Digital animation Books

190 products


  • The Game Design Toolbox

    Taylor & Francis Ltd The Game Design Toolbox

    1 in stock

    Book SynopsisThis book presents 71 practical game design tools that readers can use to solve real-world game design problems. Written to be a toolbox for game designers, it offers a hands-on approach with clear and easy-to-use tools so that readers can quickly find the right solution to the problem they are facing.This book is divided into six game design phases: ideation, exploration, commitment, problem solving, balancing, and tuning. Each category contains an array of relevant tools, and the accompanying indexes offer suggestions for tools to use for specific problems. Support Materials for this book offer further teaching materials, exercises, and complementary FAQs.Written to be a practical resource, this book will be a useful toolbox for junior and veteran game designers alike.Table of ContentsINTRODUCTION. Chapter 1 Game Design. Chapter 2 Ideation. Chapter 3 Exploration. Chapter 4 Commitment. Chapter 5 Problem Solving. Chapter 6 Balancing. Chapter 7 Tuning. REFERENCES. INDEX.

    1 in stock

    £42.74

  • The Ludotronics Game Design Methodology

    Taylor & Francis Ltd The Ludotronics Game Design Methodology

    15 in stock

    Book SynopsisThis book supports readers to transition to more advanced independent game projects by deepening their understanding of the concept development process. It covers how to make concepts sufficiently viable, ambitious, and innovative to warrant the creation of a polished prototype in preparation of a publisher pitch.The book is divided into six sections. After a brief tutorial (Preliminary Phase), readers embark on a journey along the book's methodology. They travel through successive conceptual phases (Preparations, Procedures, Processes, and Propositions); advance through levels and action beats in each of these phases; master challenges (conceptual tasks) and overcome level bosses (design decisions) that become successively harder; collect items (fulfilled documentation tasks); and win the game by having progressed from a raw, initial idea to a full-fledged, polished game treatment. Additional resources for the bookare available at Table of ContentsPhase 01: Preliminaries. 1. Level One: The Thing. 2. Level Two: The Map. 3. Level Three: The Stage. Phase 02: Preparations. 1. Level One: Spawning Ideas. 2. Level Two: Panning for the Core. 3. Level Three: Tough Investigations. 4. Level Four: An Army of Avatars. 5. Level Five: Enter the Value Matrix. 6. Level Six: Serve with Distinction. Phase 03: Procedures. 1. Level One: The Enchanted Theme. 2. Level Two: The Design-Driven Goal. 3. Level Three: The Desire-Driven Goal. Phase 04: Processes. 1. Level One: Integral Perspectives I. 2. Level Two: Interactivity. 3. Level Three: Plurimediality. 4. Level Four: Narrativity. 5. Level Five: Architectonics. 6. Level Six: Integral Perspectives II. Phase 05: Propositions. 1. Level One: Prototyping. 2. Level Two: Polishing. 3. Level Three: Presenting. Phase 06: Postmortems. 1. Level One: References. 2. Level Two: Rightsholders. 3. Level Three: Responses.

    15 in stock

    £42.74

  • The Board Game Designers Guide to Careers in the

    CRC Press The Board Game Designers Guide to Careers in the

    1 in stock

    Book SynopsisAre you thinking about working in the board game industry? Hereâs what you need to know.There are so many jobs and roles that need to be filled in the board game industry. You might just have the right skills and experience to excel. But first you need to know what opportunities exist and what the hardest gaps are to fill!In this book, youâll discoverâ What jobs are really in demandâ How you can get your foot in the door with a publisherâ Jobs in the industry youâve never even thought ofâ What other opportunities exist for people with skills just like yoursWith insights from over 40 industry pros, as well as the authorâs many years of experience, youâll be able to put your own skills and experience to great use in an amazing, growing industry.Table of ContentsOther Books by Joe Slack. Acknowledgements. About the Author. Introduction. Section I Game Creation. 1 Game Design. 2 Game Development. Section II Publishing 3 Becoming a Board Game Publisher. 4 Working for a Board Game Publisher. 5 Product Development & Project Management. 6 Communications/Marketing/Sales. 7 Other Roles Within a Publishing Company. Section III Freelancing. 8 True Stories of How Being Helpful Landed Paying Gigs. 9 Graphic Designer. 10 Artist/Illustrator. 11 Writer/Editor (or Rulebook Creator). Section IV Everything You Wanted to Know about Other Roles but were Too Afraid to Ask. 12 Help Games Get to Customers. 13 Marketing, Consulting, and Video Production. 14 Content Creation. 15 Ancillary Jobs and Other Outside-the-Box Ideas. 16 Making Games Part of Your Own Job. 17 Conclusion. Suggested Resources. Endnotes. Thank You!

    1 in stock

    £33.24

  • Interactive Storytelling

    Taylor & Francis Ltd Interactive Storytelling

    15 in stock

    Book SynopsisTaking a cross-media approach to the ever-changing field of digital storytelling, this book offers an essential introduction to producing and editing interactive storytelling content, and to the platforms that host it.Table of ContentsContents Acknowledgments Preface Where to start? How this volume is organized Chapter 1: Introduction 1.1 Preliminary definitions 1.1.1 The fascination for interactivity 1.1.2 Digital, virtual, interactive 1.1.3 Interacting, participating, collaborating 1.2 Telling stories through actions 1.2.1 Dramatic media 1.2.2 Actions and events 1.2.3 Dramatic action 1.2.4 Narrative action 1.2.5 Sequence of actions 1.2.6 Generating events 1.3 Last general issues 1.3.1 Author, authorship, control 1.3.2 Characters or stories 1.3.3 The field of investigation 1.3.4 Database, narrative and video contents 1.3.5 Delimiting the field 1.4 A general model of analysis Chapter 2 - Dynamic Elements: the Units 2.1. What are the units 2.2 The logical relationship between the units 2.3 Organising the Multilinear Project 2.4. What separates the units 2.5. Tagging the units: metadata 2.6 Exercises 2.6.1 The flow chart of dynamic elements 2.6.2 The user actions Chapter 3 - Dynamic elements: the Agents 3.1 Agents and audience 3.2 Intelligent agents 3.2.1 Planning as improvisation 3.2.2 Planning as directing 3.2.3 Scripting as planning 3.3 Emotions and agents 3.3.1 The (mental) reality of emotions 3.3.2 The social component of emotions 3.3.3 Emotions as a behavioural drive 3.4 Exercises 3.4.1 Describing the state of the world 3.4.2 Writing the actions 3.4.3 Writing Preconditions and Effects 3.4.4 Simulating the execution 3.4.5 Starting from the goal state 3.4.6 Reusing the plan Chapter 4 - Display: audience, system, emotions 4.1 Participation 4.1.1 Narratology vs Ludology 4.1.2. Interaction vs Narration 4.1.3. Balancing the agency 4.1.4. Intensity of process 4.1.5. User’s action 4.1.6. Intelligible actions 4.2 Writing the interaction through the units 4.2.1. Interaction by navigating the map 4.2.2. Interaction by dialogues and behaviours 4.2.3. Interaction by physical actions 4.3 Emotions in computational systems 4.3.1 Coding characters’ emotions 4.3.2 The emotions of the audience 4.4. Cross media contents’ communication 4.5 Exercises Chapter 5 - Engines and systems: supporting creativity and dramatic tension 5.1 Systems and automation 5.2 System classification 5.3 Fully manual authorship 5.4 Manually authored database and automation for plot generation 5.4.1 Plot grammars 5.4.2 Constraints on plot generation 5.4.3 Planning for plot generation 5.4.4 Plot generation based on dramatic tension 5.5 Database and automation 5.6 Emergent narratives: joint automation of plot and database 5.6.1 Constraints on the plot and modifications of database elements 5.6.2 Plot and database modelled with constraints 5.6.3 Full plot automation and database simulation 5.7 General Considerations on Storytelling Systems 5.8 Exercises 5.8.1 The form to the story, or the application of a template 5.8.2 The constrained plot generation: preconditions and effects annotation 5.8.3 The dramatic tension of the story Chapter 6. Examples to know 6.1. 1966: Eliza 6.2. 1976: Adventure 6.3. 1978: Aspen Movie Map 6.4. 1987: Afternoon a story 6.5. 1987: City in transition: New Orleans 1983-86 6.6 1911: Angels 6.7 1993: Myst 6.8 1996: Pokémon 6.9 1999. Desert rain 6.10 2001:Can you see me now? 6.11 2003: Facade 6.12 2005: FearNot! 6.13 2006: DramaTour 6.14 2012: The Walking Dead 6.15 2013: Nothing for Dinner 6.16 2018:. Black mirror Bandersnatch 61.7 2029: The Invisible Guardian 6.18 2020: Down the Rabbit Hole Index .

    15 in stock

    £32.29

  • The Pocket Mentor for Animators

    Taylor & Francis Ltd The Pocket Mentor for Animators

    15 in stock

    Book SynopsisWant to work as an animator in the video games industry? Then this is the book for you. This is a friendly guide to understanding the industry that offers practical advice and guidance to prepare you for the challenge!This book covers every step of the way, from picking universities through to your first year on the job. Outlining the whole job application process, with essential dos and don'ts, it also includes helpful animator-specific tips that might come in handy in those early years! Drawing from personal experience, along with interviews with ten incredibly talented people within the industry, this book ensures you feel supported and ready to enter the industry. From lessons learned to mistakes made, tackling imposter syndrome to finding friends, this book shares plenty for the reader to take away with them even if that is just a bunch of things they know not to do . . .A beginner's guide to life as an animator, this book is an invaluable resource for aspiring a

    15 in stock

    £28.49

  • Collaborative Worldbuilding for Video Games

    Taylor & Francis Ltd Collaborative Worldbuilding for Video Games

    15 in stock

    Book SynopsisThis book is a theoretical and practical deep dive into the craft of worldbuilding for video games, with an explicit focus on how different job disciplines contribute to worldbuilding. In addition to providing lenses for recognizing the various components in creating fictional and digital worlds, the author positions worldbuilding as a reciprocal and dynamic process, a process which acknowledges that worldbuilding is both created by and instrumental in the design of narrative, gameplay, art, audio, and more. Collaborative Worldbuilding for Video Games encourages mutual respect and collaboration among teams and provides game writers and narrative designers tools for effectively incorporating other job roles into their own worldbuilding practice and vice versa.Features: Provides in-depth exploration of worldbuilding via respective job disciplines Deep dives and case studies into a variety of games, both AAA and indie <Table of Contents Author. Acknowledgments. Introduction: Being in Awe. Chapter 1 Overview of Worldbuilding. Chapter 2 A Cross-Discipline Breakdown of Worldbuilding. Chapter 3 How to Get Started Creating a World. Chapter 4 Collaboration in Worldbuilding: A Series of Deeper Dives. Chapter 5 Identity, World Systems, and Responsibility. Chapter 6 Conclusion: It’s in the Details. INDEX.

    15 in stock

    £37.04

  • Introduction to Game Programming using Processing

    CRC Press Introduction to Game Programming using Processing

    1 in stock

    Book SynopsisThis is an introductory textbook focusing on games (specifically interaction and graphics) as a pathway into programming. It empowers readers to do basic programming, prototyping, game creation, and other highly interactive applications, all from scratch and without any prior programming knowledge.Using the popular programming language Processing, this book describes, explains, and demonstrates the basic and general programming principles and mechanisms used in typical game algorithms and concrete game projects. Chapters cover basic graphics, text output, loops, data types and variables, movement, time, audio and sound, debugging, classes and objects, event-based programming, real-time input controls, computer speed compensation, animation, tiling, scrolling, collision detection, basic AI, and much more. Additional support materials such as code examples and demo programs are available to download from the book's webpage:

    1 in stock

    £42.74

  • Anatomy of Game Design

    CRC Press Anatomy of Game Design

    2 in stock

    Book SynopsisPeople have played games forever, but itâs only in the past few decades that people really started thinking about what games are, how they work, and how to make them better.Anatomy of Game Design takes some of the most popular and beloved games of all time and dissects them to see what makes them tick. By breaking down the systems and content of each game, the underlying systems of game design are laid bare.Eight games are analyzed â including Settlers of Catan; Centipede; Candy Crush Saga; Papers, Please; Magic: The Gathering; and more â each representing a different genre or era of game design. Each game is discussed in detail, using the same methods for each game. What are the verbs of the game that give the player agency? How do those verbs fit together to form a core loop that makes the game engaging? What are the systems that power the gameplay? What is the larger flow that makes the game interesting over

    2 in stock

    £35.14

  • Game Audio Programming 2

    CRC Press Game Audio Programming 2

    1 in stock

    Book SynopsisWelcome to the second volume of Game Audio Programming: Principles and Practices the first series of its kind dedicated to the art of game audio programming! This volume features more than 20 chapters containing advanced techniques from some of the top game audio programmers and sound designers in the industry. This book continues the tradition of collecting more knowledge and wisdom about game audio programming than any other volume in history.Both audio programming beginners and seasoned veterans will find content in this book that is valuable, with topics ranging from extreme low-level mixing to high-level game integration. Each chapter contains techniques that were used in games that have shipped, and there is a plethora of code samples and diagrams. There are chapters on threading, DSP implementation, advanced middleware techniques in FMOD Studio and Audiokinetic Wwise, ambiences, mixing, music, and more.This book has something for everyone who is programming audTable of ContentsChapter 1: Lifecycle of Game AudioChapter 2: A Rare Breed: The Audio ProgrammerSection 1: Low-Level TopicsChapter 3: Multithreading for Game AudioChapter 4: Designing a Channel-Agnostic Audio Engine Chapter 5: Audio ResamplingChapter 6: Introduction to DSP PrototypingChapter 7: Practical Applications of Simple FiltersSection 2: MiddlewareChapter 8: Advanced FMOD Studio TechniquesChapter 9: Understanding Wwise Virtual VoicesSection 3: Game IntegrationChapter 10: Distance-Delayed SoundsChapter 11: Designs for Ambiences in Open-World GamesChapter 12: Approximate Position of Ambient Sounds of Multiple SourcesChapter 13: Techniques for Improving Data-Drivability of Gameplay Audio CodeChapter 14: Data-Driven Sound Limitation SystemChapter 15: Realtime Audio MixingChapter 16: Using Orientation to Add Emphasis to a MixChapter 17: Obstruction, Occlusion, and PropagationChapter 18: Practical Approaches to Virtual AcousticsChapter 19: Implementing Volume SlidersSection 4: MusicChapter 20: Note-Based Music SystemsChapter 21: Synchronizing Action-Based Gameplay to Music

    1 in stock

    £42.74

  • Working with Sound

    Taylor & Francis Ltd Working with Sound

    1 in stock

    Book SynopsisWorking with Sound is an exploration of the ever-changing working practices of audio development in the era of hybrid collaboration in the games industry. Through learnings from the pre-pandemic remote and isolated worlds of audio work, sound designers, composers, and dialogue designers find themselves equipped uniquely to thrive in the hybrid, remote, and studio-based realms of today's fast-evolving working landscapes. With unique insights into navigating the worlds of isolation and collaboration, this book explores ways of thinking and working in this world, equipping the reader with inspiration to sustainably tackle the many stages of the development process. Working with Sound is an essential guide for professionals working in dynamic audio teams of all sizes, as well as the designers, producers, artists, animators, and programmers who collaborate closely with their colleagues working on game audio and sound.Trade Review'This is a much needed book and I can think of no one better or more appropriate than Rob Bridgett to have written it. Working with Sound is essential reading in its field for students, audio professionals and anyone with an interest in how sound creates narrative and emotional pictures in the mind. After all, as Bridgett reminds us, "sound is the invisible art department".'Seán Street, Emeritus Professor of Radio, Bournemouth University'Rob Bridgett’s book paints an amazingly detailed, broadly informed and inspiring vision of the future for anyone working with sound in the interactive world of entertainment…This outstanding book is an invaluable resource for both seasoned professionals and emerging sound designers and directors.'Wieslaw Woszczyk, Distinguished James McGill Professor, McGill University'While providing a wealth of practical tips and tricks, Bridgett looks beyond the day-to-day tasks and envisions a paradigm shift where audio becomes integral to game design and development. Acknowledging that this fundamental change needs to come from the inside, Bridgett suggests a plethora of strategies in Working with Sound that game audio practitioners can adopt to inspire and cultivate collaboration with other disciplines, leading to a future with more meaningful game audio.'Martin Stig Andersen, Composer, Audio Director (LIMBO, INSIDE, Control)Table of ContentsPart I: Introduction 1. Continual Change 2. Forever Changes Part II: Remote Revolutions 3. Working with Sound: The (Present) Future of Development 4. L-Levels 5. Live Reviews: Time to Listen 6. Diversity of Work 7. Integrated Audio and The Double Edged Sword of Audio Quality 8. Guerilla-Style Remote 9. The Pendulum Shift 10. The Evolving Role of Audio Leadership Part III: Understanding Sound Work: Cinematization 11. First-Principles: Genre and Style 12. Three Factors: Game Genre, Entertainment Genre, and Style 13. The Long Shadows of Cinema 14. Hollywood Sound Part IV: Understanding Creative Work 15. Sound Images: Ambiguity and Clarity 16. Sound Motifs 17. Ambiguity: Language in Collaboration 18. Designing a Game for Sound 19. Creative Techniques 20. Audio Tools 21. Quality 22. Emotional Parameters 23. Why we Might be Doing 66% Too Much Work 24. Long-Term Pillars for Audio Quality 25. Working with Future-Aware Structures 26. Working in a Post-Silo Era 27. Breaking Down the Walls: New Terrains 28. Social Sound Design 29. Haptic Design Part V: Spatial Work 30. Surround and Spatial Sound 31. First Wave Consumer Integration into Surround 32. IMAX 33. Ride Film: Shock and Awe 34. Pushing the Consumer Sound Envelope 35. Spatial Music 36. A Positive Future for Spatial Audio in Games 37. Off-Screen Sound in Games 38. Diegetic Devices: Music and Voice in Third-Person Listener Perspectives Part VI: Planning Sound Work 39. Time 40. Money 41. In The Loop Part VII: The Mix 42. Working with the Mix 43. Creative Principles 44. Techniques 45. Standards 46. Planning 47. Roles and Responsibilities 48. Outreach and Communication 49. Thinking Beyond the Technical 50. Plan to Mix 51. Tools, Techniques and Pipelines 52. Fresh Ears 53. Consistency 54. Dynamic Range Part VIII: The Continual Work of Sound 55. Good Enough - Isn’t 56. The Ubiquity of Entertainment

    1 in stock

    £31.34

  • Directing Game Animation

    Taylor & Francis Ltd Directing Game Animation

    15 in stock

    Book SynopsisThe best character animation has a strong creative intent, driving a compelling performance. With the addition of interactivity, game animation adds complexity to the craft of how best to balance art, design and technology to realize a character's performance. As a director, you are responsible for not only defining a vision for how those should balance but also being a leader, mentor and advocate for your team. But in a field of rapid iteration of ideas and techniques, that strong creative intent can be easily lost or sacrificed if not properly fostered and defined.Directing Game Animation: Building a Vision and a Team with Intent breaks down the process of creating an intentional animation vision that can be both unique and flexible. From defining the high-level experience to breaking down tech needs, projecting a team size and empowering everyone to work together, this book will help you to wrap your mind around a project's animation needs.Animation, l

    15 in stock

    £37.99

  • Paper Time Machines

    CRC Press Paper Time Machines

    1 in stock

    Book SynopsisJames Dunniganâs memorable phrase serves as the first part of a title for this book, where it seeks to be applicable not just to analog wargames, but also to board games exploring non-expressly military history, that is, to political, diplomatic, social, economic, or other forms of history. Donât board games about history, made predominantly out of (layered) paper, permit a kind of time travel powered by our imagination? Paper Time Machines: Critical Game Design and Historical Board Games is for those who consider this a largely rhetorical question; primarily for designers of historical board games, directed in its more practice-focused sections (Parts Two, Three, and Four) toward those just commencing their journeys through time and space and engaged in learning how to deconstruct and to construct paper time machines.More experienced designers may find something here for them, too, perhaps to refresh themselves or as an aid to instruction to mentees in whatever capacity. But it is also intended for practitioners of all levels of experience to find value in the surrounding historical contexts and theoretical debates pertinent to the creation of and the thinking around the making of historical board games (Parts One and Five). In addition, it is intended that the book might redirect some of the attention of the field of game studies, so preoccupied with digital games, toward this hitherto generally much neglected area of research.Key Features: Guides new designers through the process of historical board game design Encapsulates the observations and insights of numerous notable designers Deeply researched chapters on the history and current trajectory of the hobby Chapters on selected critical perspectives on the hobby

    1 in stock

    £42.74

  • VRay 5 for 3ds Max 2020

    Taylor & Francis Ltd VRay 5 for 3ds Max 2020

    1 in stock

    Book SynopsisRevitalize your architectural visualizations by bringing new levels of realism to your day and night interior scenes. This book features full-color, step-by-step tutorials to develop a firm understanding of the processes and techniques involved in creating jaw-dropping 3d visualizations for top marketing agencies.This second volume includes day and night lighting of an atrium scene using seasoned tools and techniques to deploy V-Ray 5 and 3ds Max 2020. It has never been quicker and easier to create the industry's top-of-the-range 3d marketing visuals.The book starts with an overview of the best techniques to approach clients via emails, calls, meetings, and social media. There are also key insights into the best practices of handling projects, pricing, contracts, invoices, pre-production, production, post-production, etc.The subsequent step takes users through the installation of V-Ray 5 and the process of accessing the V-Ray Material browseTable of ContentsPreface. Acknowledgments. Author. 1 Using Resource Files. 2 Creating Materials and Shaders in V-Ray 5. 3 Cameras and Lighting in V-Ray. 4 Rendering in V-Ray. 5 Tips and Tricks. 6 anima® from AXYZ design®. 7 Daylight Scene Pre-Production. 8 Scene, Camera and Lights. 9 Materials and Final Render. 10 Daylight Scene Post-Production. 11 Night Scene Pre-Production. 12 Night Scene Lighting/Rendering. 13 Night Scene Post-Production. 14 Verified Views for Planning Applications. Index.

    1 in stock

    £114.00

  • An Artistic Approach to Virtual Reality

    Taylor & Francis Ltd An Artistic Approach to Virtual Reality

    15 in stock

    Book SynopsisA special quality about the medium of virtual reality is its immersive nature, allowing users to disengage from the physical world around them in order to fully interact with a digital environment. An Artistic Approach to Virtual Reality traces the lineage of artist/technologists who have worked with virtual reality in its infancy to the interactive virtual work of contemporary artists such as Laurie Anderson.Interlaced within a survey of artists whose works fit in the boundary of the interactive virtual medium, this book teases out what qualifies as interactive virtual artworks. The authors discuss the theories behind basic mechanics required to enter the virtual reality space and investigate theories around visual and embodied conceptual space.Key Features: Explores theoretical and practical aspects of using virtual reality for artistic practice Includes examples and discussion of virtual reality artworks from award-winning artistsTable of ContentsDedication Author Biographies Preface Chapter One: Introduction Chapter Two: Early Predecessors Chapter 3: Artists Working in Virtual Reality pre-2010 Chapter Four: Mechanics, Input, and Output Chapter Five: Artist Gallery- Lawrence Lek, Mohsen Hazarati, Sandrine Deumier Chapter 6: The Visual Conceptual Space Chapter Seven: Artist Gallery- Ian Cheng, Matteo Zamagni, and Rebecca Allen Chapter Eight: Virtual Reality as a Medium Chapter Nine: Artist Gallery- Jacolby Satterwaite and Rachel Rossin Chapter Ten: The Embodied Conceptual Space Chapter Eleven: Artist Gallery - Lori Anderson and Hsin-Chien Huang Chapter Twelve: Output and Access of Artistic Virtual Reality Content Chapter Thirteen: Conclusion

    15 in stock

    £42.74

  • Animation Craft

    CRC Press Animation Craft

    2 in stock

    Book SynopsisThis book is for those who want to learn the craft or mechanics of animation, how to actually animate a scene from start to finish, or take their animation to the next level. Using over 600 examples, this book answers the questions about the craft of animation that are often not taught in schools or books.Each chapter contains step-by-step examples explaining the principles of animation and how to avoid common problems that occur when animating. This book also teaches you how to critique an animated scene objectively, rather than subjectively â then fix whatâs wrong with it.Animation Craft for 3D and 2D Animators will be a great resource for any beginner looking to learn the fundamentals of animation, or more experienced animators looking to hone their craft.

    2 in stock

    £50.34

  • The Pocket Mentor for Video Game UX UI

    CRC Press The Pocket Mentor for Video Game UX UI

    1 in stock

    Book SynopsisWant to work in UI/UX in the video games industry? Then this is the book for you. This book provides all the essential information and guidance you need to understand the industry and get your foot on the ladder.This book provides those both familiar and unfamiliar with the wonderful world of UX and UI in video games with a concise but informative breakdown of the disciplines. It discusses the different career paths and how the roleâs impact, responsibilities, and perceptions have evolved. This book covers everything, from the education youâll need to searching and applying for jobs, and the interview process. It also includes advice on what to do once youâre in the role, with chapters covering best practices for UI/UX, how to set goals for future career progression, and interviews with top tips from experts in the industry.This book will be of great interest to all aspiring game developers looking to work in UI/UX and beginners looking to grow their careers.

    1 in stock

    £29.99

  • The Game Narrative Toolbox

    Taylor & Francis Ltd The Game Narrative Toolbox

    15 in stock

    Book SynopsisLearn how to create compelling game storylines.Four experienced narrative designers from different genres of game development have banded together to create this all-inclusive guide on what it''s like to work as a writer and narrative designer in the video game industry. From concept to final testing, The Game Narrative Toolbox walks readers through what role a narrative designer plays on a development team and what the requirements are at every stage of development. Drawing on real experiences, authors Tobias Heussner, Toiya Kristen Finley, PhD, Ann Lemay, and Jennifer Brandes Hepler provide invaluable advice for writing compelling player-centered stories and effective dialogue trees to help readers make the switch from writing prose or screenplay to interactive.Thoroughly revised, the Second Edition includes updated content reflecting the industry's latest developments. In addition to revised and updated chapters, this new edition features tTable of ContentsChapter 01 What Is Narrative Design?Chapter 02 The ConceptChapter 03 WorldbuildingChapter 04 CharactersChapter 05 StoryChapter 06 Implementation and ProductionChapter 07 DialogueChapter 08 Cutscenes and CinematicsChapter 09 TroubleshootingChapter 10 Visual NovelsChapter 11 Storytelling in Open-World Games and Games-as-a-Service Conclusion References

    15 in stock

    £47.49

  • CRC Press Earmarked for Collision

    1 in stock

    Book SynopsisCollage art and film date back to the early 20th century (the earliest collages have roots in 12th-century Japan). It was rooted in the age of consumerism where artists addressed an array of political and social issues by creating a carefully crafted collision of pre-existing images and sounds to generate new meanings and commentaries on the surrounding world.Collage has also pushed the boundaries of animation, by incorporating other artistic forms (e.g., photography, live action, experimental cinema, literature, found sound) while exploring an array of social, cultural and political issues.In Earmarked for Collision, award-winning writer Chris Robinson (The Animation Pimp, Mad Eyed Misfits, Unsung Heroes of Animation) takes us on a tour of the history of collage animation, cataloguing the collage works of notable artists like Larry Jordan, Harry Smith, Stan Vanderbeek, Terry Gilliam, Janie Geiser, Martha Colburn, Lewis Klahr, Run Wrake, Lei Lei, Kelly Sears, Jodie Mack, and many, many others.

    1 in stock

    £18.99

  • Visual Citizenship

    Taylor & Francis Ltd Visual Citizenship

    1 in stock

    Book SynopsisThis book explores visual political engagement online how citizens participate in the dynamism of life in society by expressing their opinions and emotions on various issues of democratic life in image-based social media posts, independently of collective actions.Looking beyond large digital social movements to focus on the everyday, the book provides a well-documented and comprehensive framework of key notions, concrete methods and examples of empirical insights into everyday visual citizenship on social media. It shows how the visual has become ubiquitous in citizens' communication on social media, focusing on how citizens use visual content to express their emotions and opinions on social media platforms when they discuss politics in a large sense.With this book, every reader interested in political communication, visual communication and/or new media is fully equipped to analyse everyday visual citizenship on social media platforms.The Open Access version oTable of ContentsIntroductionPart I: ConceptsChapter 1. Everyday political expression as a citizenship practiceChapter 2. Citizenship, social media and visual culturesChapter 3. Personalised citizenshipChapter 4. Visual creativity and civic engagementChapter 5. Affective citizenshipPart II: MethodsChapter 6. Challenges to the validity of visual studiesChapter 7. Systemic functional approaches to visual contentChapter 8. Methodological standards for quantitative content analysis of social media postsChapter 9. Categories for visual content analysisChapter 10. Appraisal in text-image social media contentPart III: Empirical insightsChapter 11. The Brexit vote and its aftermath: quantitative resultsChapter 12. Opinions and emotions in text-image relationsChapter 13. Metaphoric judgement and creativity in the Brexit context

    1 in stock

    £128.25

  • The Complete Guide to Blender Graphics

    Taylor & Francis Ltd The Complete Guide to Blender Graphics

    15 in stock

    Book SynopsisBlenderTM is a free Open-Source 3D Computer Modeling and Animation Suite incorporating Character Rigging, Particles, Real World Physics Simulation, Sculpting, Video Editing with Motion Tracking and 2D Animation within the 3D Environment.Blenderis FREE to download and use by anyone for anything.The Complete Guide to Blender Graphics: Computer Modeling and Animation, Eighth Edition is a unified manual describing the operation of the program, updated with reference to the Graphical User Interface for Blender Version 3.2.2, including additional material covering Blender Assets, Geometry Nodes, and Non-Linear Animation.Divided into a two-volume set, the book introduces the program's Graphical User Interface and shows how toTable of ContentsIntroduction. The Author. Preamble. CH01 Objects in the 3D View Editor. CH02 Editing & Add-Ons. CH03 Editing with Generate Modifiers. CH04 Editing with Deform Modifiers. CH05 Editing Using Curves. CH06 Material Assignment. CH07 Rendering. CH08 Animation. CH09 Constraints. CH10 Armatures & Character Rigging. CH11 Shape Keys & Action Editors. CH12 Particle Systems. CH13 Physics and Simulation. CH14 Dynamic Paint. CH15 Geometry Nodes. CH16 Drivers. Ch17 Non Linear Animation. CH18 Rigging – Rigify – Animbox. CH19 Blender Render Engines. Index.

    15 in stock

    £50.34

  • Traveling through Video Games

    Taylor & Francis Ltd Traveling through Video Games

    15 in stock

    Book SynopsisThis book unlocks an understanding of video games as virtual travel. It explains how video game design increasingly takes cues from the promotional language of tourism, and how this connection raises issues of power and commodification.Bridging the disciplinary gap between game and tourism studies, the book offers a comprehensive account of touristic gazing in games such as The Legend of Zelda: Breath of the Wild, Minecraft, and Microsoft Flight Simulator 2020. Traveling through video games involves a mythological promise of open-ended opportunity, summarized in the slogan you can go there. Van Nuenen discusses the scale of game worlds, the elusive nature of freedom and control, and the pivotal role of work in creating a sense of belonging. The logic of tourism is fundamentally consumptivebut through design choices, players can also be invited to approach their travels more critically. This is the difference betTable of Contents1. Introduction 2. It’s All Under Control3. King of the Sandbox 4. Bigger on the Inside 5. You Can Stay Here 6. When Here Becomes There 7. Conclusion

    15 in stock

    £47.49

  • The Theory and Practice of Writing Music for

    Taylor & Francis Ltd The Theory and Practice of Writing Music for

    1 in stock

    Book SynopsisThe nature of game music charges the modern-day composer with understanding a whole host of aesthetic and technical principles unique to the medium. Based on years of working in the field, as well as teaching the subject at colleges and universities, The Theory and Practice of Writing Music for Games is an invaluable resource for those looking for a classroom tested, directed course of study.As players and composers, themselves, authors Steve Horowitz and Scott R. Looney share the inspiration and joy of game music with an emphasis on critical thinking and the creative process, exploring the parallels and distinctions to concert music, film, TV, cartoons, and other popular forms.Each chapter builds on the next and guides the reader step by step through the essentials. Along with all the theory, a multitude of clearly defined hands-on projects and exercises are included, designed to prepare the reader to go out into the field with a complete undTable of ContentsChp. 01 The Adaptive Composer Chp. 02 Building Blocks Chp. 03 The Composer's Toolbox Chp. 04 Music As Information Chp. 05 Cinematic Transitions Chp. 06 Living in Limbo Chp. 07 Get In The Game, Applied Musical Concepts Chp. 08 Middleware Music concepts & The Technical Composer Chp. 09 Advanced Approaches Chp. 10 Lessons Earned Section II Assignment 01 Composer Report Assignment 02 Create the Music Section of a GDD (Game Design Document) Assignment 03 (A) Setting Up YourWork Space Assignment 03 (B) Welcome To The Screen Shot Challenge Assignment 04 Notation Exploration Assignment 05 Classic To Modernity, The Art of Translation Assignment 06 Composing For Cinematics Assignment 07 Defining Form Assignment 08 Welcome to the Limbo Challenge Assignment 09 Gameplay Music Analysis Assignment 10 Breakout! Assignment 11 THE MUSIC MAZE Assignment 12 Mood Board Assignment 13 DAY & NIGHT Assignment 14 Create A Technical Design Document (TDD) Assignment 15 Create a Website and Artists statement

    1 in stock

    £56.99

  • Tabletop Game Accessibility

    Taylor & Francis Ltd Tabletop Game Accessibility

    1 in stock

    Book SynopsisThis foundational resource on the topic of tabletop game accessibility provides actionable guidelines on how to make games accessible for people with disabilities. This book contextualises this practical guidance within a philosophical framework of how the relatively abled can ethically address accessibility issues within game design.This book helps readers to build understanding and empathy across the various categories of accessibility. Chapters on each category introduce the science', outline the game mechanics and games that show exemplar problems, relate these to the real-world situations that every player may encounter, and then discuss how to create maximally accessible games with reference to the accessibility guidelines and specific games that show best-in-class' examples of solutions.This book will be of great interest to all professional tabletop and board game designers as well as digital game designers and designers of other physical products.

    1 in stock

    £42.74

  • Representation of Disability in Childrens Video

    Taylor & Francis Ltd Representation of Disability in Childrens Video

    1 in stock

    Book SynopsisRepresentation of Disability in Children's Video Games looks at how children's engagement with characters and stories in video games helps create the perception of disability they have as teens and adults. Drawing on child development theory supported by neuroscience, the book shows how the scaffold of information, the schema, adults have of disability is first created at a very young age as they interact through play with characters with disabilities in narrative video games.Positing that early video game play experiences should provide exposure to narrative schemas that add understanding and help create meaning about the disability represented, the book presents how such representation in children's video games maps against cognitive development and the psychomotor and cognitive needs and abilities of children 312. Through close readings of over 40 PEGI 3 and PEGI 7 (ESRB E, 10+) games and analysis of games as diverse as Backyard Baseball and Sly CooperTable of ContentsChapter 1. Introduction Chapter 2 Child Development 1: Schema, Play, the Dreamworld, and Societal Norms Chapter 3: Child Development 2: Children’s Cognitive Development Chapter 4: The Games I, Representation of Physical DisabilityChapter 5. The Games II, Neurodevelopmental Disability Chapter 6. Content Rating Systems Chapter 7: Final Words

    1 in stock

    £47.49

  • Great Games Need Great Leaders

    Taylor & Francis Ltd Great Games Need Great Leaders

    2 in stock

    Book SynopsisThis book brings together the knowledge and perspectives of numerous past and present games industry leaders and practitioners to form a clear picture of how leadership operates in a game development studio. It identifies the ways in which things are changing or can change for the better in the games industry and provides a set of tools for the reader to use in their own professional practice.Embark on a journey with this book to understand how great leaders help make great games. These leaders embrace change through a broad set of skills intended to empower and nurture the teams they find themselves responsible for. Through the lens of three fantasy roleplaying classes the Warrior, the Bard, and the Cleric readers will understand the wide variety of skills and considerations involved in leading game developers well. The book includes interviewswith games industry leadersincluding:Anna Barham, Dr Raffael Boccamazzo, Branden Buffalo, Jetha Chan, Alayna Cole, Luke Dicken, Amy

    2 in stock

    £42.74

  • Rig it Right

    CRC Press Rig it Right

    1 in stock

    Book SynopsisRig It Right! breaks down rigging so that you can achieve a fundamental understanding of the concept. The author will get you up and rigging with step-by-step tutorials covering multiple animation control types, connection methods, interactive skinning, BlendShapes, edgeloops, and joint placement, to name a few. The concept of a biped is explored as a human compared to a bird character allowing you to see that a biped is a biped and how to problem solve for the limbs at hand. Rig It Right! will take you to a more advanced level where you will learn how to create stretchy rigs with invisible control systems and use that to create your own types of rigs.This highly anticipated Third Edition features updated chapters and images, including new chapters on modeling with proper edgeloop (Rule #1!), how to Rig It Right then Rig it Fast with parallel processing, and new helpful scripts for evaluating your rig with the profiler tools.

    1 in stock

    £37.99

  • Game Design Deep Dive

    CRC Press Game Design Deep Dive

    1 in stock

    Book SynopsisThis entry in the Game Design Deep Dive series takes a look at the shooter genre: one that has grown with the times and whose influence can be felt from indie teams to major studios. Joshua Bycer breaks down the 30âplusâyear history of one of the most popular genres of the games industry to educate readers on how to design their own. This book is suitable for students and designers to learn about one of the most popular genres on the market.Key features: Discusses reflexâdriven design and the challenges and balances that go into single and multiplayer gameplay Provides a breakdown of what gunplay is and how to make your FPS design pop Draws from examples across the industry Examines the design and philosophies that went into many of the best shooters released in the past 30 years

    1 in stock

    £42.74

  • Farming Simulator Modding with Blender

    Taylor & Francis Ltd Farming Simulator Modding with Blender

    2 in stock

    Book SynopsisThis is a comprehensive guide to creating and customizing mods for the popular video game Farming Simulator within Blender. This book covers all aspects needed to create your own vehicle mods from start to finish.The book begins with a basic introduction in Blender before showing you how to prepare your hierarchy and set up pivots. You'll then learn to create physics components and how to set up your ModDesc and Vehicle XML files. The book then covers all you need to know about implementing vehicle functions before applying LOD meshes ahead of testing and finally publishing your mod on the official GIANTS ModHub.This book will appeal to all Farming Simulator modders, as well as those looking to learn game development concepts within Blender.

    2 in stock

    £35.14

  • Blender 2D Animation

    Taylor & Francis Ltd Blender 2D Animation

    1 in stock

    Book SynopsisBlender 2D Animation: The Complete Guide to the Grease Pencil, Second Edition describes how to access the Grease Pencil component in Blender and create 2D animation within the Blender 3D environment. It is assumed that the reader has no previous knowledge of the Blender program and treats 2D animation using the Grease Pencil as a standalone application. Grease Pencil is a component of the 3D modeling and animation program, Blender. Blender is a free, open-source, 3D, computer graphics, software toolset used for creating animated films, visual effects, art, 3D printed models, motion graphics, interactive 3D applications, virtual reality and computer games.Key Features A comprehensive beginner''s guide to the Grease Pencil component of Blender facets of operation is explained in short concise chapters with cross references. Written instruction is accompanied by diagram illustrations in reference to the program''s Graphical User Interface. The

    1 in stock

    £56.04

  • Race Gender and Deviance in Xbox Live

    Taylor & Francis Ltd Race Gender and Deviance in Xbox Live

    15 in stock

    Book SynopsisBy focusing on the experiences of users, gamers, and audiences inside one of the world's largest gaming communities (Xbox Live), this book provides an overview of the landscape, architecture, and socio-technical structure of console gaming. Building on previous research regarding race, gender, and technology, it provides a much-needed intersectional approach to virtual gaming communities. It draws from a wide breadth of disciplines and interviews with minoritized and marginalized users to offer an overview of the virtual oppressions these individuals navigate and resist.In this 10th Anniversary Edition, author Kishonna L. Gray introduces the audience to a perspective on console gaming environments called Multi-mediated Interactive Console Environments. This new chapter provides a necessary understanding of these dynamic digital communities, adding console games, which have been heretofore left out of conversations on gaming, to platform studies, and addressing troubling examp

    15 in stock

    £34.19

  • AlphaGo Simplified

    Taylor & Francis Ltd AlphaGo Simplified

    1 in stock

    Book SynopsisMay 11, 1997, was a watershed moment in the history of artificial intelligence (AI): the IBM supercomputer chess engine, Deep Blue, beat the world Chess champion, Garry Kasparov. It was the first time a machine had triumphed over a human player in a Chess tournament. Fast forward 19 years to May 9, 2016, DeepMind's AlphaGo beat the world Go champion Lee Sedol. AI again stole the spotlight and generated a media frenzy. This time, a new type of AI algorithm, namely machine learning (ML) was the driving force behind the game strategies.What exactly is ML? How is it related to AI? Why is deep learning (DL) so popular these days? This book explains how traditional rule-based AI and ML work and how they can be implemented in everyday games such as Last Coin Standing, Tic Tac Toe, or Connect Four. Game rules in these three games are easy to implement. As a result, readers will learn rule-based AI, deep reinforcement learning, and more importantly, how to combine the two to create po

    1 in stock

    £42.70

  • CRC Press Designing Sound for Animation

    2 in stock

    Book SynopsisSound is just as crucial an aspect to your animation as your visuals. Whether you're looking to create a score, ambient noise, dialog, or a complete soundtrack, you'll need sound for your piece. This nuts-and-bolts guide to sound design for animation will explain the theory and workings behind sound for image and provide an overview of the systems and production path to help you create your soundtrack. Follow the sound design process along with animated shorts and learn how to use the tools and techniques of the trade. Enhance your piece and learn how to design sound for animation.

    2 in stock

    £47.49

  • CRC Press The Pocket Mentor for Game Production

    1 in stock

    Book SynopsisWant to work as a producer in the video games industry? Then this is the book for you. This book provides all the essential information and guidance you need to understand the industry and get your foot on the ladder.The book covers everything from basics youâll need to understand, how to look for and apply for job opportunities, as well as the studio interview process itself. It also includes advice for what to do once youâre in the role, with chapters covering the day-to-day of working as a game producer, how to set goals for future career progression, as well as interviews with top tips from experts in the industry.This book will be of great interest to all beginner and aspiring game producers.

    1 in stock

    £30.39

  • CRC Press FrameByFrame Stop Motion

    1 in stock

    Book SynopsisSingle frame filmmaking has been around as long as film itself. It is the ancestor to modern day special effects and animation. Despite its age-old practice, single frame film making and stop-motion animation continues to influence media and culture with its magic. Current advances in technology and classic stop motion techniques, such as pixilation, time-lapse photography, and down shooting have combined to form exciting new approaches. Tom Gasekâs Frame-By-Frame Stop Motion offers hands-on experience and various tricks, tips, and exercises to help strengthen skills and produce effective results. Interviews from experts in the field offer not only inspiration but also help readers learn how to apply skills and new applications. The companion website offers further instruction, recommended films, tools and resources for both the novice and the expert.

    1 in stock

    £47.49

  • CRC Press EventDatabase Architecture for Computer Games

    1 in stock

    Book SynopsisEvent-Database Architecture for Computer Games proposes the first explicit software architecture for game development, answering the problem of building modern computer games with little or no game design.The first volume begins by describing the formal definition of software production processes in general, and the production process of computer games in particular. It introduces the two basic principles behind the software architecture that addresses the communication and productivity problems of a degenerative production process. It goes on to describe the archetypal software production process, and outlines the role that the Game Designers, Game Programmers, Game Artists, Sound Designers and Game Testers play in that process.The second volume includes a brief overview on how to optimize the results. This leads on to an exploration of how staff, especially Software Engineers, typically view optimization. It also explains how the vision of the Engineers relates to the vision of the leadership of a project or company. It describes how this leadership can also affect the efficacy of a production process, including the Event-Database Production Process.This book will be of great interest to professional game developers involved in programming roles, such as Tools Programmers, UI Programmers, Gameplay Programmers and Engineers, as well as students studying game development and programming.

    1 in stock

    £82.64

  • The Fundamentals of Video Game Literacy

    CRC Press The Fundamentals of Video Game Literacy

    1 in stock

    Book SynopsisThis book posits a novel framework for senseâmaking and meaningâmaking in the play of video games. Extending a modern, processâoriented, audienceâinclusive philosophy of artistic meaning generation, this book grapples with the question of how to personally and critically examine video games as artistic artifacts that do not have set, predetermined, standardized forms until live play is enacted. The resulting artistic product, live gameplay, expresses both the gameâs developers and its players.This book argues that players hold three separate, concurrent perspectives during play: the embodied avatar within the simulated space, the roleâplaying participant in the narrative fantasy, and the external strategist manipulating the gameâs software affordances. The exciting dynamics that arise from live gameplay are the result of the tensions and harmonies between these three parallel layers of play.Video games are systems with designed behaviors capable of a great diversity of instantiated expressions. Players are brought into that system of instantiated generation to produce truly emergent and personal gameplay. As such, players directly impact the shape and form of the gameplay artifact itself. This creates a relationship between the art, the player, and its meaning radically different from all previous art forms.This book builds around this central premise with examinations of related subjects pertaining to video game meaningâmaking, such as the ways in which video games facilitate play that is expressive of their players and the ways in which it is appropriate to compare and contextualize the differences in playersâ instantiated play activities. These subjects are designed to give readers an inâdepth understanding of the dynamics of gameplay in order to facilitate richer, more meaningful encounters with video games as cultural artifacts.This book: Provides a useful framework for enriching playersâ experiences with video game play. Helps players identify and distinguish aspects of their own and game developersâ expression in gameplay. Posits a novel framework examining the role of player as embodied avatar, roleâplayer, and strategist. Gives players appropriate questions to better interrogate the generation of meaning from within and surrounding the system of gameplay.

    1 in stock

    £54.14

  • Mastering Character Design

    CRC Press Mastering Character Design

    1 in stock

    Book SynopsisThis book is a comprehensive guide for artists looking to master character design, no matter their chosen style. It offers practical insights into the core principles used in animated projects, helping you understand how to accurately draw and construct shapes, as well as the key elements of design. The content covers not only human anatomy but also extends to animal forms, offering strategies to depict both with precision and expression.You'll learn how to draw essential features like eyes, lips, hands, and legsâboth for humans and animalsâwhile also delving into the way shapes convey musculature from various perspectives. The book emphasizes the importance of shape and size variation, and how to achieve a strong, clear silhouette.Above all, this book teaches you how to draw with intent and purpose. It focuses on making thoughtful decisions about each line to ensure clarity and informativity, while also guiding you in creating designs that are dynamic and full of life. With these skills, youâll be able to design characters with intention and draw them in a way that feels both effective and engaging.

    1 in stock

    £126.00

  • 3D Animation Essentials

    John Wiley & Sons Inc 3D Animation Essentials

    15 in stock

    Book SynopsisThe essential fundamentals of 3D animation for aspiring 3D artists 3D is everywhere--video games, movie and television special effects, mobile devices, etc. Many aspiring artists and animators have grown up with 3D and computers, and naturally gravitate to this field as their area of interest.Table of ContentsIntroduction xv Chapter 1 3D Animation Overview 1 Defining 3D Animation 1 Exploring the 3D Animation Industry 2 Entertainment 2 Scientific 4 Other 9 The History of 3D Animation 10 Early Computers 10 1960s: The Dawn of Computer Animation 11 1970s: The Building Blocks of 3D Animation 12 1980s: The Foundations of Modern Computing 14 1990s: 3D Animation Achieves Commercial Success 17 2000s: The Refining of 3D Animation 18 The Essentials and Beyond 19 Chapter 2 Getting to Know the Production Pipeline 21 Understanding the Production Pipeline’s Components 21 Working in 3D Animation Preproduction 22 Idea/Story 25 Script/Screenplay 27 Storyboard 28 Animatic/Pre-visualization 29 Design 30 Working in 3D Animation Production 33 Layout 34 Research and Development 36 Modeling 37 Texturing 39 Rigging/Setup 40 Animation 41 3D Visual Effects 41 Lighting/Rendering 42 Working in 3D Animation Postproduction 43 Compositing 44 2D Visual Effects/Motion Graphics 44 Color Correction 44 Final Output 45 Using Production Tools 45 Production Bible 46 Folder Management and Naming Conventions 52 The Essentials and Beyond 52 Chapter 3 Understanding Digital Imaging and Video 55 Understanding Digital Imaging 55 Pixels 55 Raster Graphics vs. Vector Graphics 58 Anti-Aliasing 59 Basic Graphic-File Formats 62 Channels 64 Color Depth or Bit Depth 66 Color Calibration 68 Understanding Digital Video 71 Resolution, Device Aspect Ratio, and Pixel Aspect Ratio 72 Safe Areas 74 Interlaced and Progressive Scanning 75 Compression 78 Frame Rate and Timecode 79 Digital Image Capture 80 The Essentials and Beyond 81 Chapter 4 Exploring Animation, Story, and Pre-visualization 83 Using Principles of Fine Art and Traditional Animation 83 Modeling 84 Texturing/Lighting 87 Character Animation 93 VFX 104 Building a Good Story 105 Story Arc 105 Character, Goal, and Conflict 106 The Hero’s Journey 110 Other Storytelling Principles 112 Using Pre-visualization Techniques 113 Basic Shot Framing 114 Camera Movements 126 Editing 130 The Essentials and Beyond 132 Chapter 5 Understanding Modeling and Texturing 135 Modeling 135 Polygons 136 NURBS 150 Subdivision Surfaces 153 Modeling Workflows 154 Texturing 158 UVs 160 Shaders 163 Texture Maps 167 Texturing Workflows 173 The Essentials and Beyond 174 Chapter 6 Rigging and Animation 177 Rigging 177 Parenting 179 Pivot Positions 180 Skeleton System 182 Forward and Inverse Kinematics 185 Deformers 186 Constraints 190 Scripting 191 Expressions 191 The Basic Rigging Workflow 192 Animation 193 Keyframe 196 Graph Editor 197 Timeline 202 Dope Sheet 202 Workspace 202 Tracking Marks and Ghosting 204 FK and IK 204 Video Reference 206 The Basic Animation Workflow 206 Animation Techniques 206 The Essentials and Beyond 210 Chapter 7 Understanding Visual Effects, Lighting, and Rendering 213 Creating Visual Effects 213 Particles 214 Hair and Fur 216 Fluids 218 Rigid Bodies 220 Soft Bodies 222 The Basic VFX Workflow 225 Lighting 225 Light Types 226 Light Attributes 230 Lighting Techniques 233 The Basic Lighting Workflow 236 Rendering 237 Basic Rendering Methods 237 Global Illumination 240 Advanced Shader Functions 243 The Basic Rendering Workflow 244 The Essentials and Beyond 246 Chapter 8 Hardware and Software Tools of the Trade 249 Choosing a Computer 250 Choosing a Computer Type 250 Understanding Operating Systems 252 Selecting the Components 255 Using Monitors/Displays 260 Working with Graphics Tablets 261 Using 3D Scanners 262 Setting Up Render Farms 264 Finding Data Storage Solutions 265 Local 266 Local Networked 266 Offsite 267 Cloud/Internet 267 Choosing Software 268 Comprehensive 3D Animation Packages 268 CAD 269 Compositing 269 Digital Imaging 270 3D Specialty 270 The Essentials and Beyond 272 Chapter 9 Industry Trends 275 Using Motion Capture 275 Marker Systems 276 Markerless Systems 277 Creating Stereoscopic 3D 278 Integrating Point-Cloud Data 281 Providing Real-Time Capabilities 282 Real-Time Rendering 284 Real-Time Animation 285 Real-Time Motion Performance 287 Working in Virtual Studios 288 The Essentials and Beyond 289 Appendix A Answers to Review Questions 291 Appendix B Gaining Insight into 3D Animation Education 299 Linda Sellheim 299 Larry Richman 303 Steve Kolbe 307 Appendix C Learning from Industry Pros 313 Brian Phillips 313 Jim Rivers 316 Rosie Server 321 Index 327

    15 in stock

    £25.60

  • Autodesk 3ds Max 2016 Essentials

    John Wiley & Sons Inc Autodesk 3ds Max 2016 Essentials

    15 in stock

    Book SynopsisStart animating right away with this tutorial-based guide to Autodesk 3ds Max 2016 Autodesk 3ds Max 2016 Essentials is your perfect hands-on guide to start animating quickly. Using approachable, real-world exercises, you''ll master the fundamentals of this leading animation software by following full-color screen shots step by step. Each chapter opens with a quick discussion of concepts and learning objectives, and then launches into hands-on tutorials that give you firsthand experience and a good start on preparing for the 3ds Max certification exam. You''ll learn the basics of modeling, texturing, animating, and visual effects as you create a retro-style alarm clock, animate a thrown knife, model a chair, and more. Whether you''re a complete beginner or migrating from another 3D application, this task-based book provides the solid grounding you need in Autodesk 3ds Max 2016. Model your character with polygons, meshes, and more Add motion with siTable of ContentsIntroduction xxi Chapter 1 The 3ds Max Interface 1 Navigating the Workspace 1 User-Interface Elements 1 Viewports 4 ViewCube 6 Mouse Buttons 6 Quad Menus 7 Displaying Objects in a Viewport 8 Viewport Navigation 10 Transforming Objects Using Gizmos 11 Graphite Modeling Tools Set 13 Command Panel 14 Object Parameters and Values 14 Modifier Stack 15 Objects and Sub-Objects 15 Time Slider and Track Bar 16 File Management 16 Setting a Project 16 Version Up! 18 Now You Know 18 Chapter 2 Your First 3ds Max Project 19 Setting Up a Project Workflow 19 Exercise 2.1: Setting Up a Project 20 The Secret to Accurate Modeling: Reference Material! 20 Exercise 2.2: Setting Up the Modeling Reference 21 Building a Simple Model 24 Exercise 2.3: Starting with a Primitive 24 Exercise 2.4: Modeling in Sub-Object Mode 25 Exercise 2.5: Bringing on the Bevel 29 Exercise 2.6: Chamfering Time 32 Creating Details Using Splines 38 Exercise 2.7: Building the Handle 38 Lathing, Extruding, and Beveling to Create 3D from 2D 45 Exercise 2.8: Lathing to Make a Whole 45 Exercise 2.9: Creating the Clock Numbers and Hands 48 Bringing It All Together 54 Exercise 2.10: Using Merge 54 Now You Know 56 Chapter 3 Modeling in 3ds Max: Architectural Model Part I 57 Setting Up the Scene 58 Exercise 3.1: Setting Up Units 58 Exercise 3.2: Importing a CAD Drawing 59 Building the Room 63 Exercise 3.3: Creating the Walls 63 Exercise 3.4: Creating the Doors 66 Exercise 3.5: Creating the Window 69 Exercise 3.6: Adding a Floor and a Ceiling 71 Adding Special Details to the Room 74 Exercise 3.7: Creating Baseboard Moldings 75 Now You Know 82 Chapter 4 Modeling in 3ds Max: Architectural Model Part II 83 Modeling the Couch 83 Exercise 4.1: Blocking Out the Couch Model 84 Exercise 4.2: Using NURMS to Add Softness 86 Exercise 4.3: Building Detail on the Couch Model 89 Exercise 4.4: Creating the Chaise Lounge 92 Exercise 4.5: Modeling the Couch Feet 95 Modeling the Lounge Chair 97 Exercise 4.6: Creating Image Planes 98 Exercise 4.7: Adding the Images 99 Exercise 4.8: Building the Splines for the Chair Frame 100 Exercise 4.9: Building the Chair Cushion 106 Exercise 4.10: Creating the Chair’s Base 108 Bringing It All Together 113 Now You Know 115 Chapter 5 Introduction to Animation 117 Animating the Ball 118 Exercise 5.1: Setting Keyframes 118 Exercise 5.2: Copying Keyframes 120 Exercise 5.3: Using the Track View - Curve Editor 121 Reading Animation Curves 124 Refining the Animation 126 Exercise 5.4: Editing Animation Curves 127 Exercise 5.5: Squash and Stretch 129 Exercise 5.6: Setting the Timing 131 Exercise 5.7: Moving the Ball Forward 132 Exercise 5.8: Using the XForm Modifier 135 Exercise 5.9: Animating the XForm Modifier 136 Exercise 5.10: Correcting the Rotation 137 Now You Know 138 Chapter 6 Animation Principles 139 Anticipation and Momentum in Knife Throwing 139 Exercise 6.1: Blocking Out the Animation 139 Exercise 6.2: Working with Trajectories 142 Exercise 6.3: Adding Rotation 144 Exercise 6.4: Adding Anticipation 146 Exercise 6.5: Following Through 148 Exercise 6.6: Transferring Momentum to the Target 149 Now You Know 152 Chapter 7 Character Modeling Part I 153 Setting Up the Scene 153 Exercise 7.1: Creating the Image Planes 154 Exercise 7.2: Adding the Images to the Planes 155 Blocking Out the Alien Model 156 Exercise 7.3: Forming the Torso 157 Exercise 7.4: Creating Symmetry 161 Exercise 7.5: Blocking Out the Arms 162 Exercise 7.6: Blocking Out the Leg 167 Exercise 7.7: Refining the Body 172 Exercise 7.8: Building the Neck 179 Now You Know 184 Chapter 8 Character Modeling Part II 185 Creating the Alien Head 185 Exercise 8.1: Blocking Out the Head 185 Exercise 8.2: Building the Nose and Eye 188 Building the Alien Hand 194 Exercise 8.3: Building the Palm of the Hand 194 Exercise 8.4: Beveling the Fingers 196 Building the Foot 203 Exercise 8.5: Blocking Out the Foot 203 Exercise 8.6: Beveling the Toes 205 Completing the Alien 208 Exercise 8.7: Attaching to the Body 208 Exercise 8.8: Using Symmetry 214 Exercise 8.9: Finishing the Head 215 Now You Know 220 Chapter 9 Introduction to Materials 221 Navigating the Slate Material Editor 221 Identifying the Standard Material 223 Standard Materials 223 Identifying the mental ray Material 224 Identifying Shaders 224 Building Materials for the Couch 225 Exercise 9.1: Creating a Standard Material 225 Exercise 9.2: Applying the Material to the Couch 226 Exercise 9.3: Adding a Bitmap 228 Exercise 9.4: Mapping Coordinates 230 Exercise 9.5: Adding Materials to the Feet 232 Exercise 9.6: Applying a Bump Map 234 Building Materials for the Lounge Chair 236 Exercise 9.7: Creating a Leather Material for the Chair Cushion 236 Exercise 9.8: Creating a Reflective Material 238 Building Materials for the Window 241 Exercise 9.9: Creating a Multi/Sub-Object Material 242 Now You Know 247 Chapter 10 Textures and UV Workflow: The Alien 249 Defining UVs on the Alien’s Body 250 Exercise 10.1: Seaming the Alien’s Body 250 Unwrapping UVs on the Alien’s Body 256 Exercise 10.2: Unwrapping the Alien’s Arm 257 Exercise 10.3: Unwrapping the Alien’s Body 261 Exercise 10.4: Arranging the Alien’s UVs 263 Building and Applying Material to the Alien 266 Exercise 10.5: Applying the Color Map 266 Exercise 10.6: Applying the Bump Map 267 Exercise 10.7: Applying the Specular Map 269 Now You Know 271 Chapter 11 Character Studio: Rigging 273 Character Studio Workflow 273 General Workflow 274 Associating a Biped with the Alien Model 276 Exercise 11.1: Creating and Modifying the Biped 276 Exercise 11.2: Adjusting the Torso and Arms 283 Exercise 11.3: Adjusting the Neck and Head 285 Skinning the Alien Model 287 Exercise 11.4: Applying the Skin Modifier 288 Exercise 11.5: Testing the Model 288 Exercise 11.6: Tweaking the Skin Modifier 290 Exercise 11.7: Testing the Alien Model Rig 294 Exercise 11.8: Controlling the View 296 Now You Know 298 Chapter 12 Character Studio: Animation 299 Animating the Alien 299 Exercise 12.1: Adding a Run-and-Jump Sequence 300 Freeform Animation 302 Exercise 12.2: Moving the Head 302 Exercise 12.3: Moving the Arms 305 Exercise 12.4: Completing the Motion Sequence 307 Modifying Animation in the Dope Sheet 308 Exercise 12.5: Adding Footsteps Manually 308 Exercise 10.6: Using the Dope Sheet 309 Now You Know 314 Chapter 13 Introduction to Lighting: Interior Lighting 315 Recognizing 3ds Max Lights 315 Standard Lights 316 Target Spotlight 316 Target Direct Light 318 Free Spot or Free Direct Light 319 Omni Light 320 Lighting a Still Life 321 Exercise 13.1: Setting Up the Basic Lights for the Scene 322 Exercise 13.2: Adding Shadows 325 Exercise 13.3: Adding a Fill Light 326 Exercise 13.4: Setting Up the Fill Light Attenuation 328 Selecting a Shadow Type 330 Atmospherics and Effects 332 Exercise 13.5: Creating a Volume Light 332 Volume Light Parameters 337 The Light Lister 338 Now You Know 339 Chapter 14 3ds Max Rendering 341 Navigating the Render Setup Dialog 341 Common Tab 342 Choosing a Filename 343 Rendered Frame Window 344 Render Processing 344 Assign Renderer 345 Rendering a Scene 346 Exercise 14.1: Rendering the Bouncing Ball 346 Working with Cameras 348 Exercise 14.2: Creating a Camera 350 Exercise 14.3: Animating a Camera 352 Exercise 14.4: Clarifying Safe Frames 354 Raytraced Reflections and Refractions 356 Exercise 14.5: Creating Reflections with Raytrace Material 357 Exercise 14.6: Raytrace Mapping 359 Exercise 14.7: Using the Raytrace Material to Create Refractions 360 Exercise 14.8: Using Raytrace Mapping to Create Refractions 363 Rendering the Interior and Furniture 365 Exercise 14.9: Adding Raytraced Reflections 365 Exercise 14.10: Outputting the Render 367 Now You Know 368 Chapter 15 mental ray 369 Navigating the mental ray Renderer 369 Exercise 15.1: Enabling the mental ray Renderer 369 mental ray Sampling Quality 370 Navigating the Final Gather Parameters 372 Basic Group 373 Advanced Group 374 The mental ray Rendered Frame Window 375 Navigating mental ray Materials 376 Exercise 15.2: Setting Up the Material Editor 376 Exercise 15.3: Using Arch & Design Material Templates 377 Exercise 15.4: Creating Arch & Design Materials 381 Exercise 15.5: Using the Multi/Sub-Object Material and Arch & Design 383 Using Photometric Lights with mental ray 385 Exercise 15.6: Using Photometric Lights in mental ray Renderings 385 Using the Daylight System 391 Exercise 15.7: Using the Daylight System in mental ray Renderings 391 Now You Know 396 Appendix Autodesk 3ds Max Certification 397 Index 401

    15 in stock

    £35.09

  • Composing Music for Games

    Taylor & Francis Ltd Composing Music for Games

    15 in stock

    Book SynopsisComposing Music for Games  is a guidebook for launching and maintaining a successful career as a video game composer. It offers a pragmatic approach to learning, intensified through challenging project assignments and simulations. Author Chance Thomas begins with the foundation of scoring principles applicable to all media, and then progresses serially through core methodologies specific to video game music. This book offers a powerful blend of aesthetic, technique, technology and business, which are all necessary components for a successful career as a video game composer.Table of ContentsDedicationIntroductionPERSPECTIVEThe Language of Music ScoringPRINCIPLESChapter 1 - Timeless Principles of Music ScoringChapter 2 - Distinguishing Principles of Video Game Scoring Chapter 3 - Applied Principles in Music Design TECHNIQUESChapter 4 - Basic Music Scoring Techniques for GamesChapter 5 - Advanced Music Scoring Techniques for GamesPROCESSESChapter 6 - Music CompositionChapter 7 - Music ProductionChapter 8 - Music Implementation BUSINESSChapter 9 - Tuning Up for SuccessChapter 10 - Hunting and GatheringChapter 11 - Money MattersChapter 12 - Lifestyle ManagementEVOLUTIONChapter 13 - Disruptive InnovationChapter 14 - Contemporary VanguardsChapter 15 - Career PhilanthropyAPPENDAGESAcknowledgementsIndexAbout the Author

    15 in stock

    £50.34

  • VR Developer Gems

    Taylor & Francis Ltd VR Developer Gems

    1 in stock

    Book SynopsisThis book takes the practicality of other Gems series such as Graphics Gems and Game Programming Gems and provide a quick reference for novice and expert programmers alike to swiftly track down a solution to a task needed for their VR project. Reading the book from cover to cover is not the expected use case, but being familiar with the territory from the Introduction and then jumping to the needed explanations is how the book will mostly be used. Each chapter (other than Introduction) will contain between 5 to 10 tips, each of which is a self-contained explanation with implementation detail generally demonstrated as pseudo code, or in cases where it makes sense, actual code. Key Features Sections written by veteran virtual reality researchers and developers Usable code snipits that readers can put to immediate use in their own projects. Tips of value both to readers entering the field as well as those looking for solutions that eTrade Review"This is a highly valuable resource, chiefly for developers with considerable technical background in computer graphics and/or programming." - J. Brzezinski, McHenry County College, CHOICE Reviews, Highly recommended Table of ContentsChapter 1: Introduction. Chapter 2: 2. Extending existing renderers for VR. Chapter 3: User interfaces for Smartphone- VR. Hapetr 4: Navigating through the virtual world. Chapter 5: Image warping & blending. Chapter 6: Real-time rendering techniques for VR. Chapter 7: Foolimng the user. Chapter 8: VR on a Raspberry Pi:

    1 in stock

    £117.00

  • Situational Game Design

    Taylor & Francis Ltd Situational Game Design

    1 in stock

    Book SynopsisSituational Design lays out a new methodology for designing and critiquing videogames. While most game design books focus on games as formal systems, Situational Design concentrates squarely on player experience. It looks at how playfulness is not a property of a game considered in isolation, but rather the result of the intersection of a game with an appropriate player. Starting from simple concepts, the book advances step-by-step to build up a set of practical tools for designing player-centric playful situations. While these tools provide a fresh perspective on familiar design challenges as well as those overlooked by more transactional design paradigms.   Key FeaturesIntroduces a new methodology of game design that concentrates on moment-to-moment player experienceProvides practical design heuristics for designing playful situations in all types of gamesOffers groundbreaking techniques for designing non-inteTable of ContentsCh 1 Epistemology. Ch 2 Constraints. Ch 3 Situations. Ch 4 Interactivity. Ch 5 Choices. Ch 6 Consequences. Ch 7 Anticipation. Ch 8 Goals. Ch 9 Perrformance. Ch 10 Narrative. Ch 11 Meaning.

    1 in stock

    £42.74

  • Animation A World History

    Taylor & Francis Ltd Animation A World History

    15 in stock

    Book SynopsisA continuation of 1994's groundbreaking Cartoons, Giannalberto Bendazzi's Animation: A World History is the largest, deepest, most comprehensive text of its kind, based on the idea that animation is an art form that deserves its own place in scholarship. Bendazzi delves beyond just Disney, offering readers glimpses into the animation of Russia, Africa, Latin America, and other often-neglected areas and introducing over fifty previously undiscovered artists. Full of first-hand, never before investigated, and elsewhere unavailable information, Animation: A World History encompasses the history of animation production on every continent over the span of three centuries. Volume I traces the roots and predecessors of modern animation, the history behind Émile Cohl''s Fantasmagorie, and twenty years of silent animated films. Encompassing the formative years of the art form through its Golden Age, this book accounts for animation history through 1950 and Table of ContentsVol 1: FOUNDATIONS BEFORE FANTASMAGORIE THE SILENT PIONEERS SILENT AMERICA 1 SILENT AMERICA 2 SILENT EUROPE SILENT ASIA SILENT LATIN AMERICA SILENT AFRICA SILENT OCEANIA THE GOLDEN AGE AMERICA LAUGHS! EUROPE SOVIET UNION ASIA LATIN AMERICA AFRICA

    15 in stock

    £44.64

  • Photojournalism

    Taylor & Francis Ltd Photojournalism

    1 in stock

    Book SynopsisPhotojournalism: The Professionals' Approach is the definitive book on photojournalism, delivering a blend of insightful interviews with professionals, practical techniques, up-to-date coverage of equipment and camera technology, and high-impact photographs. Trade Review"The author crafted this book primarily by talking to and working with professional photojournalists, dedicated news photographers... The author covers a lot of ground, and in great depth, ranging from equipment to various types of photojournalism (sports, features, general news, etc.) to ethics and law. There’s a very interesting chapter on the history of photos in journalism. And the final chapter provides great advice about how to move from photography in general to photojournalism, including info on the value of a degree in photojournalism, internships, and freelancing (beginners should read this first)." - Peter Bauer, KelbyOneTable of Contents Assignment; Spot News; General News; Features; Portraits; Sports; Photo Editing; Camera Bag; Strobe; Covering the Issues 202; Photo Story; Audio for Video; Illustration; Ethics; Law; History; Turning Pro; Digital Darkroom History;

    1 in stock

    £58.89

  • The Pyramid of Game Design

    Taylor & Francis Ltd The Pyramid of Game Design

    15 in stock

    Book SynopsisGame design is changing. The emergence of service games on PC, mobile and console has created new expectations amongst consumers and requires new techniques from game makers.In The Pyramid of Game Design, Nicholas Lovell identifies and explains the frameworks and techniques you need to deliver fun, profitable games. Using examples of games ranging from modern free-to-play titles to the earliest arcade games, via PC strategy and traditional boxed titles, Lovell shows how game development has evolved, and provides game makers with the tools to evolve with it. Harness the Base, Retention and Superfan Layers to create a powerful Core Loop. Design the player Session to keep players playing while being respectful of their time. Accept that there are few fixed rules: just trade-offs with consequences. Adopt Agile and Lean techniques to learn what you need you learn quickly Use analytics, paiTable of ContentsAuthor Chapter 1 ◾ The Pyramid Chapter 2 ◾ The Base Layer Chapter 3 ◾ The Retention Layer Chapter 4 ◾ The Core Loop and the Gearbox Chapter 5 ◾ The Session and the On-Ramp Chapter 6 ◾ The Session: Playtime, the Off-Ramp and Return Hook Chapter 7 ◾ The Superfan Layer Chapter 8 ◾ What Will People Pay For? Chapter 9 ◾ Production-Centric versus Design-Centric Chapter 10 ◾ How to Develop a Service Game Chapter 11 ◾ How to Prototype and When to Pivot Chapter 12 ◾ Production Chapter 13 ◾ Managing Creativity Chapter 14 ◾ Marketing Your Launch Chapter 15 ◾ Metrics Chapter 16 ◾ Ethics Chapter 17 ◾ The Pyramid of Game Design Afterword 279 ACKNOWLEDGEMENTS GLOSSARY ENDNOTES BIBLIOGRAPHY SOFTOGRAPHY INDEX

    15 in stock

    £42.74

  • Game Audio with FMOD and Unity

    Taylor & Francis Ltd Game Audio with FMOD and Unity

    15 in stock

    Book SynopsisGame Audio with FMOD and Unity introduces readers to the principles and practice of game audio through the process of creating their own First Person Shooter (FPS) game. All the basics are covered, as well as a simple introduction to coding. Using the free software Unity and FMOD Audio Middleware, the reader will be able to create a game of their own and develop a portfolio that demonstrates their capacities in interactive sound design. Perfect for classroom use or independent study, Game Audio with FMOD and Unity also comes with a full suite of audio assets provided on a companion website. Table of ContentsContentsList of FiguresPrefaceChapter 1: Game EnginesChapter 2: Audio MiddlewareChapter 3: Game Audio vs Film SoundChapter 4: Getting Started with FMODChapter 5: LoopingChapter 6: 2D vs 3D SoundChapter 7: Getting Started in UnityChapter 8: Level Building in UnityChapter 9: Exploring the Game EnvironmentChapter 10: Integrating FMOD and UnityChapter 11: Interactive Game ObjectsChapter 12: Crate SoundsChapter 13: Putting the "S" into FPSChapter 14: Changing FootstepsChapter 15: The Enemies Shoot BackChapter 16: ParametersChapter 16b: Parameters 2Chapter 16b: Bonus Chapter – Parameters 2Chapter 17: Signal Routing in FMODChapter 18: FMOD Effect PluginsChapter 19: Ambience and TransceiversChapter 20: Real-Time MixingChapter 21: Mix SnapshotsChapter 22: The Health SystemChapter 23: Game Over Man!Chapter 24: Game Music Part 1 – VariationChapter 25: Game Music Part 2 – Parameter ControlChapter 26: Setting Up Unity for MusicChapter 27: Mixing the Game – SidechainsChapter 28: Optimizing the GameChapter 29: Building the GameIndex

    15 in stock

    £47.49

  • The FORCE Companion

    Taylor & Francis Ltd The FORCE Companion

    1 in stock

    Book SynopsisSwendly Benilia shares with us simple and tangible tips and tricks to understanding and drawing FORCE across hundreds of drawings full of dunamism and energy! This book is an expellant companion to the FORCE brand since it delivers hundreds of FORCE drawings with succinct notations, filtered and approved by Mike Mattesi, about how to improve your FORCE drawing skillsKey Features: Hundreds of dynamic FORCE drawing that inspire the reader to see and draw FORCE Succinct tips and tricks keep it light and educational The tips and tricks not only explain how but also why the drawings are successful. This is unique to the FORCE Drawing method Each page shares numerous drawing around a FORCE idea with a short paragraph to further clarify the FORCE tip or trick. Explaining to the reader why the drawings work increases their ability of achieving the same level of excellence SwTable of ContentsChapter 1: FORCE Basics. Chapter 2: FORCE Form. Chapter 3: FORCE Shape.

    1 in stock

    £117.00

  • GPU PRO 360 Guide to GPGPU

    Taylor & Francis Ltd GPU PRO 360 Guide to GPGPU

    15 in stock

    Book SynopsisWolfgang Engel's GPU Pro 360 Guide to GPGPU gathers all the cutting-edge information from his previous seven GPU Pro volumes into a convenient single source anthology that covers general purpose GPU. This volume is complete with 19 articles by leading programmers that focus on the techniques that go beyond the normal pixel and triangle scope of GPUs and take advantage of the parallelism of modern graphics processors to accomplish such tasks. GPU Pro 360 Guide to GPGPU is comprised of ready-to-use ideas and efficient procedures that can help solve many computer graphics programming challenges that may arise. Key Features: Presents tips & tricks on real-time rendering of special effects and visualization data on common consumer software platforms such as PCs, video consoles, mobile devices Covers specific challenges involved in creating games on various platforms Explores the latest developmenTable of ContentsCh 1 2D Distance Field Generation with the GPU; Ch 2 Order-Independant Transparency uing Per-Pixel Linked Lists; Ch 3 Simple and Fast Fluids; Ch 4 A fast Poison Solver for OpenCL using Multigrid Methods; Ch 5 Volumetric Transparency with Per-Pixel Fragment Lists; Ch 6 Practical Binary Surface and Solid Voxelization with Direct3D 11; Ch 7 Interactive Ray Tracing Using the Compute Shader in DirectX 11; Ch 8 Bit-Trail Traversal for Stackless LBVH on DirectCompute; Ch 9 Real-Time JPEG Compression Using Direct Compute; Ch 10 Gair Simulation in TressFX; Ch 11 Object-Order Ray Tracing for Fully Dynamic Scenes; Ch 12 Quad Trees on the GPU; Ch 13 Two-Level Constraint Solver and Pipelined Local Batching for Rigid Body Simulation on GPUs; Ch 14 Non-separable 2D, 3D, and 4D Filtering with CUDA; Ch 15 Compute-Based Tiled Culling; Ch 16 Rendering Vector Displacement-Mapped Surfaces in a GPU Ray Tracer; Ch 17 Smooth Probabistic Ambient Occlusion for Volume Rendedring. Ch 18 Octree Mapping from a Depth Camera. Ch 19 Interactive Sparse Eulerian Fluid

    15 in stock

    £56.47

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