you by its builder—a construction expert eager to share their tips with you. As well as learning how to choose blocks and construct amazing builds, you'll also learn some excellent pro builder tips like how to terraform the landscape.

    2 in stock

    £16.14

  • Minecraft Mega BiteSize Builds Over 20 Incredible

    Random House Worlds Minecraft Mega BiteSize Builds Over 20 Incredible

    1 in stock

    Book Synopsis

    1 in stock

    £9.62

  • Eat Drink Animate

    CRC Press Eat Drink Animate

    1 in stock

    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

    1 in stock

    £42.74

  • Mary Ellen Bute

    John Libbey & Co Mary Ellen Bute

    1 in stock

    Book Synopsis

    1 in stock

    £22.49

  • Rule of 24

    Peach Elephant Press Rule of 24

    1 in stock

    Book Synopsis

    1 in stock

    £26.99

  • Fedor Khitruk

    Taylor & Francis Ltd Fedor Khitruk

    15 in stock

    Book SynopsisThis book is a first and long-awaited study of the directorial work of the animation master Fëdor Khitruk (19172012), an artist who formed in the tradition of classical cel animation only to break the conventions once he turned into a director; a liaison between artists and authorities; a personality who promoted daring films to be created in the Soviet Union dominated by socialist realism; and a teacher and supporter of young artists that continued to carry on his legacy long after the Soviet empire collapsed.Fëdor Khitruk: A Look at Soviet Animation through the Work of One Master reveals Khitruk's mastery in the art of the moving image and his critical role as a director of films that changed the look of Soviet animation and its relation to the animation world within and beyond the Eastern Bloc. Based on archival research, personal interviews, published memoirs, and perceptive analyses of Khitruk's production of films for children and adults, this studyTable of ContentsAcknowledgments. Preface. Introduction: Khitruk the Man and the Animator. 1 A Turning Point in the Profession: Story of a Crime (1962), Man in the Frame (1966). 2 Films for Children: Toptyzhka (1964), Bonifatius’s Vacation (1965), and Vinni Pukh (1969–72). 3 Art and Society: Othello 67 (1967) and Film, Film, Film (1968). 4 Individual and Society: The Island (1973), I’ll Give You a Star (1974), and Icarus and the Wisemen (1976). 5 In Search for Unconventional Sources: The Young Friedrich Engels (1970), A Day Before Our Era (1977), and Olympics (1982). 6 The Last Torch: The Lion and the Bull (1983). Conclusion: Khitruk – The Teacher. Films Cited. Films Directed by Fëdor Khitruk and Awards. Selected Bibliography. Appendix: Films Animated by Khitruk at Soyuzmultfilm. Index.

    15 in stock

    £42.74

  • Making it HUGE in Video Games

    Taylor & Francis Ltd Making it HUGE in Video Games

    15 in stock

    Book SynopsisMaking it HUGE in Video Games recounts the astonishing journey of an unassuming, middle-of-the-bell-curve young man, rising from mundane beginnings to scale the dizzying heights of artistic distinction and financial success in the worldwide video game industry.This is the story of Chance Thomas, a moderately talented musician who struggled and grew to compose original scores for some of the most well-known entertainment properties in the world. Detailed personal accounts and instructive side bars carry readers across the jagged peaks and valleys of an absolutely achievable career in video games. World-famous IP's get personal treatment here The Lord of the Rings, Marvel, Avatar, Dungeons & Dragons, Warhammer, DOTA 2, King Kong, The Settlers, and many more.Readers will discover unvarnished true stories about starting out, pitching and pursuing gigs, negotiating contracts, composing anTable of ContentsIntroductionAcknowledgementsChapter 01. Music Degree... What Now?Chapter 02. Quest for Glory and Grammy AwardsChapter 03. The Lord of the Rings, Part OneChapter 04. King KongChapter 05. Left BehindChapter 06. Academy AwardChapter 07. The Lord of the Rings, Part TwoChapter 08. EA GamesChapter 09. AvatarChapter 10. GDC, GANG, and GSCChapter 11. Warcraft and Other Peripheral Life SaversChapter 12. DOTA 2Chapter 13. Faeria and RoguebookChapter 14. Might & Magic and Combat of GiantsChapter 15. Rise and Fall of HUGEsoundChapter 16. WarhammerChapter 17. Swinging For The FencesChapter 18. Avatar 2Chapter 19. The SettlersChapter 20. Church MusicChapter 21. Securing the Future

    15 in stock

    £28.49

  • CRC Press Fëdor Khitruk

    1 in stock

    Book SynopsisThis book is a first and long-awaited study of the directorial work of the animation master FÃdor Khitruk (1917â2012), an artist who formed in the tradition of classical cel animation only to break the conventions once he turned into a director; a liaison between artists and authorities; a personality who promoted daring films to be created in the Soviet Union dominated by socialist realism; and a teacher and supporter of young artists that continued to carry on his legacy long after the Soviet empire collapsed.FÃdor Khitruk: A Look at Soviet Animation through the Work of One Master reveals Khitrukâs mastery in the art of the moving image and his critical role as a director of films that changed the look of Soviet animation and its relation to the animation world within and beyond the Eastern Bloc. Based on archival research, personal interviews, published memoirs, and perceptive analyses of Khitrukâs production of films for children and adults, this study is a must-read for scholars in Soviet art and culture as well as readers fascinated by traditional animation art.

    1 in stock

    £18.99

  • Motion Design Toolkit

    Taylor & Francis Ltd Motion Design Toolkit

    1 in stock

    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

    1 in stock

    £42.74

  • Understanding Virtual Reality

    Taylor & Francis Ltd Understanding Virtual Reality

    1 in stock

    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

    1 in stock

    £33.24

  • Make Toons That Sell Without Selling Out

    Taylor & Francis Ltd Make Toons That Sell Without Selling Out

    15 in stock

    Book SynopsisThe King of Independent Animation has returned with this 10th anniversary edition of Make Toons That Sell Without Selling Out. Delve into the secrets behind creating poignant indie animation without compromising or sacrificing your own ideals and visions. World-renowned animator, author, and Academy Award-nominated Bill Plympton will help guide you in how to make a career in animation. With time-saving techniques, secrets on crafting a good narrative, and more, Plympton will teach you how to breathe life into your own animated films. By studying and deconstructing his lessons from his own works and styles, you too will be able to carve out a career in animation without betraying yourself.Table of ContentsPreface. Acknowledgments. Make Toons That Sell—Intro. Chapter 1 Introduction. Chapter 2 My History. Chapter 3 Making an Animated Film. Chapter 4 Production. Chapter 5 Storytelling. Chapter 6 Character Design. Chapter 7 Storyboarding. Chapter 8 Voices. Chapter 9 Animation. Chapter 10 Postproduction. Chapter 11 Selling Your Film. Chapter 12 Self-Distribution. Chapter 13 Advice to Young Animators. Afterword. Index.

    15 in stock

    £33.24

  • On the Evolution of Media

    Taylor & Francis Ltd On the Evolution of Media

    1 in stock

    Book SynopsisThis book describes the lifecycle of media in the context of the media ecology, presenting a general theoretical framework and a series of methodological procedures to support the construction of an eco-evolutionary approach to media change. Focusing on a series of processes - emergence, competition, dominance, hybridization, adaptation, extinction - this book goes beyond a chronological approach to propose a reticulated and multi-layered conception of media evolution. If media evolution is a network, what are the relationships between media species like? What happens when a new media emerges into the media ecology? How do new media influence the old ones? Can media become extinct? How do media adapt when the social and economic context changes? How can media evolution be analysed? What kinds of quantitative and qualitative techniques can be applied in media evolution research?By presenting an innovative research approach and theoretical framework to media studies, thiTable of ContentsPart I. The rise of an evolutionary approach to media change 1. On the origin of theories 2. Media Evolution: A new theoretical framework Part II. A brief dictionary of Media Evolution 3. Media Life Cycle 4. Emergence 5. Dominance 6. Adaptation 7. Survival / Extinction 8. Niches 9. Intermediality 10. Coevolution Part III. A methodological kit for Media Evolution 11. Media Evolution: quantitative methods 12. Media Evolution: qualitative methods 13. Conclusions. Towards a new discipline

    1 in stock

    £128.25

  • Independent Animation

    CRC Press Independent Animation

    2 in stock

    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.

    2 in stock

    £42.74

  • The Business of Indie Games

    Taylor & Francis Ltd The Business of Indie Games

    15 in stock

    The Business of Indie Games provides exceptional insight into how the video games industry works. It shares valuable information on how to successfully self-publish and secure publisher support. Whether you're making your first game or tenth, this book is a must read. Paul Baldwin, Curve DigitalThe video game industry is a tough business and anyone looking to succeed in indie development should give The Business of Indie Games a read. Graham Smith, Co-Founder of DrinkBox StudiosThis book is a fast track to success for anyone managing a game launch and looking to raise funding for their projects. It shares knowledge that you only learn after years of triumphs and failures within this industry. Scott Drader, Co-Founder of Metalhead Software There's nothing like The Business of Indie Games taught in school. You learn how to make a game, but not how to conduct business, market, and laun

    15 in stock

    £44.64

  • Drawn to Life 20 Golden Years of Disney Master

    CRC Press Drawn to Life 20 Golden Years of Disney Master

    1 in stock

    Book SynopsisDrawn to Life is a two-volume collection of the legendary lectures of long-time Disney animator Walt Stanchfield. For over 20 years, Walt mentored a new generation of animators at the Walt Disney Studios and influenced such talented artists such as Tim Burton, Brad Bird, Glen Keane, and Andreas Deja. His writing and drawings have become must-have lessons for fine artists, film professionals, animators, and students looking for inspiration and essential training in drawing and the art of animation.Written by Walt Stanchfield (1919â2000), who began work for the Walt Disney Studios in the 1950s. His work can be seen in films such as Sleeping Beauty, The Jungle Book, 101 Dalmatians, and Peter Pan.Edited by Disney Legend and Oscar -nominated producer Don Hahn, whose credits include the classic Beauty and the Beast, The Lion King, and Hunchback of Notre Dame.Trade ReviewFor nearly thirty years, the artists that passed through the gates of Disney Animation, and even non-artists like myself, were influenced by the craft, skill, wisdom, writings and sketches of Walt Stanchfield.— Roy DisneyWalt was a kind of Mark Twain for us at Disney. He always taught with humor and skill. You learned to see the world through his eyes. I remember him one day encouraging us to leap into our drawings with boldness and confidence, " Don’t be afraid to make a mistake. We all have 10,000 bad drawings in us so the sooner you get them out the better! " Sitting in Walt’s class was as much a psychology course as it was a drawing class. One couldn’t help walk away with your mind and soul a little more open than when you entered.— Glen Keane, Walt Disney Animation StudiosWalt Stanchfield’s classes and writings were little distillations of the man: quirky, strongly stated in a genial voice, and brimming with a lifetime of sharp observations about story telling and graphic communication. Whether he drew with a ball point pen or painted with a brush dipped in his coffee cup, he got to the essence of things and was eager to share what he learned with his eager disciples, myself among them. He was grizzled and he was great and proof that there was more than one Walt at the Disney Studio that could inspire a legion of artists.— John Musker, Walt Disney Animation StudiosWalt Stanchfield was one of Disney Animation’s national treasures. His classes and notes have inspired countless animation artists, and his approach to drawing of caricature over reality, feeling over rote accuracy, and communication over photographic reproduction gets to the heart of what great animation is all about. Huzzah to Don Hahn for putting it all together for us!— Eric Goldberg, Walt Disney Animation StudiosDuring the Animation Renaissance of the 1990s, one of the Walt Disney Studio’s best kept secrets was Walt Stanchfield. Once a week after work, this aged but agile figure jumped from drawing board to drawing board, patiently teaching us the principles behind the high baroque style of Walt Disney Animation drawing. Being in a room with Walt made you feel what it must have been like to have been taught by Don Graham. Having one of your life drawings be good enough to be reproduced in one of his little homemade weekly bulletins was akin to getting a Distinguished Service medal! Senior animators vied with trainees for that distinction.— Tom Sito, Animator/Filmmaker/Author of Drawing The Line: The Untold Story of the Animation Unions from Bosko to Bart SimpsonThis exciting collection of master classes by the great teacher Walt Stanchfield is destined to become a classic on the order of Kimon Nicolaides ’ exploration of the drawing process. Stanchfield (1919 – 2000) inspired several generations of Disney animators and those of us outside the studio fortunate enough to happen upon dog-eared copies of his conversational notes, which we passed around like Leonardo’s Codex Leicester. Stanchfield beautifully communicates the essence and joy of expressing ideas through the graphic line and accumulating a visual vocabulary. Drawn to Life is a treasure trove of cogent, valuable information for students, teachers and anyone who loves to draw.— John Canemaker, NYU professor and Academy Award ® -winning animation filmmakerWalt Stanchfield, in his own unique way, taught so many of us about drawing, caricature, motion, acting, and animation. Most important to me was how Walt made you apply what you had observed in his life drawing class to your animation. Disney Animation is based on real life, and in that regard Walt Stanchfield’s philosophy echoed Walt Disney’s: " We cannot caricature and animate anything convincingly until we study the real thing first. "— Andreas Deja, Walt Disney Animation StudiosWalt Stanchfield’s renewed emphasis on draftsmanship at the Disney Studios transformed the seemingly moribund art of animation. His students were part of a renaissance with The Little Mermaid and Who Framed Roger Rabbit, a renaissance that continues with films ranging from The Iron Giant to Lilo and Stitch to Wall-E.— Charles Solomon, Animation Historian For nearly thirty years, the artists that passed through the gates of Disney Animation, and even non-artists like myself, were influenced by the craft, skill, wisdom, writings and sketches of Walt Stanchfield.— Roy DisneyWalt was a kind of Mark Twain for us at Disney. He always taught with humor and skill. You learned to see the world through his eyes. I remember him one day encouraging us to leap into our drawings with boldness and confidence, " Don’t be afraid to make a mistake. We all have 10,000 bad drawings in us so the sooner you get them out the better! " Sitting in Walt’s class was as much a psychology course as it was a drawing class. One couldn’t help walk away with your mind and soul a little more open than when you entered.— Glen Keane, Walt Disney Animation StudiosWalt Stanchfield’s classes and writings were little distillations of the man: quirky, strongly stated in a genial voice, and brimming with a lifetime of sharp observations about story telling and graphic communication. Whether he drew with a ball point pen or painted with a brush dipped in his coffee cup, he got to the essence of things and was eager to share what he learned with his eager disciples, myself among them. He was grizzled and he was great and proof that there was more than one Walt at the Disney Studio that could inspire a legion of artists.— John Musker, Walt Disney Animation StudiosWalt Stanchfield was one of Disney Animation’s national treasures. His classes and notes have inspired countless animation artists, and his approach to drawing of caricature over reality, feeling over rote accuracy, and communication over photographic reproduction gets to the heart of what great animation is all about. Huzzah to Don Hahn for putting it all together for us!— Eric Goldberg, Walt Disney Animation StudiosDuring the Animation Renaissance of the 1990s, one of the Walt Disney Studio’s best kept secrets was Walt Stanchfield. Once a week after work, this aged but agile figure jumped from drawing board to drawing board, patiently teaching us the principles behind the high baroque style of Walt Disney Animation drawing. Being in a room with Walt made you feel what it must have been like to have been taught by Don Graham. Having one of your life drawings be good enough to be reproduced in one of his little homemade weekly bulletins was akin to getting a Distinguished Service medal! Senior animators vied with trainees for that distinction.— Tom Sito, Animator/Filmmaker/Author of Drawing The Line: The Untold Story of the Animation Unions from Bosko to Bart SimpsonThis exciting collection of master classes by the great teacher Walt Stanchfield is destined to become a classic on the order of Kimon Nicolaides ’ exploration of the drawing process. Stanchfield (1919 – 2000) inspired several generations of Disney animators and those of us outside the studio fortunate enough to happen upon dog-eared copies of his conversational notes, which we passed around like Leonardo’s Codex Leicester. Stanchfield beautifully communicates the essence and joy of expressing ideas through the graphic line and accumulating a visual vocabulary. Drawn to Life is a treasure trove of cogent, valuable information for students, teachers and anyone who loves to draw.— John Canemaker, NYU professor and Academy Award ® -winning animation filmmakerWalt Stanchfield, in his own unique way, taught so many of us about drawing, caricature, motion, acting, and animation. Most important to me was how Walt made you apply what you had observed in his life drawing class to your animation. Disney Animation is based on real life, and in that regard Walt Stanchfield’s philosophy echoed Walt Disney’s: " We cannot caricature and animate anything convincingly until we study the real thing first. "— Andreas Deja, Walt Disney Animation StudiosWalt Stanchfield’s renewed emphasis on draftsmanship at the Disney Studios transformed the seemingly moribund art of animation. His students were part of a renaissance with The Little Mermaid and Who Framed Roger Rabbit, a renaissance that continues with films ranging from The Iron Giant to Lilo and Stitch to Wall-E.— Charles Solomon, Animation Historian Table of ContentsForeword. Acknowledgements. Basics. 1. Enthusiasm. 2. Principles of Animation. 3. Consider Anatomy Alone. 4. Anatomy Continued. 5. Consider Weight. 6. Squash and Stretch — I. 7. Squash and Stretch — II. 8. Stretch and Squash — III. 9. Line and Silhouette. 10. Basic Shapes versus Details. 11. Using Basic Shapes as Aid in Difficult Drawings. 12. Simplify Where Possible. 13. Straights and Curves. 14. Overlap, Follow-through, and Drag. 15. Eyes. 16. Avoiding Tangent Lines. 17. Some Simple Rules of Perspective. 18. Some Ways to Create Space and Depth. 19. Some Principles of Drawing. 20. Great Performance or Just a Drawing? 21. Drawing Calories. 22. Sketching. 23. Animation and Sketching. 24. Simplicity for the Sake of Clarity. 25. Construction Observations Useful in Animation. 26. The Opposing Force. Gesture. 27. Anatomy vs. Gesture. 28. Mental and Physical Preparation. 29. Dividing the Body Into Units. 30. Dimensional Drawing. 31. The Value of an Action/Gesture Analysis Study. 32. Using a Simple (But Logical) Approach to Drapery. 33. Drapery — Its Role in Drawing. 34. The Seriousness of Head Sketching/A New Phrase: "Body Syntax". 35. The Head in Gesture. 36. From the Living Model to the Living Gesture. 37. A Little More on Heads. 38. Feeling the Pose. 39. The Pose Is an Extreme. 40. Pose and Mood. 41. Pose and Mood Plus Timing and Phrasing and Texture. 42. Symbols for Poses. 43. Positive and Negative. 44. Silhouette. 45. P.S. The Metaphysical Side. 46. Draw Verbs Not Nouns. 47. Osmosis. 48. Drawing and Caricature. Seeing. 49. What Not to See. 50. A Bit of Introspection. 51. It Ain’t Easy. 52. A Good First Impression. 53. Stick to the Theme. 54. Sometimes I Wonder Why I Spend the Lonely Hours… 55. Cleanup — General. 56. Cleanup. 57. Inbetweening. 58. Problems with Drawing in Line. 59. Superficial Appearance vs. Creative Portrayal. 60. Creative Energy. 61. More Meanderings. 62. Those Who Cannot Begin Do Not Finish. 63. Body Language. 64. Note Taking and Sketching. 65. Using the Rules of Perspective. 66. Applying the Rules of Perspective. 67. Copy the Model…Who Me? 68. Talk to Your Audience — Through Drawing. 69. Getting at the Root of the Problem. 70. Doodling vs. Drawing. 71. Purpose in Drawing. 72. When Acting (Drawing) is an Art. Analysis. 73. Action Analysis Class I. 74. Action Analysis Class II. 75. Using Cylinders. 76. Action Analysis — Hands and Feet. 77. Angles, Angles, Angles. 78. Using Angles. 79. Angles and Tension. 80. Applying Angles and Tension in Our Drawings. 81. Tennis, Angles, and Essences. 82. More on the Same. 83. More on "Essence" Drawing. 84. Driving Force Behind the Action. 85. A Drawing Style Appropriate for Animation. 86. A Drawing Style for Animation, Part II. 87. Learn to Cheat. 88. One Picture Worth A Thousand Words? 89. Double Vision. 90. Lazy Lines. 91. Spot It for Yourself. 92. Do You Promise to Draw the Action, The Whole Action,and Nothing But the Action? 93. The Pose — A One-Drawing Story. 94. My Eye Is in Love. 95. Become the Director. 96. Hone Up or Bone Up. 97. The Illustrated Handout. Creativity. 98. Drawing on the Artist Within. 99. Fine Tuning the Gesture. 100. For a Better Gesture, Adverbs. 101. Omni — on Creativity. 102. Metamorphosis. 103. Mime. 104. True Gesture Drawing. 105. A Second Chance to Make a First Impression. 106. A Good Sketch Is Like a Good Joke. 107. Opposition. 108. Elastic Band Tension. 109. Get Out of the Way. 110. Play-Acting. 111. A Storytelling Drawing. 112. Drawing Techniques. 113. Step Into It. 114. It Could Be That… 115. A First Impression — Your Intended Goal. 116. Gallery of Class Drawings. 117. Think First… 118. Piles of Nuts. 119. A Meaningful Assembly. 120. The Time has Come, The Walrus Said… 121. Clarity. 122. Action or Reaction? Thinking. 123. Be Transformed. 124. Be Relentless. 125. Adjust Your Crystal. 126. A Love for Drawing. 127. A New Slant on Drawing. 128. Think Gesture. 129. Precious Instruments. 130. Gesture Drawing, Enthusiasm, and Stuff Like that. 131. Shape — A Multi-Form Drawing Tool. 132. Deciphering and Defining Gestures. 133. The Decisive Moment. 134. Relationship of Character to Prop. 135. Drawing. 136. Words That Help in Drawing. 137. A Simple Approach to Drawing. 138. Vocalizing. 139. Abstracting the Essence. 140. Common vs. Uncommon Gestures. 141. A Thinking Person’s Art. 142. Lines, Lines, Lines. 143. Feel, as Well as See, the Gesture. 144. Savvy Sayin’s. 145. The Inner Force. 146. The Power of "mmm". 147. Gestural Symbolism. 148. Some Left Over Thoughts. 149. The Right Way? Afterword/Bonus Material. Credits — Volume I.

    1 in stock

    £109.25

  • What UX is Really About

    Taylor & Francis Ltd What UX is Really About

    3 in stock

    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

    3 in stock

    £19.99

  • Building Science Graphics

    Taylor & Francis Ltd Building Science Graphics

    4 in stock

    Book SynopsisBuilding Science Graphics: An illustrated guide to communicating science through diagrams and visualizations is a practical guide for anyoneâregardless of previous design experience and preferred drawing toolsâinterested in creating science-centric illustrated explanatory diagrams. Starting with a clear introduction to the concept of information graphics and their role in contemporary science communication, it then outlines a process for creating graphics using evidence-based design strategies. The heart of the book is composed of two step-by-step graphical worksheets, designed to help jump-start any new project. The author website, featuring further resources and links, can be found here: https://www.buildingsciencegraphics.com/. This is both a textbook and a practical reference for anyone that needs to convey scientific information in an illustrated form for articles, poster presentations, slide shows, Trade Review"This book is a masterclass in the field of scientific visualization. Ms. Christiansen’s approach is insightful, approachable, thorough, and inclusive. There is something here for everyone, from the true novice to those who have been practicing scientific visualization for years. Each page is bursting with useful and interesting content. As an unsurprising bonus, the book’s design is a delight; it is a pleasure to read and peruse the images and layout. I strongly recommend this book for anyone interested in what it takes to create visuals that effectively and beautifully communicate science."-- Jill K Gregory, MFA, CMI; President, Association of Medical Illustrators; Associate Director of Instructional Technology, Icahn School of Medicine at Mount Sinai."Much like a successful science graphic, Building Science Graphics delivers compelling information on many different levels. From quick tips to deep dives, Christiansen shares well researched, clear examples, as well as actionable workflows and memorable anecdotes from her career. A great read and valuable resource for designers and researchers alike."-- Beth Rakouskas, Creative Director, Science"Whenever Jen Christiansen was the art director for an article I was editing, I knew that no matter how imposing the illustrative challenge, she would find a visually stunning way to bring it to glorious, lucid life. In her hands, explanatory illustrations sing out a tale of discovery, one that inspires with the grace and elegance of its comprehension. With this marvellous book, Jen generously shares her approach to beautiful, informative design, and it does something I once wouldn’t have imagined was possible: It makes me appreciate and love her work even more."-- John Rennie, Deputy editor, Quanta Magazine; Former editor-in-chief, Scientific American; Adjunct instructor, Arthur L. Carter Journalism Institute, New York University."This beautifully illustrated book is like a Swiss Army Knife— all the necessary tools of the trade are there, and they fit together seamlessly. Communicating science visually has unique challenges and considerations, which makes this book a must-read for creators of science visuals. The step-by-step approach is accessible to all levels, from students to researchers to professional artists and designers."-- Kelly Krause, Creative Director, Nature."This book will help readers and practitioners understand how to apply design principles during the process of developing and producing information graphics for diverse audiences, and offers perspectives about the design processes employed by graphics editors."-- Spencer Barnes, Associate Professor, Hussman School of Journalism and Media, University of North Carolina at Chapel Hill."I love this approach—it’s as methodical as good science. Breaking it down into manageable chunks is one thing, turning those chunks into an actual workflow is much more important and that is in here. Trying to find resources that go through a methodical approach to designing information graphics is difficult. Trying to find ones that go beyond basic charts and into in-depth illustrations is even harder."-- Mark E. Johnson, Senior lecturer, Grady College of Journalism and Mass Communication, University of Georgia."Working with scientists and researchers myself, one of the many questions I get asked is where and how to start—this book will help to answer some of those questions and concerns. The fact that it is written by Jen Christiansen adds real value. The book is explained in a cohesive and logical way. This will allow the reader to follow the process, as you would for real, building an infographic from scratch—step-by-step."-- Nigel Hawtin, information design consultant; former Graphics Editor, New Scientist."Jen Christiansen’s book is a compelling resource with helpful visual strategies and suggestions to create effective scientific illustrated explanatory diagrams. The extended step-by-step visual worksheets are must-haves for both expert and non-specialist audiences interested in visually communicating science. Her clarity and level of detail to articulate each step combined with her specialized guidance on how to work with design principles make this book one of its kind."--Sheila Pontis, Sense Information Design, and Massachusetts Institute of Technology, USA."The book provides a practical guide targeted at individuals without an explicit art/design background and tailored towards the need of science communication. I consider this a very worthwhile endeavor and believe that many scientists (including my graduate students and myself) will draw considerable utility from this book."--Stefan Bruckner, Professor of visualization, Department of Informatics of the University of Bergen."Meticulously written and intricately designed... Building Science Graphics will be most valuable in education establishments. It should be on the reading list of every science communication MSc and every communication design BA course.”-- Book Review, Eye Magazine, 14 December, 2023"An excellent resource for scientific illustration students, scientists who want to improve their visual-creation skills, and science communication enthusiasts. It would make an excellent introductory textbook for any visual science communication or illustration course/program, and it certainly belongs in the library of any sci-artist."-- Book Review, Journal of Natural Science Illustration, Vol. 55, No. 2"Building Science Graphics is a very clear and accessible guide to visual science communication that still honours the complexity of this field."-- Book Review, Journal of Science Communication, 22 (05)"Many of the ideas and frameworks are applicable to data visualization. I especially recommend this book as a resource to anyone in the field of science communication—it’s a very comprehensive guide with beautiful examples and clear guidance from an author whose expertise clearly comes through along with her deep reflections on design, process, and the field as a whole."-- Book Review, Nightingale Magazine, February 16, 2023Table of ContentsPart 1. Underpinning. 1. Introduction. 2. What are Science Graphics. 3. Science Communication Fundamentals. 4. Graphic Design Fundamentals. 5. Perception Science. 6. Making Sense of Visual Complexity. 7. Organization and Emphasis. 8. Color. 9. Typography. 10. Visual Style. 11. Storytelling Strategies. 12. Practicalities. Part 2. Illustrating Science. 13. Special Considerations for Science Graphics. 14. Types of Science Graphics. Part 3. D.I.Y. (do it yourself). 15. The Process of Building Graphics. 16. Step-by-Step Guide for Building. 17. Step-by-Step Guide for Adapting. Part 4. Joint Efforts. 18. Collaborations.

    4 in stock

    £37.04

  • Game Audio Fundamentals

    Taylor & Francis Ltd Game Audio Fundamentals

    1 in stock

    Book SynopsisGame Audio Fundamentals takes the reader on a journey through game audio design: from analog and digital audio basics, to the art and execution of sound effects, soundtracks, and voice production, as well as learning how to make sense of a truly effective soundscape.Trade Review"With his Game Audio Fundamentals, Keith Zizza has delivered a solid, hands-on book that touches on all the important aspects of creating sound and music for video games!"Brian Schmidt, Game Composer/Sound Designer, Executive Director of GameSoundConTable of ContentsPART I: Theory and Tools 1. Acoustics and Analog Audio 2. Digital Audio 3. Music Theory for Audio Designers 4. Production Tools PART II: Soundscapes and Disciplines 5. DAW Essentials, Part I: Editing, Workflow, and Rendering 6. DAW Essentials, Part II: An Overview of Plug-ins 7. Understanding Soundscapes for Games 8. Sound Design 9. Music 10. Dialogue PART III: Practice 11. Production and Development 12. Implementation 13. Listening 14. Finding Game Audio Work

    1 in stock

    £39.99

  • Game Design Tools

    Taylor & Francis Ltd Game Design Tools

    15 in stock

    Book SynopsisThis book provides a series of transdisciplinary tools to help game designers improve their design pipeline and design output. Using approaches from psychology, anthropology, and sociology, it offers practical tools for all the main aspects of game design from conception through to testing.Drawing on game design theory, the book looks at the relationship between game design and other disciplines to create a toolbox of modern tools for game designers. It covers archetypes, praxeology, behavioural game design, and emotional game design. Covering a wide breadth of content, the book includes chapters on: Documentation Production Evaluation Analysis and Marketing tools This book will be of great interest to students on game design courses, as well as early-career game designers and those looking to break into the industry. It will also be of interest to more experienced game designers looking for new game design tools.Table of ContentsSection One - IntroductionChapter 1 - How to Use This BookChapter 2 - Book IntroductionSection Two - Analysis ToolsChapter 3 - Design and AnalysisChapter 4 - Target Audience ToolsChapter 5 - Data ToolsSection Three - Game Design ToolsChapter 6 - Introduction to Game Design ToolsChapter 7 - Brainstorming TechniquesChapter 8 - PraxeologyChapter 9 - Self-Determination TheoryChapter 10 - Habit Loop and Operant ConditioningChapter 11 - Game Design PatternsChapter 12 - MDA FrameworkChapter 13 - NudgesChapter 14 - Behavioural Game DesignChapter 15 - Emotional Game DesignChapter 16 - Emotional TheoriesSection Four - DocumentationChapter 17 - Introduction to DocumentationChapter 18 - Golden RulesChapter 19 - Pivotal DocumentsSection Five - ConclusionChapter 20 - Games, Cakes, and LoveChapter 21 - The Cake Is Real

    15 in stock

    £40.84

  • Chinese Animated Film and Ideology 1940s1970s

    Taylor & Francis Ltd Chinese Animated Film and Ideology 1940s1970s

    1 in stock

    Book SynopsisThis book examines animated propaganda produced in mainland China from the 1940s to the 1970s. The analyses of four puppet films demonstrate how animation and Maoist doctrine became tightly but dynamically entangled.The book firstly contextualizes the production conditions and ideological contents of The Emperor's Dream (1947), the first puppet film made at the Northeast Film Studio in Changchun. It then examines the artistic, intellectual, and ideological backbone of the puppet film Wanderings of Sanmao (1958). The book presents the means and methods applied in puppet animation filmmaking that complied with the ideological principles established by the radical supporters of Mao Zedong in the first half of the 1960s, discussing Rooster Crows at Midnight (1964). The final chapter discusses The Little 8th Route Army (1973), created by You Lei in the midst of the Cultural Revolution.This book will be of great interest to those in Table of ContentsAcknowledgments. INTRODUCTION. Part I Echoes of the National Salvation Movement, 1940s–1950s. Chapter 1.1 Denouncing Chiang Kai-shek: The Emperor’s Dream by Chen Bo’er. Chapter 1.2 Unity in Resistance: Wanderings of Sanmao by Zhang Chaoqun. Part II Calls of the Continuous Revolution, 1960s–1970s: Films of You Lei. Chapter 2.1 "To Live is to Serve the People": Rooster Crows at Midnight. Chapter 2.2 "Bombard the Headquarters": The Little 8th Route Army. FINAL NOTES. GLOSSARY. INDEX.

    1 in stock

    £42.74

  • Nordic Animation

    CRC Press Nordic Animation

    1 in stock

    Book SynopsisThis book examines the state of the animation industry within the Nordic countries. It looks at the success of popular brands such as Moomins and The Angry Birds, studios such as Anima Vitae and Qvisten, and individuals from the Nordics who have made their mark on the global animation industry.This book begins with some historical findings, before moving to recount stories of some of the most well-known Nordic animation brands. A section on Nordic animation studios examines the international success of these companies and its impact on the global animation industry. This book is forward-thinking in scope and places these stories within the context of what the future holds for the Nordic animation industry.This book will be of great interest to those in the fields of animation and film studies, as well as those with a general interest in Nordic animation.Table of ContentsChapter 1 ◾ Historical FindingsChapter 2 ◾ Brands and Industry BeginnersChapter 3 ◾ Studio StoriesChapter 4 ◾ Beyond Games: Tech-Savvy MythsChapter 5 ◾ Making New HeroesEPILOGUEAPPENDIX A: NOMAD STORIES: Virpi Kettu in the UK and Canada APPENDIX B: NOMAD YEARS: Rölli in Russia and Lisa Limone in Estonia APPENDIX C: NOMAD STORIES: Veronica Wallenberg – a cosmopolitan APPENDIX D: NOMAD YEARS: Antonia Ringbom and “Tjejmafian”

    1 in stock

    £42.74

  • Virtual Reality Usability Design

    CRC Press Virtual Reality Usability Design

    2 in stock

    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

    2 in stock

    £47.49

  • Chinese Animated Film and Ideology

    Taylor & Francis Ltd Chinese Animated Film and Ideology

    1 in stock

    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

    1 in stock

    £46.54

  • Mad Eyed Misfits

    Taylor & Francis Ltd Mad Eyed Misfits

    15 in stock

    Book SynopsisOne of the most stylistically original and provocative writers in animation returns with this informal sequel to his previous books on indie animation, Unsung Heroes of Animation and Animators Unearthed.In this collection, award-winning writer Chris Robinson looks at a wide range of films and filmmakers, including cult favourites Don Hertzfeldt, Adam Elliot, Masaaki Yuasa, Wong Ping, Bruce Bickford, Jodie Mack, Rosto, Suzan Pitt, Clyde Henry and Cartoon Saloon.Eclectic, opinionated, passionate and personal, Robinson's writing will amuse, confuse, infuriate and enlighten while introducing readers to some of the most astonishing and important animation artists from around the world.Table of ContentsChapter 1 ◾ Masaaki Yuasa Speaks in Many Colors Chapter 2 ◾ 52 Films, 1 Year: Meet John Morena Chapter 3 ◾ Passing on by Us: Clyde Peterson Talks Torrey Pines Chapter 4 ◾ Marcel, the King of Tervuren Chapter 5 ◾ "People Are Finally Listening": Indigenous Animation Rises Up Chapter 6 ◾ Fight! Fight! Fight!: Malcolm Sutherland’s Bout Chapter 7 ◾ Ghosts of a Different Dream: The Films of Mariusz WilczynskiChapter 8 ◾ Wondering Boy Poet: Bruce Bickford Chapter 9 ◾ The Burden of Dreams Chapter 10 ◾ Unity by Tobias Stretch Chapter 11 ◾ Don Hertzfelt’s Beautiful DaysChapter 12 ◾ Don Herzfeldt Talks World of Tomorrow II Chapter 13 ◾ Joy Street: Remembering Suzan Pitt Chapter 14 ◾ Nightlights in the Forest: Cartoon Saloon Chapter 15 ◾ Beautiful Maladies: The Uncanny World of Rosto Chapter 16 ◾ Špela Cˇadež’s Nighthawk Chapter 17 ◾ Kaspar Jancis’ Motel of Fools Chapter 18 ◾ The Moneygoround: Liu Jian’s Have a Nice DayChapter 19 ◾ Clyde Henry Talks GymnasiaChapter 20 ◾ The Crushed Dreams of a Magnificent Cake Chapter 21 ◾ The Frog, The Dog and The Devil: The Ballad of Bad WhiskeyChapter 22 ◾ Consuming Chris Sullivan Chapter 23 ◾ It’s a Good Life , If You Don’t Weaken: Luc Chamberland and Seth’s Dominion Chapter 24 ◾ Yield by Caleb WoodChapter 25 ◾ Visiting Ville Neuve With Felix Dufour-Laperrière Chapter 26 ◾ Where Is Here: Felix Dufour- Laperrière’s Archipelago Chapter 27 ◾ Laughing at Chaos: Alex Boya Talks Turbine Chapter 28 ◾ Banana Skins and Cigarette Butts: The Films of Adam Elliot Chapter 29 ◾ Pineapple Calamari Chapter 30 ◾ The Joys of Jodie Mack Chapter 31 ◾ Moving on With Ainslie HendersonChapter 32 ◾ Peeping Wong PingChapter 33 ◾ On the Weave of Construction: RISD Animation Chapter 34 ◾ Lesley the Pony Has an A+ Day

    15 in stock

    £18.99

  • Women Comedians in the Digital Age

    Taylor & Francis Ltd Women Comedians in the Digital Age

    1 in stock

    Book SynopsisThis book offers a thorough examination of digital work by women comedians in the US, exploring their use of digital media to perform jokes, engage with fans, remake their reputations, and become political activists. This book argues that despite its many adverse effects, digital work is changing comedy, empowering women to create new comic forms and negotiate the contentious political climate incited by former President Donald. J. Trump. Chapters are focused on video podcasting, TikTok, Twitter, Instagram, YouTube, and the streaming platform Netflix each containing informative case studies on significant women comedians who use them, including Sarah Silverman, Amy Schumer, Leslie Jones, Mindy Kaling, Colleen Ballinger, Lilly Singh, Ms. Pat, Whitney Cummings, Issa Rae, and others. To understand their strategies, this book examines the popularity of their digital content, their career outcomes in television and film, as well as the ups and downs of their critical reputations Table of Contents1. Advantages and Adverse Effects: How Digital Work Empowers Women Comedians in Trump’s America 2. Women Comedians’ Video Podcasting on YouTube: How Complex Authenticity Cultivates Fans 3. Women Comedians Trapped on TikTok: The Opportunities and Limitations of Cringey, Intersectional Comedy 4. Witty Women on Twitter: Collaborative Reputation Making, Anti-Fandom, and Harnessing the Trolls 5.Conformity with Comic Subversion: How Women Comedians Shape their Reputations using Instagram 6.Women Comedians’ Working Practices on YouTube: The Sometimes-Difficult Transition to Television 7. Netflix’s Calculated Risks in Comedy: Unlikely Women’s First Stand-up Specials 8. Trump’s War with Women Satirists on Television: How Carnivalesque Comedy Generates Digital Redistribution 9. Participatory Audiences in Trump’s Cancel Culture: How Women Comedian-Activists Survive and Earn Prestige 10. Conclusions

    1 in stock

    £31.49

  • A Practical Guide to Level Design

    CRC Press A Practical Guide to Level Design

    1 in stock

    Book SynopsisWritten by an AAA industry expert with over 20 years of experience, this book offers comprehensive coverage of the practical skills that all successful level designers need to have. It covers everything from practical production skills to the social and soft skills required to thrive in the gaming industry.This book begins with a theoretical and abstract approach that sets a common language for the later hard-skill applications and practical examples. These later chapters cover a wealth of practical skills for use during the concept phase, while creating layouts, scripting, and working with AI. This book includes essential chapters on topics such as social skills, soft skills, world-building, level design direction, production, as well as how to gain employment in the industry.This book will be of great interest to all level designers, content leads, and directors looking to enhance their skillset. It will also appeal to students of level and game design looking for tips on how to break into the industry.Trade ReviewBen Bauer is one of the top-level designers in the business. His deep knowledge of flow, game space and environment creation and refinement has resulted in some of the most exciting experiences in games. This book gives readers a look into what makes a level great and how to do it the right way.--Jack Mamais, Director, Impeller Studios. Mr. Bauer has achieved something truly rare in a book on specialized game development methodology: He delivers a rigorous framework for the various interconnected practices of Level Design and does it with a witty conversational style that makes you feel like Ben is there coaching you in person. He also takes the time to bring our collective attention to some oft-neglected aspects of the LD’s craft. An outstanding primer for new designers and experienced game devs alike.--Patrick Redding, Creative Director, Warner Bros. Games.This book will be a fantastic read for level designers of all skill sets and experience. Entertainingly written, it shows great insights into how to practically develop levels, but also covers how level designers can excel within a larger game development environment, with many anecdotes from Ben's own work experience in his 20+ years in the industry. "--Sten Huebler, Senior Level Designer, Microsoft. Table of ContentsSection I: Book and Level Design Introduction. Chapter 1: Book Introduction. Chapter 2: Definition of Level Design and Level Designers. Section II: Production and Social Skills. Chapter 3: Level Design Production. Chapter 4: Diplomacy of Level Design. Chapter 5: Teamwork and Leadership Tools. Section III. Level Design Theory. Chapter 6: About Vision, Pillars, and Direction. Chapter 7: Abstract Level Design. Chapter 8: The Big Picture. Chapter 9: High-Level Layouts. Chapter 10: Connective Tissue. Section IV: Practical: How to Get Started. Chapter 11: Concept Phase. Chapter 12: First Steps. Section V: Practical: Layouts. Chapter 13: Cover, Flow, and Player Leading. Chapter 14: Scenarios and Location Types. Section VI: Practical: Technical Aspects and Game Design. Chapter 15: Scripting and Technical. Chapter 16: Working with Ingredients. Section VII: Closing Topics. Chapter 17: Closing and Shipping. Chapter 18: Becoming a Level Designer.

    1 in stock

    £40.84

  • Embedding Culture Into Video Games and Game

    CRC Press Embedding Culture Into Video Games and Game

    1 in stock

    Book SynopsisThis book will help game designers and those interested in games thoughtfully embed culture into video games and the game design process.This book raises the issue of how some cultures and communities are misrepresented in various video games. In response to this problem, designers can bring cultural considerations and practices into the centre focus of the game design process. The book advocates that designers put different measures in place to better prevent misrepresentations and engage with deeper understandings of culture to build culturally richer and more meaningful game worlds. The book uses the Torres Strait Virtual Reality project as a primary example, in addition to other game projects, to explore cultural representation in game design. Torres Strait culture is also explored and discussed more broadly throughout the book. No prior knowledge of culture studies is needed, and the book deals with higher level game design with little reference to the technical eTrade ReviewThis book is a standout contribution to Indigenous video game development and exemplifies what can happen when Design Research, Indigenous Studies, and Game Studies meet. Rhett Loban cleverly weaves between theory and practice while upholding the Torres Strait community, giving us heartfelt insights and a guide to future related work.Dr Elizabeth LaPensée, Narrative Director at Twin Suns, International Video Game Studio.This book is a brilliant and innovative piece of work, beautiful to read, and a project painstakingly consulted and developed, to present a range of processes and cultural practices that have rarely been discussed before in public. It sensitively guides game designers through reciprocal work with community.Associate Professor Neil Harrison, Associate Professor at Faculty of Arts, Macquarie University, Australia.Narratives on the Torres Straits Island culture makes the book an intriguing read. The culturally-centred game design captures the cultural connections and representations within the community. Coupled with a methodology which allows for community-participation, the book is engaging and provides the stimulus for discussions on comparative studies.Associate Professor Dr. Dorothy DeWitt, Associate Professor at Faculty of Education, University of Malaya, Malaysia.Table of ContentsPrologue: The recent passing of a relative or community member. 1. Cultural representations in video games. 2. Knowing the context: A Torres Strait perspective. Interlude: Preparing for the Tombstone Opening. 3. The palm and the Dogai. 4. Culturally centred game design. 5. Community participation in game design. Interlude: The Tombstone Opening. 6. Cultural immersion, rigorous research and ethics in game design. 7. Designing to produce deep representations. Epilogue: Caring for the tombstone site.

    1 in stock

    £117.00

  • The Game Writing Guide

    Taylor & Francis Ltd The Game Writing Guide

    1 in stock

    Book SynopsisThis comprehensive guide walks readers through the entire process of getting and keeping a writing job in the games industry. It outlines exactly what a beginner needs to know about education requirements, finding opportunities, applying for roles, and acing studio interviews. Professional writers will learn how to navigate studio hierarchies, transfer roles and companies, work overseas, and keep developing their careers.Written by an experienced games writer with nearly two decades of industry knowledge, this book contains a wealth of interviews and perspectives with industry leaders, hiring managers, and developers from marginalized communities, all offering their tips and insights. Included are examples of materials such as job posts, writing samples, and portfolios, as well as chapter-end challenges for readers to directly apply the skills they have learnt.This book will be of great interest to all beginner and aspiring games writers and narrative designers, as welTrade Review"The Game Writing Guide is the book I wish I’d had when I was starting out. It goes beyond the obvious advice to give you the nitty gritty you need to be able to do the job. It's like getting a year of extra work experience. I’m buying it for all my friends who want to become game writers."Lisa Hunter, Narrative Director, Compulsion Games."There is no one true path into getting a job in the game industry. Chock full of invaluable advice and knowledge only an industry veteran could offer, this book is a definitive insider's guide on how to get your foot in the door while leveraging the very best of yourself in the process."Ann Lemay, Narrative Director, WB Games, Montréal.Table of ContentsIntroduction 1 Definitions 2 Education3 Finding Work4 Applications5 Resumes6 Cover Letters7 Samples and Portfolios8 Interviews9 Writing Tests10 Contracts and Negotiations11 First Day12 Moving Up13 Steps and Obstacles14 Leadership15 Moving On16 International Work17 Strategies for Marginalized CommunitiesConclusion

    1 in stock

    £40.84

  • The Pocket Mentor for Video Game Writers

    CRC Press The Pocket Mentor for Video Game Writers

    2 in stock

    Book SynopsisWant to become a writer in the games industry? Then this is the book is for you. Award-winning game writer Anna Megill provides all the essential information and guidance you need to understand the industry and get your foot on the ladder.The book explains in simple, clear language exactly what a beginner needs to know about education requirements, finding job opportunities, applying for roles, and acing studio interviews. Professional writers will learn how to run a writers' room, manage a team, create documentation for various project phases, and navigate studio politics.The Pocket Mentor is designed to be a just-the-facts companion to The Game Writing Guide: Get Your Dream Job and Keep It, but it stands on its own as an invaluable go-anywhere resource for beginners and seasoned pros alike.Table of ContentsMeet Your Mentor. Chapter 1: The Basics. Chapter 2: Wise Up. Chapter 3: On the Hunt. Chapter 4: Introduce Yourself. Chapter 5: Resume Speaking. Chapter 6: Showcase Your Work. Chapter 7: In the Spotlight. Chapter 8: Time to Shine. Chapter 9: The Dotted Line. Chapter 10: Press Start. Chapter 11: Hurdles. Chapter 12: Running the Show. Chapter 13: Making the Team. Chapter 14: Document Everything. Chapter 15: Exit Stage Right. Chapter 16: On the Road. Chapter 17: Wrap It Up.

    2 in stock

    £29.99

  • Michel Ocelot

    Taylor & Francis Ltd Michel Ocelot

    1 in stock

    Book SynopsisThis unique book examines the career of Michel Ocelot, from his earliest works to his latest research and productions, including an interview regarding his latest film Le Pharaon, le Sauvage et la Princesse (2022). The book highlights the directorâs role in the panorama of contemporary animated cinema and his relationship with the tradition, both artistic and cinematographic.The book carefully analyses the ethical and social nature of Ocelotâs work to underscore the duality of the directorâs oeuvre, both artistic and social, using an interdisciplinary approach that blends film and aesthetic criticism with gender studies and decolonial thought. Particular attention will be given to the themes of multiculturalism, discrimination, and treatment of women, which are at the centre of many current cultural debates.The book will be of interest to an audience of experts, animation enthusiasts, and film scholars, as well as to a wider readership interested in learning about the poetics of Kirikouâs father.Table of ContentsIntroduction. CHAPTER 1 Ars Animativa. CHAPTER 2 Silhouette Films: A Magical Night Where Anything Can Happen. CHAPTER 3 Once Upon a Time, Kirikou. CHAPTER 4 A Beautiful Stranger: Azur & Asmar. CHAPTER 5 Dilili à Paris, or Beauty Will Save Us. Appendix 1. Appendix 2. Bibliography. Index.

    1 in stock

    £46.50

  • Level Design

    CRC Press Level Design

    1 in stock

    Book SynopsisIn this book, veteran game developers, academics, journalists, and others provide their processes and experiences with level design. Each provides a unique perspective representing multiple steps of the process for interacting with and creating game levels â experiencing levels, designing levels, constructing levels, and testing levels. These diverse perspectives offer readers a window into the thought processes that result in memorable open game worlds, chilling horror environments, computer-generated levels, evocative soundscapes, and many other types of gamespaces. This collection invites readers into the minds of professional designers as they work and provides evergreen topics on level design and game criticism to inspire both new and veteran designers.Key Features: Learn about the processes of experienced developers and level designers in their own words Discover best-practices for creating levels for persuasive play and designing Table of ContentsChapter 1. Kamuro Nights: A Personal Retrospective of the Yakuza Series Gavin Greene Chapter 2. Cracking the Resident Evil Puzzle Box Daniel Johnson Chapter 3.From Construction to Perception: Three Views of Level Design for Story-Driven Games Huaxin Wei and Chaoguang Wang Chapter 4. Everything I Learned About Level Design at an Orlesian Ball Heidi McDonald Chapter 5. Hell, Hyboria, and Disneyland; The Origins and Inspirations of Themed Video Game Level Design Scott Rogers Chapter 6. Level Design Practices for Independent Games Fares Kayali and Josef Ortner Chapter 7. Making the Most of Audio in Characterization, Narrative Structure, and Level Design Chanel Summers Chapter 8. Procedural Content Generation: An Overview Gillian Smith Chapter 9. P.T. and the Play of Stillness Brian Upton Chapter 10. The Illusion of Choice – How to Hide the Linearity of Levels from Players Joao Raza and Benjamin Carter Chapter 11. Integrating Procedural and Handmade Level Design Dr. Mark R. Johnson Chapter 12. Level Design Planning for Open World Games Joel Burgess PART 4: TESTING LEVELS Chapter 13. Play-Personas: Mental Tools for Player-Centered Level Design Alessandro Canossa Chapter 14. Evaluating Level Design Using Public Events Jonathan Moriarty Chapter 15. The Rule of 27’s: A Comparative Analysis of 2D Screenspace and Virtual Reality Environment Design Hadar Silverman Chapter 16. Expression vs. Experience: Balancing Art and Usability Needs in Level Design Christopher W. Totten

    1 in stock

    £46.54

  • Introduction to Game Analysis

    Taylor & Francis Introduction to Game Analysis

    15 in stock

    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

    15 in stock

    £37.04

  • Designing Games Meant for Sharing

    Taylor & Francis Ltd Designing Games Meant for Sharing

    1 in stock

    Book SynopsisThis book talks about the importance of social mechanics in games and how these mechanics evolved over time to accommodate new technologies and new social contexts. It looks at the innovation happening in the field of new-age social games, discussing in detail what has been learnt from designing for the younger generation, how these findings can inform game design philosophy and how this can be applied to game development more broadly.Part 1 of this book provides a brief history of games as social interaction and discusses the differences between online and offline social gaming. Part 2 covers Facebook social gaming and design lessons from first-generation social games. Part 3 introduces design philosophies for the hyper-social genre and includes an important chapter on design ethics. Finally, Part 4 looks ahead to the future of social games and how game designers can incorporate learnings from this book in their own work.This book will appeal to game designers an

    1 in stock

    £42.74

  • Visualizations of Urban Space

    Taylor & Francis Ltd Visualizations of Urban Space

    1 in stock

    Book SynopsisThis book explores environments where art, imagination, and creative practice meet urban spaces at the point where they connect to the digital world. It investigates relationships between urban visualizations, aesthetics, and politics in the context of new technologies, and social and urban challenges toward the Sustainable Development Goals.Responding to questions stemming from critical theory, the book focuses on an interdisciplinary actualization of technological developments and social challenges. It demonstrates how art, architecture, and design can transform culture, society, and nature through artistic and cultural achievements, integration, and new developments. The book begins with the theoretical framework of social aesthetics theories before discussing global contemporary visual culture and technological evolution. Across the 12 chapters, it looks at how architecture and design play significant roles in causing and solving complex environmental transformatioTrade Review"Designing an urban environment aimed at a smart city between physical and virtual spaces means visualizing the future. Christiane Wagner’s book, Visualizations of Urban Space, discusses the digital resources and the limits of human perception in the face of artificial intelligence applications and the Internet of Things, regarding automating various processes, simulations, and realities involved in the function of an urban city. Furthermore, it is an aesthetic-social approach to the effects of the fourth industrial revolution, focusing on sustainable development." Lars Christian Grabbe, Dean, Professor Theory of Perception, Communication and Media, Münster School of Design, University of Applied Sciences Münster, Germany "Christiane Wagner’s sensible and powerful book Visualizations of Urban Spaces provides a welcome new consideration of the use of art and technology in designing inclusive urban spaces. Beyond being a brilliant read, this think-piece is a compelling guide through which cities can connect with their citizens in order to advance the global public good." Frank-Jürgen Richter, Chairman, Horasis: The Global Visions Community, Switzerland"Visualizing the city is part of the everyday aesthetic experience in which past, present, and future converge. In Visualizations of Urban Space, Christiane Wagner addresses the urban transformation related to the arts and architectural spaces as part of cities’ material and immaterial heritage. Overall, this is a valuable contribution to the challenges of a more inclusive society, considering education, culture, and new technologies." Edson Leite, Professor and President of the Research Commission at the Museum of Contemporary Art, University of Sao Paulo (MAC USP), Brazil"Visualizations of Urban Space by Christiane Wagner is a timely contribution to the expanding literature on the dual role art and technology can play as positive forces in the way we see and experience urban space." Gary Bratchford, President of the Visual Sociology Research Committee, Editor of Visual Studies Journal (Routledge), Senior Lecturer at the University of Central Lancashire, United Kingdom"One of the most significant characteristics of modernity is urbanization, enormous and high-tech cities where people exchange not only economic goods and services but also culture. Visualizations of Urban Space by Christiane Wagner contains a deep analysis of how twenty-first-century cities become new environments that allow the speechless to have a voice, the invisible to have a presence and the oppressed to state their commands. This could be possible thanks to the intersection of technology, education, art and culture, resources that approach each other, to let societies become more democratic in these new urban spaces."Omar Cerrillo Garnica, Director of the School of Humanities, Education, Architecture, Art and Design, at Tecnológico de Monterrey, Campus Cuernavaca, México Table of Contents1. Cultural Images: Real and Imagined Experiences 2. Urban Space and Collective Consciousness 3. The Arts and Traces of the Ideal City 4. Democratization of Art and Culture 5. Visual Media Effects 6. Urban Resilience: Toward Postcolonial Aesthetics 7. Sociopolitical Facts, Art, and Technology 8. Technicization and Aestheticization of Social and Urban Structures 9. The Urban Image in Motion and Connection 10. The Arts’ Function: Social Inclusion and Sustainability 11. Designing for Sustainability 12. Aesthetic, Social, and Urban Solutions for a New World View

    1 in stock

    £32.39

  • Meaningful Game Design

    Taylor & Francis Ltd Meaningful Game Design

    2 in stock

    Book SynopsisThis book provides readers with the tools and methods with which to create effective tabletop games. It covers the design and development process thoroughly, guiding readers through the necessary mechanics, messages, and motivations of games that must be understood in order to build successful tabletop games, including serious educational games for teaching or training.Through a range of learning activities and methodologies, readers will develop an understanding of games and an appreciation for the creating and testing of game play whilst critically exploring the relationship between games, motivation, and learning. It includes chapters on design methodology, narrative, accessibility, playtesting, and more.This book will be of great interest to students of game design and serious game design courses. It will also appeal to designers, educators, and hobbyists interested in designing and developing their own tabletop games, educational or otherwise.Table of ContentsAcknowledgements. About the Authors. Chapter 1 Introduction. Chapter 2 Serious Games. Chapter 3 Psychology and Pedagogy. Chapter 4 Design Methodology. Chapter 5 Accessibility. Chapter 6 Game Categories and Mechanics. Chapter 7 Narrative. Chapter 8 Deconstructing a Game. Chapter 9 Technology. Chapter 10 Visual Design. Chapter 11 Prototyping and Playtesting. Chapter 12 Taking Your Game to Market. Chapter 13 Evaluating and Writing about Your Serious Game. Chapter 14 Conclusion. References. Index.

    2 in stock

    £42.74

  • Game AI Uncovered

    Taylor & Francis Ltd Game AI Uncovered

    1 in stock

    Book SynopsisGame AI Uncovered: Volume Two continues the series with the collected wisdom, ideas, tricks and cuttingâedge techniques from 22 of the top game AI professionals and researchers from around the world.The techniques discussed in these pages cover the underlying development of a wide array of published titles, including The Survivalists, Wheelman, Plants vs. Zombies: Battle for Neighborville, Dead Space, Zombie Army 4, Evil Genius 2, Sniper Elite 5, Sonic & AllâStars Racing Transformed, DiRT: Showdown, and more.Contained within this volume are overviews and insights covering a host of different areas within game AI, including generalised planners, player imitation, awareness, dynamic behaviour trees, decisionâmaking architectures, agent learning for automated playthroughs, utility systems, machine learning for cinematography, directed acyclic graphs, environment steering, difficulty scenarios, environmental cues through voxels, automated testing approaches, dumbing down your AI, synchronized path following, and much more.Beginners to the area of game AI, along with professional developers, will find a wealth of knowledge that will not only help in the development of your own games but also spark ideas for new approaches.This volume includes chapters written by Nuno Vicente Barreto, Steve Bilton, Andy Brown, Dr Allan Bruce, Richard Bull, Phil Carlisle, Sarah Cook, Michele CondÃ, Steven Dalton, Rodolfo Fava, Jonas Gillberg, Dominik Gotojuch, Dale Green, Tobias Karlsson, Jonathan Keslake, Fernando Penousal Machado, Ivan Mateev, Dr Nic Melder, Dr Bram Ridder, Paul Roberts, LicÃnio Roque, and Andrea Schiel.

    1 in stock

    £42.74

  • Game AI Uncovered

    Taylor & Francis Ltd Game AI Uncovered

    1 in stock

    Book SynopsisGame AI Uncovered: Volume One kicks off a brand-new series of books that focus on the development of artificial intelligence in video games. This volume brings together the collected wisdom, ideas, tricks, and cutting-edge techniques from 20 of the top game AI professionals and researchers from around the world.The techniques discussed in these pages cover the underlying development of a wide array of published titles, including Hood: Outlaws and Legends, The Escapists 2, Sackboy: A Big Adventure, Call of Duty: Strike Team, GTI+ Club, Split/Second, Sonic All Stars Racing Transformed, Luna Abyss, Medal of Honor Heroes I & II, Age of Empires IV, Watch Dogs, Battlefield 2042, Plants vs. Zombies: Battle for Neighborville, Dead Space, and more.Contained within this volume are overviews and insight covering a host of different areas within game AI, including situational awareness, pathfinding, tethering, squad behaviours, coordination, auto-generating navigation link data, fluid movement, combining behaviour and animation systems, pedal control for cars, tactical positioning, level of detail, infinite axis utility systems, hierarchical state machines, bots for testing, reactive behaviour trees, and more.Beginners to the area of game AI, along with professional developers, will find a wealth of knowledge that will not only help in the development of your own games but will also spark ideas for new approaches.This volume includes chapters written by Andy Brown, Dr Allan Bruce, Richard Bull, Laurent Couvidou, Steven Dalton, Michele Ermacora, Jonas Gillberg, Dale Green, Johan Holthausen, Dr Aitor SantamarÃa Ibirika, Dr Nic Melder, Sarat Rallabandi, Bruno Rebaque, John Reynolds, Paul Roberts, David Rogers, Andrea Schiel, Huw Talliss, Dr Tommy Thompson, and David Wooldridge.

    1 in stock

    £42.74

  • The Science of Esports

    Taylor & Francis The Science of Esports

    2 in stock

    Book SynopsisThe Science of Esports draws from contemporary research and coach expertise to examine esports athlete health and performance from a range of disciplinary perspectives, including physiology, psychology, sociology, and nutrition. The rapid expansion of the esports industry has elevated competitive video gaming into the realm of high performance, requiring players, coaches, and practitioners to implement interdisciplinary approaches to performance support.The book covers key topic areas such as: What esports is and similarities and differences to sport Game-specific training Physiological and psychological consideration for esports athletes Social aspects of player performance and the social environment of esports Esports coaching and structure of esports performance environments Technology and its use in esports Safeguarding, cheating, and gambling<Table of Contents1. What is Esports? 2. Aspects of Game-Specific Training 3. Physiological Considerations for E-athletes 4. Psychological Considerations for Esports Athletes 5. Nutrition, Supplementation, and Regulation 6. Social Aspects of E-Athletes Performance 7. Structure of Esports Performance Environments 8. Esports Coaching and Support 9. Talent Identification and Development 10. Technology in Esports 11. Social Environment and Health in Esports 12. Safeguarding, Cheating, and Gambling 13. Key Considerations for the Future

    2 in stock

    £34.19

  • Animation Masterclasses

    Taylor & Francis Ltd Animation Masterclasses

    1 in stock

    Book SynopsisToday, it is commonly believed that if you learn software, you can become an animator. Yet nothing could be further from the truth. Master animators are trained and not born. Software, as is the humble pencil, is merely yet another tool through which an animator can apply their knowledge. However, neither software nor pencils give you that knowledge, nor do they do the work for you. If you place a fully trained master animator on a computer, or give them a pencil, they'll astound you with their mastery. However, if you put a nontrained animator on a computer, all you will have is a technician creating moving objects as you'll see all over YouTube and other video platforms.This book teaches you exactly how to become aMaster Animator--whether you ultimately plan to use pencils, computers, drawing tablets or rigged characters. It's a complete course, being a collection of 48 masterclasses gleaned from the author's 50 years of experience of top-level animating, teaching, Table of ContentsAuthor. Acknowledgements. Introduction. SECTION I: THE CORE PRINCIPLES OF MOVEMENT – TRADITIONAL TECHNIQUES. 1 MASTERCLASS 01: Getting to Know You. 2 MASTERCLASS 02: Squash, Stretch and Bouncing Balls. 3 MASTERCLASS 03: Keys, Breakdowns and Inbetweens. 4 MASTERCLASS 04: More on "Squash & Stretch". 5 MASTERCLASS 05: More on Slow-In and Slow-Out. 6 MASTERCLASS 06: Timing and Placement. 7 MASTERCLASS 07: Generic Walk Action 01. 8 MASTERCLASS 08: Generic Walk Action 02. 9 MASTERCLASS 09: Generic Walk Action 03. 10 MASTERCLASS 10: Personality Walk Action 01 – "Double Bounce". 11 MASTERCLASS 11: Personality Walk Action 02 – "Sneak". 12 MASTERCLASS 12: Personality Walk Action 03 – "Front Walk". SECTION II: FURTHER CORE PRINCIPLES OF MOVEMENT – RIGGED DIGITAL TECHNIQUES. 13 MASTERCLASS 13: Introduction to Moho. 14 MASTERCLASS 14: The Full Rigged Character. 15 MASTERCLASS 15: Character Walk 1. 16 MASTERCLASS 16: Character Walk 2. 17 MASTERCLASS 17: "Arnie" Generic Walk. 18 MASTERCLASS 18: Generic Walk Variations. 19 MASTERCLASS 19: New Year Greeting. 20 MASTERCLASS 20: Double Jump. 21 MASTERCLASS 21: Slow Sneak Animation. 22 MASTERCLASS 22: Throwing Action. 23 MASTERCLASS 23: Digital Coloring. 24 MASTERCLASS 24: Working with Color. SECTION III: PERSONAL PROJECT – PRE-PRODUCTION. 25 MASTERCLASS 25: Storytelling. 26 MASTERCLASS 26: Concept Art. 27 MASTERCLASS 27: Character Design. 28 MASTERCLASS 28: Storyboarding & Film Language. 29 MASTERCLASS 29: More on Storyboarding & Film Language. 30 MASTERCLASS 30: Audio Record and Breakdown. 31 MASTERCLASS 31/Storyboard Animatic. 32 MASTERCLASS 32: Character Rigging 1. 33 MASTERCLASS 33: Character Rigging 2. 34 MASTERCLASS 34: Layout 1. 35 MASTERCLASS 35: Anatomy of a Sequence. 36 MASTERCLASS 36: Final Pose Test Animatic. SECTION IV: PERSONAL PROJECT – PRODUCTION. 37 MASTERCLASS 37: Key Pose Animation 1. 38 MASTERCLASS 38: Key Pose Animation 2. 39 MASTERCLASS 39: Breakdown Position 1. 40 MASTERCLASS 40: Breakdown Position 2. 41 MASTERCLASS 41: Inbetweening 1. 42 MASTERCLASS 42: Inbetweening 2. 43 MASTERCLASS 43: Cleanup 1. 44 MASTERCLASS 44: Cleanup 2. 45 MASTERCLASS 45: Background Art. 46 MASTERCLASS 46: Inking. 47 MASTERCLASS 47: Coloring. 48 MASTERCLASS 48: Post Production and Distribution. SECTION V: NOT AN END – BUT A BEGINNING! Index.

    1 in stock

    £42.74

  • Game Audio Programming 4

    Taylor & Francis Ltd Game Audio Programming 4

    15 in stock

    Welcome to the fourth volume of Game Audio Programming: Principles and Practices the first series of its kind dedicated to the art, science, and craft of game audio programming. This volume contains 17 chapters from some of the top game audio programmers in the industry and dives into subjects that apply to diverse game genres and from low-level topics such as thread-safe command buffers and pitch detection to high-level topics such as object management, music systems, and audio tools.With such a wide variety of topics, game audio programmers of all levels will find something for them in this book. The techniques presented in this book have all been used to ship games, including some large AAA titles, so they are all practical and many will find their way into your audio engines. There are chapters about timed ADSRs, data-driven music systems, background sounds, and more.This book collects a wealth of advanced knowledge and wisdom about gam

    15 in stock

    £42.74

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