Digital animation Books

190 products


  • FORCE Fabric

    Taylor & Francis Ltd FORCE Fabric

    2 in stock

    Book SynopsisThe nude figure defines the best way to learn the fundamentals of drawing, yet the end goal of most art presents clothed figures, be it animation, video games, film, or fine art. This sixth book in the FORCE' series instructs artists on how to understand fabric with FORCE, thus leading to improved drawings of clothed figures. Expertly organized and beautifully illustrated, the book instructs artists to see clothing in a new way, through FORCE. Michael's clear, concise, and informal writing coupled with Mritunjay and Michael's FORCE drawings of clothed models comprehensibly informs you, the curious artist, to identify and draw FORCE clothing.Key Features: The unique, dynamic FORCE Drawing learning system that has helped thousands of artists enhance their figure drawing abilities now brings clothing to the figure! Easy to follow fundamentals on drawing clothed figures for games, animation, film, or fine art A clear, organized, and undTable of ContentsForeword. Special Thanks. Author. Introduction. Key Concepts. Chapter 1: FORCE Fabric. Chapter 2: Folds. Chapter 3: Clothing Fit Types. Chapter 4: Process. Chapter 5: Texture. Index.

    2 in stock

    £35.14

  • The Theory and Practice of Motion Design

    Taylor & Francis Ltd The Theory and Practice of Motion Design

    15 in stock

    Book SynopsisThis collection offers an expansive, multiplatform exploration of the rapidly-expanding area of motion design and motion graphics, taking into account both theoretical questions and creative professional practice. Spanning interaction design, product interfaces, kinetic data visualizations, typography, TV and film title design, brand building, narrative storytelling, history, exhibits and environments, editors R. Brian Stone and Leah Wahlin offer an interdisciplinary range of academic essays and professional interviews that together form a dialogue between motion design theory and professional practice.Written for both those critically engaged with motion design as well as those working or aspiring to work professionally in the field, the book features a range of international contributors and interviews with some of the best-known designers in the field, including Kyle Cooper, Karin Fong, and Daniel Alenquer. The Theory and Practice of Motion Design <Trade Review"A riveting collection of essays, providing the unique point of view of some of the most inspired members of our industry. Whether you are interested in the science or the practical aspects of this field, this book is certain to provide rare insight, education and inspiration."—Alberto Scirocco, President / Creative Director, leftchannel"R. Brian Stone and Leah Wahlin have produced the best book on designing for motion since Peter von Arx’s classic Film Design. Their new book The Theory and Practice of Motion Design should be required reading for anyone concerned with how words and information move on screen and how movement contributes to meaning."—Hugh Dubberly, Co-founder, Dubberly Design Office; Fellow AIGA SF; Member of the ACM SIGCHI Academy"Instead of a ‘how-to’ book, this is a ‘how-to-think-about’ book that delivers on its title, combining the history and intellectual underpinnings of motion design with the insights of contemporary design professionals…a thoughtful response to the profession’s shift from the mute flat-land of print to today’s rich, multi-dimensional options for communications."—Christopher Pullman, Senior Critic, Motion Design, Yale University School of Art; Former VP of Design and Visual Communications, WGBH, Public Broadcasting in BostonTable of ContentsIntroduction: A dialogue on the theory and practice of motion design - R. Brian StonePart 1: Theoretical PerspectivesSection 1: Interdisciplinary Influences and OriginsLiberating Words from the Printed Page - Dan BoyarskiThe Evolution of the Motion Graphic Design Discipline Seen Through Its Definitions Over Time - Clarisa E. CarubinMotion in Graphic Design: An Interdisciplinary Teaching Approach - Camila Afanador-LlachRe-framing Design: Form, Meaning and Media - Jennifer BernsteinSection 2: Communication TheoryFigures of Speech Applied to Motion Design - Bruno RibeiroOn the Semiotics of Title Sequences: Three Modes of Text-Image Composition - Michael BetancourtTowards the Cumulative Effect of Expository Motion Graphics: How Visual Explanations Resonate with Audiences - Spencer BarnesSection 3: Science and PerceptionMotion Attracts Attention - Elaine FroehlichA conversation with Daniel Alenquer, Playerium Part 2: Practice & ApplicationSection 1: Brand Building and IdentitiesA conversation with Guy Wolstenholme and Jon Hewitt, Moving BrandsIdentities in Motion: Logo Introductions as Brand-Building Narratives - David PeacockA conversation with Jakob Trollbäck, Trollbäck+CompanySection 2: Interface and Interaction DesignNavigating VOX/UI: The Integration of Motion in a Voice-Controlled Information System - Andre MurnieksA conversation with Jeff Arnold, Microsoft Energetic Alpha: A Design Continuum Created Through Collaboration - Gretchen C. Rinnert, Aoife Mooney, and Marianne MartensSection 3: Narrative and StorytellingA conversation with Kyle Cooper, Prologue Films The Blurry Intersection of Illustration and Motion Design - Adam OsgoodA conversation with Karin Fong, Imaginary ForcesSection 4: Space and EnvironmentMotion Design in the Context of Place - Cotter Christian and Catherine NormoyleMotion Design and its Impact on Audiences – from Theory to Practice - Christina LyonsSection 5: Experimental Visualizations & New ApplicationsFragmented Motion: Split-Screen and Asynchronous Video - Steven HoskinsA conversation with Isabel Meirelles, author of Design for Information A conversation with Matt Pasternack, InfoMotion Section 6: Educating Motion DesignersNotes on Education - R. Brian StoneTeaching Motion Literacy through Music Visualization - Heather ShawConversations on Educating Motion DesignersKyle Cooper Daniel Alenquer Karin Fong Guy Wolstenholme and Jon Hewitt Isabel Meirelles Jakob Trollbäck Index

    15 in stock

    £36.09

  • The Game Audio Strategy Guide

    Taylor & Francis The Game Audio Strategy Guide

    3 in stock

    Book SynopsisThe Game Audio Strategy Guide is a comprehensive text designed to turn both novices and experienced audio designers into technical game audio pros. Providing both a theoretical foundation and practical insights, The Game Audio Strategy Guide offers a thorough look at the tools and methods needed to create industry-quality music and sound design for games. The text is supported by an extensive companion website, featuring numerous practical tutorials and exercises, which allows the reader to gain hands-on experience creating and implementing audio assets for games.The Game Audio Strategy Guide is the essential manual for anyone interested in creating audio for games, inside or outside the classroom.Trade Review"If you’re interested in the world of game sound, you need this book! I couldn’t be more excited that this book exists and wish I had had such a comprehensive and well-organized handbook when I was starting out as a sound designer/composer. Gina and Spencer take us through a complete overview of the craft and the skills involved in this growing field where sound is an essential component of game development. They shed light on the creative process, the technical skills, and the practicalities, from sound and music creation to game audio implementation. This book is a culmination of Gina and Spencer's many years of professional experience wrapped into an accessible and effective guide. Not to mention, they are seasoned educators, so as you can imagine this book is not only bursting with invaluable tips from professionals, but it’s also instructive and even includes assignments and additional practical information on a companion website to make sure the concepts really hit home. That combination is invaluable and an enormous help! A must-read for up-and-coming game audio folks, in my opinion." - Michele Darling, professional sound designer and assistant chair of Electronic Production and Design at Berklee College of Music, Boston, USA"This is an astonishing achievement. It is the definitive book of reference that the industry has needed for years. It will help guide a whole new generation of creative technical audio professionals into this immensely challenging and rewarding area of the video games industry. If you have any serious interest in video games audio or music, you must read this book." - Guy Michelmore, composer"A delightful and useful addition to the Game Audio Toolbox of Your Mind (and bookshelf!)" - George Alistair Sanger, "The Fat Man""The Game Audio Strategy Guide is a comprehensive text for anyone wanting to better understand the nuts and bolts of music composition and sound design for games. In their information-packed treatise, Gina and Spencer provide an excellent roadmap for understanding the complex and not-so-straightforward art of game music and sound." - Brian Schmidt, executive director, GameSoundCon and Brian Schmidt Studios, LLC, USA"This exciting book is a comprehensive 'walkthrough' of the creative processes of game audio. It uses the experience of industry professionals in tandem with theoretical discussion to present practical wisdom in an accessible manner. The book encourages readers to become reflective, innovative composers and sound designers. A strategy guide, yes, but absolutely no cheating!" - Dr Tim Summers, lecturer in Music, Royal Holloway University of London, UK, author of Understanding Video Game Music and co-founder, Ludomusicology Research Group''The Game Audio Strategy Guide is a dense educational textbook that packs as much information as possible into a single source and aims to fulfill multiple goals. The authors present a theoretical and practical framework that covers all major aspects of game audio (sound design, composition, implementation, business) from the fundamentals all the way to advanced topics. It aims to bridge the gap between academia and industry practice.A noteworthy feature of this book is its detailed companion website, which is actually a vital part of the reading experience, an approach that might bring its own advantages and disadvantages. The website adds a considerable amount of essential information, detailed clarifications, examples, and practical exercises for each chapter.As an educator, I cannot think of another game audio book that provides that much combined value to its readers in such an expanded range of topics that touch on both a theoretical and a practical perspective. If a student wishes to buy only one educational book on game audio, I think this is it!'' - Marios Aristopoulos, Journal of Sound and Music in GamesTable of ContentsForeword Preface Acknowledgements INTRODUCTION 1. Getting Started Our Goals for this Textbook Overview and Learning Outcomes Who Should Read this Book? How to Use this Book Requisite Knowledge Theoretical Framework Practical Framework, A.K.A. Companion Website (Sound Lab)? Visiting Artist’s Tips Key Terms Further Reading Game Audio Game Development Roles Defined Essential Soft Skills and Tools For Game Audio Production Cycle and Planning Research Making Use of Downtime PART ISound Design 2. The Basics of Nonlinear Sound Design What is Nonlinear Sound Design? The Sound Design Process Challenges in Nonlinear Sound Design Exploring Immersion and Interactivity Essential Skills for Sound Designers 3. Designing Sound Dynamic Audio Sound Effects The Function of Sound in Games Designing the Sonic Palette Choosing the Right Source for Your Sonic Palette Sourcing Audio from Libraries Sourcing Sounds through Synthesis Sourcing Audio through Studio and Field Recording Field Recording Microphone Choice and Placement Performing Sound with Props Location Scouting and Preparation Designing Sound Effects Sound Design Techniques Effects Processing as a Sound Design Tool Putting It All Together 4. Voice Production Dialogue vs. Voice-Over PART IIMusic 5. The Basics of Nonlinear Music What is Nonlinear Music? Challenges of Nonlinear Music Writing Essential Skills for the Game Composer Exploring Music as an Immersive Tool Diegetic vs. Non-Diegetic Music Production Cycle and Planning Working with a Team Platforms and Delivery 6. Composing Music Generating Musical Ideas and the Creative Cycle Starting Points for Musical Composition Composing Game Music Form and Structure in Game Music 7. Arranging and Orchestration for Games Genre and Style Considerations Foundations of Musical Texture in Games Arranging and Orchestrating Using Samples Templates Template Planning The Orchestral Instruments Writing for String Samples Writing for Woodwind and Brass Samples Writing for Choir Samples Writing for Percussion Samples Writing for Full Sampled Orchestra Advanced Orchestration and Arranging for Live Ensembles Working with Synthetic Timbres Other Styles of Arranging in Game Music PART IIIImplementation 8. Audio Implementation Implementation Basics Dialogue Systems Dynamic Mix Systems Resource Management and Performance Optimization Testing, Debugging, and QA 9. Music Implementation Approaching Implementation Arranging and Orchestration as Implementation Advanced Vertical Techniques Advanced Horizontal Techniques Adding Randomness and Variation Composing Complex Adaptive Systems Using Middleware Aesthetic Creativity and Composing Outside the Box Tools for Experimentation Pure Data Simplicity vs. Complexity in Game Music PART IVBusiness and Networking 10. The Business of Games, Part I: What Do We Do Now? Career Development: Overview and Philosophy Selecting Tangible Goals The Pyramid of Sustainability Career Paths in Game Audio 11. The Business of Games, Part II: Gigs, Gigs, Gigs! Networking and Creating Value Demonstrating Value Finding Work Business and Price Considerations The Final Bid Navigating Contracts 12. Your Game Audio Strategy Guide Audio Creator as Game Developer Index

    3 in stock

    £66.49

  • Once Upon a Pixel

    Taylor & Francis Ltd Once Upon a Pixel

    15 in stock

    Book SynopsisOnce Upon a Pixel examines the increasing sophistication of storytelling and worldbuilding in modern video games. Drawing on some of gaming's most popular titles, including Red Dead Redemption 2, The Last of Us, Horizon Zero Dawn, and the long-running Metal Gear Solid series, it is a pioneering exploration into narrative in games from the perspective of the creative writer. With interviews and insights from across the industry, it provides a complete account of how Triple-A, independent, and even virtual reality games are changing the way we tell stories. Key Features A fresh perspective on video games as a whole new form of creative writing. Interviews with a range of leading industry figures, from critics to creators. Professional analysis of modern video game script excerpts. Insights into emerging technologies and the future of interactive storytelling.Table of Contents1 Interview with Walt Williams 1 2 Interview with Brooke Maggs 17 3 Something to Fight for: The Last of Us and the Language of Linear Games 29 4 Interview with Brendan Keogh 57 5 This is Snake: The Storytelling Legacy of the Metal Gear Series 71 6 Interview with Anna Anthropy 93 7 New Horizons: Open Worlds and Storyfeel 105 8 Interview with Damon Reece 123 9 Dear Reader: Virtual Reality and the Narrative Frontier 133 10 Interview with Lincoln Davis, Tam Armstrong, and Shauna Sperry 145 11 Interview with Tomasz Bednarz 157 12 Conclusion 167

    15 in stock

    £44.64

  • Dungeons and Desktops

    Taylor & Francis Ltd Dungeons and Desktops

    1 in stock

    Book SynopsisComputer role-playing games (CRPGs) are a special genre of computer games that bring the tabletop role-playing experience of games such as Dungeons & Dragons to the computer screen. Thisnew edition inlcudes two new chapters: The Modern Age, and a chapter on Indies and Mobile CRPGs. The new modern age chapter will cover, among other topics, Kickstarter/FIG crowdfunded projects such as Torment: Tides of Numenera and Pillars of Eternity. It''ll also bring the book up to date with major games such as Dragon Age, Witcher, Skyrim. Expanded info in first chapter about educational potential of CRPGs. Color figures will be introduced for the first time. Key Featuresgives reviews of hundreds of games across many platforms. comprehensive book covering the history of computer RPGs.comprehensive index at the back, letting you quickly look up your favourite titlesTable of ContentsAcknowledgmentsChris Avellone’s PrefaceAuthors’ PrefaceChapter 1 ◾ Introduction to Computer Role-Playing GamesChapter 2 ◾ OriginsChapter 3 ◾ The Dark AgeChapter 4 ◾ The Bronze AgeChapter 5 ◾ The Silver AgeChapter 6 ◾ The Birth of the Golden AgeChapter 7 ◾ SSI’s Golden AgeChapter 8 ◾ Origin’s Golden AgeChapter 9 ◾ Sir-Tech, New World Computing, and SierraChapter 10 ◾ Early Japanese Role-Playing GamesChapter 11 ◾ Dungeon Master and the Rise of Real-Time 3DChapter 12 ◾ Other Games of the Golden AgeChapter 13 ◾ The Epic FailsChapter 14 ◾ The Platinum AgeChapter 15 ◾ Diablo and the Rise of Action RPGsChapter 16 ◾ Fallout and Baldur’s GateChapter 17 ◾ Other Highlights of the Platinum AgeChapter 18 ◾ The Birth of the Modern AgeChapter 19 ◾ Modern JRPGsChapter 20 ◾ The Rise of the MMORPGChapter 21 ◾ The Late Modern AgeChapter 22 ◾ The Renaissance, KickstartedChapter 23 ◾ The Road Ever Ventures ForthShane’s Afterword: Surprise EncounterAPPENDIX: THE CRPG BESTIARYINDEX

    1 in stock

    £46.54

  • Media Analytics

    Taylor & Francis Ltd Media Analytics

    1 in stock

    Book SynopsisThis textbook takes a case study approach to media and audience analytics. Realizing the best way to understand analytics in the digital age is to practice it, the authors have created a collection of cases using datasets that present real and hypothetical scenarios for students to work through.Media Analytics introduces the key principles of media economics and management. It outlines how to interpret and present results, the principles of data visualization and storytelling, and the basics of research design and sampling. Although shifting technology makes measurement and analytics a dynamic space, this book takes an evergreen, conceptual approach, reminding students to focus on the principles and foundations that will remain constant.Aimed at upper-level students in the fast-growing area of media analytics in a cross-platform world, students using this text will learn how to find the stories in the data and how to present those stories in an engaging way toTrade Review"Hollifield & Coffey provide the practical and conceptual foundation students need to become professional media research analysts. This text provides clear demonstrations of how multiple research methods produce key insights within various industry contexts. In doing so, it will distinguish itself as an enduring resource for both students and instructors." — Matthew Corn, Director of Research, HBO/HBO Max."An indispensable resource not only for students of media analytics, but for professionals as well. It provides a comprehensive and detailed study of today’s complex media ecosystem and how to effectively reach consumer targets on the right platforms at the right time with the right message." — Steve Walsh, Chief Revenue Officer, Consumer Orbit."It is no exaggeration to say that those of us who teach media analytics have been desperate for a book like this. It is comprehensive in terms of the industry sectors, measurement systems, and analytical contexts covered; and best of all, it comes with actual data for students to work with." — Philip M. Napoli, Director, DeWitt Wallace Center for Media & Democracy, Duke University, USA."Hollifield & Coffey provide the practical and conceptual foundation students need to become professional media research analysts. This text provides clear demonstrations of how multiple research methods produce key insights within various industry contexts. In doing so, it will distinguish itself as an enduring resource for both students and instructors."Matthew Corn, Director of Research, HBO/HBO Max."An indispensable resource not only for students of media analytics, but for professionals as well. It provides a comprehensive and detailed study of today’s complex media ecosystem and how to effectively reach consumer targets on the right platforms at the right time with the right message."Steve Walsh, Chief Revenue Officer, Consumer Orbit."It is no exaggeration to say that those of us who teach media analytics have been desperate for a book like this. It is comprehensive in terms of the industry sectors, measurement systems, and analytical contexts covered; and best of all, it comes with actual data for students to work with."Philip M. Napoli, Director, DeWitt Wallace Center for Media & Democracy, Duke University, USA.“The added value of Media Analytics…is the case studies it offers readers…which represent real challenges that a present-day media outlet may confront….Both researchers in the field of media studies and editors who seek to implement changes to maximize profits could benefit from this reading…the former to sharpen their methodological skills, the latter to devise more grounded (read: “data-driven”) strategies to increase the audience--and thus revenues—of their media outlets.”Simone Benazzo, Université Libre de Bruxelles, Belgium.“Although the title might suggest this is a math-based book filled with numbers and statistics, it is not that, but so much more. In it, Hollifield and Coffey draw on their extensive experience in the field and their decades of teaching/research practice to provide a comprehensive and long-needed text for media and audience analytics courses and programs….In the exercises it provides and the discussion questions it poses, it also serves as a pedagogical model.”Marianne Barrett, Arizona State University, USA.Table of ContentsPart 1: Foundations of Media Analytics 1.The Industry and Profession of Media Analytics 2. Fundamentals of Media Economics and Management 3. Fundamentals of Research Design and Methodology 4. Communicating Insights Part 2: Media Analytics and the Business of Media: Advertising and Consumers 5. Advertising Analytics 6. Consumer Behavior and Marketing 7. Big Data Part 3: Media Analytics Across Industry Sectors 8. Foundations of Audiovisual Measurement 9. Video Analytics 10. Audio Analytics 11. Publishing Analytics 12. Online and Mobile Analytics 13. Social Media Analytics 14. News Analytics 15. Entertainment Media Analytics

    1 in stock

    £52.24

  • Procedural Storytelling in Game Design

    Taylor & Francis Ltd Procedural Storytelling in Game Design

    15 in stock

    Book SynopsisThis edited collection of chapters concerns the evolving discipline of procedural storytelling in video games. Games are an interactive medium, and this interplay between author, player and machine provides new and exciting ways to create and tell stories. In each essay, practitioners of this artform demonstrate how traditional storytelling tools such as characterization, world-building, theme, momentum and atmosphere can be adapted to full effect, using specific examples from their games. The reader will learn to construct narrative systems, write procedural dialog, and generate compelling characters with unique personalities and backstories.Key FeaturesIntroduces the differences between static/traditional game design and procedural game designDemonstrates how to solve or avoid common problems with procedural game design in a variety of concrete waysWorld's finest guide for how to begin thinking about procedural designTable of ContentsSECTION 1: Introduction to Procedural Generation. Chapter: When and Why to Use Procedural Generation.Chapter. Managing Output: Boredom versus Chaos Chapter: Aesthetics in Generation. Chapter: Ethics in Procedural Generation – Darius Kazemi. SECTION 2: Procedural Content. Chapter: Level Design Fundamentals. Chapter: Dungeons Chapter: Worlds Chapter: Puzzles Chapter: Infinite Items. Chapter: A.I. Chapter: Enemy Spawning & Challenge – Wyatt Cheng. Chapter: Animation Chapter: Audio – Bronson Zgeb. Chapter: Content ToolsSECTION 3: Procedural Narrative. Chapter: Characters. Chapter: Plot & Story Directors – Emily Short. Chapter: Text Generation – Harry Tuffs. Chapter: Personalities & Emotions. Chapter: Emergent Narrative & User Stories.SECTION 4: The Future Chapter: Generated Games. Chapter: Algorithms & Approaches. Chapter: Generating Meaning.

    15 in stock

    £46.54

  • The Art of Game Design

    Taylor & Francis Ltd The Art of Game Design

    15 in stock

    Book SynopsisThe Art of Game Design guides you through the design process step-by-step, helping you to develop new and innovative games that will be played again and again. It explains the fundamental principles of game design and demonstrates how tactics used in classic board, card and athletic games also work in top-quality video games.Good game design happens when you view your game from as many perspectives as possible, and award-winning author Jesse Schell presents over 100 sets of questions to ask yourself as you build, play and change your game until you finalise your design.This latest third edition includes examples from new VR and AR platforms as well as from modern games such as Uncharted 4 and The Last of Us, Free to Play games, hybrid games, transformational games, and more.Whatever your role in video game development an understanding of the principles of game design will make you better at what you do. For over 10 years this book has provided iTable of ContentsCh 1 In the Beginning, There Is the Designer. Ch 2 The Designer Creates an Experience. Ch 3 The Experience Takes Place in a Venue. Ch 4 The Experience Rises Out of a Game. Ch 5 The Game Consists of Elements. Ch 6 Ch 7 The Elements Support a Theme. Ch 8 The Game Begins with an Idea. Ch 9 The Game Improves through Iteration. Ch 10 The Game Is Made for a Player. Ch 11 The Experience Is in the Player’s Mind. Ch 12 The Player’s Mind Is Driven by the Player’s Motivation. Ch 13 Some Elements Are Game Mechanics. Ch 14 Game Mechanics Must Be in Balance. Ch 15 Game Mechanics Support Puzzles. Ch 16 Players Play Games through an Interface. Ch 17 Experiences Can Be Judged by Their Interest Curves. Ch 18 One Kind of Experience Is the Story. Ch 19 Story and Game Structures Can Be Artfully Merged with Indirect Control. Ch 20 Stories and Games Take Place in Worlds. Ch 21 Worlds Contain Characters. Ch 22 Worlds Contain Spaces. Ch 23 The Look and Feel of a World Is Defined by Its Aesthetics. Ch 24 Some Games Are Played with Other Players. Ch 25 Other Players Sometimes Form Communities. Ch 26 The Designer Usually Works with a Team. Ch 27 The Team Sometimes Communicates through Documents. Ch 28 Good Games Are Created through Playtesting. Ch 29 The Team Builds a Game with Technology. Ch 30 Your Game Will Probably Have a Client. Ch 31 The Designer Gives the Client a Pitch. Ch 32 The Designer and Client Want the Game to Make a Profit. Games Ch 33 Transform Their Players. Designers Have Certain Responsibilities. Ch 34 Each Designer Has a Purpose.

    15 in stock

    £117.00

  • Communication Technology Update and Fundamentals

    Routledge Communication Technology Update and Fundamentals

    1 in stock

    Book SynopsisCommunication Technology Update and Fundamentals has set the standard as the single best resource for students and professionals looking to brush up on how communication technologies have developed, grown, and converged, as well as whatâs in store for the future. The 15th edition is completely updated, reflecting the changes that have swept the communication industries. The first five chapters offer the communication technology fundamentals, including the ecosystem, the history, and structureâthen delves into each of about two dozen technologies, including mass media, computers, consumer electronics, and networking technologies. Each chapter is written by experts who provide snapshots of the state of each individual field. Together, these updates provide a broad overview of these industries, as well as the role communication technologies play in our everyday lives. In addition to substantial updates to each chapter, the 15th edition includes: First-ever chapters on Big Data and the Internet of Things Updated user data in every chapter Projections of what each technology will become by 2031 Suggestions on how to get a job working with the technologies discussed The companion website, www.tfi.com/ctu, offers updated information on the technologies covered in this text, as well as links to other resources

    1 in stock

    £51.30

  • 3D Game Environments

    Taylor & Francis Ltd 3D Game Environments

    1 in stock

    Book SynopsisFrom a steamy jungle to a modern city, or even a sci-fi space station, 3D Game Environments is the ultimate resource to help you create AAA quality art for a variety of game worlds. Primarily using Photoshop and 3ds Max, students will learn to create realistic textures from photo source and a variety of techniques to portray dynamic and believable game worlds. With detailed tutorials on creating 3D models, applying 2D art to 3D models, and clear concise advice on issues of efficiency and optimization for a 3D game engine, Luke Ahearn gives you everything students need to make their own realistic game environments.Key FeaturesThe entire game world development process; from planning to 3D modeling, UV layout, and creating textures.Exercises and projects to practice with; each section includes projects to guide you through creating different world genres.The updated companion websiteâwww.lukeahearn.com/textures/ now includTable of ContentsChapter 1: Orientation to Game World Optimization Chapter 2: 3D Concepts Chapter 3: Shaders and Models Chapter 4: Planning the Low Polygon Urban Environment Chapter 5: Modeling the Large Urban Environment Chapter 6: Texturing the Large Urban Environment Chapter 7: Introduction to Natural Environments Chapter 8: Terrain Chapter 9: Filling the World—Trees, Plants, Rocks, Water, and Sky Chapter 10: Modeling and Texturing the Jungle Base Chapter 11: Focus on the Futuristic Interior—Normal Maps and Multipass Shaders

    1 in stock

    £78.84

  • FORCE Dynamic Life Drawing

    Taylor & Francis Ltd FORCE Dynamic Life Drawing

    15 in stock

    Book SynopsisBring your artwork to life with the power of the FORCE! Watch, listen, and follow along as Mike Mattesi demonstrates the fundamental FORCE line and explains dynamic figure drawing techniques through 30 videos that are launched through the book''s companion App. Packed with superb, powerfully drawn examples, the updated third edition of FORCE features an all-new section on the FORCE blob, and dozens of fresh illustrations. Mike Mattesi's 10th anniversary edition of FORCE will teach readers how to put thought and imagination to paper. Whether you are an illustrator, animator, comic book artist, or student, you''ll learn to use rhythm, shape, and line to bring out the life in any subject.The 10th Anniversary Edition contains numerous improvements. Around 30 videos are embedded within the book and accessible through the FORCE Drawing App. In the App, click on the image of the camera, point your mobile device's camera at the page with the symbol, and then finally tap the video carTable of ContentsSeeing Life Forceful FormForceful Shape Clothing On location ReportageIndex

    15 in stock

    £89.99

  • After Effects for Designers

    Taylor & Francis Ltd After Effects for Designers

    15 in stock

    Book SynopsisAfter Effects for Designers teaches design students, artists, and web, graphic, and interactive designers how to design, develop, and deploy motion design projects using Adobe After Effects. Author Chris Jackson balances fundamental aspects of time-based design with related techniques, and explores the principles of animation; composition and layout; visual hierarchy; typography; cinematic storytelling; 3D modelling; compositing, and more. Each chapter contains unique, step-by-step project exercises that offer timesaving practical tips and hands-on design techniques, teaching readers how to effectively use the tools at their disposal in order to conceptualize and visualize creative solutions to their own motion design work. Readers will build professional-world examples in every chapter and, as a result, learn how to both design effectively using After Effects and practically apply these skills in client-based work. An accompanying companion website includes cTrade Review"Finally, a book that not only tells you what button to push but why you should push it. Chris Jackson's After Effects for Designers combines the technical with the aesthetic, the art and the technique behind motion graphics design. I can't wait to get this into the hands of my students."—Robert Levine, Director of Production Support; Adjunct Instructor of Computer Graphics and Animation, Digital Media Production Program, Florida State UniversityTable of ContentsIntroduction1. Getting Started in Motion Design2. Creating Motion Design with After Effects3. Typography in Motion4. Logos in Motion5. UI Design in Motion6. Information in Motion7. Presentations in Motion8. 3D Modeling in Motion9. Moving Forward in Motion DesignIndex

    15 in stock

    £37.99

  • Principles of Game Audio and Sound Design

    Taylor & Francis Ltd Principles of Game Audio and Sound Design

    1 in stock

    Book SynopsisPrinciples of Game Audio and Sound Design is a comprehensive introduction to the art of sound for games and interactive media using Unity. This accessible guide encompasses both the conceptual challenges of the artform as well as the technical and creative aspects, such as sound design, spatial audio, scripting, implementation and mixing.Beginning with basic techniques, including linear and interactive sound design, before moving on to advanced techniques, such as procedural audio, Principles of Game Audio and Sound Design is supplemented by a host of digital resources, including a library of ready-to-use, adaptable scripts. This thorough introduction provides the reader with the skills and tools to combat the potential challenges of game audio independently.Principles of Game Audio and Sound Design is the perfect primer for beginner- to intermediate-level readers with a basic understanding of audio production and Unity who want to learn how to gTable of ContentsChapter 1: Introduction The Genesis of Audio In Games From Sample Playback to Procedural Audio How to Use this book Chapter 2: The Role of Audio in Interactive and Immersive Environments Inform, Entertain, Immerse Challenges of Game Audio Chapter 3: The Game Engine Paradigm What is a Game Engine SubSystems Chapter 4: The Audio Engine and Spatial Audio Listener, Audio Clips and Audio Sources Audio Localization and Distance Cues Chapter 5: Sound Design, The Art of Effectively Communicating with Sound The Art of Sound Design: Basic Techniques Chapter 6: Practical Sound Design Setting Up a Sound Design Session and Signal Flow Practical Sound Design and Prototyping Chapter 7: Coding For Game Audio Why Learn to Code? An intro to C#: Syntax and Basics Playing Audio In Unity Chapter 8: Implementing Audio: Common Scenarios Before You Start: Preparing Your Assets Ambiences and Loops Chapter 9: Environmental Modeling What is Environmental Modeling Distance Modeling Additional Factors Chapter 10: Procedural Audio: Beyond Samples Introduction, benefits and drawbacks. Practical Procedural Audio: A Wind Machine and a Sword Collision Model Chapter 11: Adaptive Mixing What’s in a Mix? Inform and Entertain (again). The Unity Audio Mixer Snapshots, Automation and Game States Good Practices Chapter 12: Audio Data Reduction Digital Audio: A Quick Review Data Reduction Strategies Data Reduction Good Practices Data Reduction In Unity

    1 in stock

    £34.19

  • Composition for the 21st  century Vol 1

    Taylor & Francis Ltd Composition for the 21st century Vol 1

    15 in stock

    Book SynopsisComposition for the 21st century: Image-Making for Animation focuses on composition and its technical and artistic application in animation, illustration, games, and films. It covers all aspects of design and discusses in detail their artistic applicability and impact on image and narrative. Emphasis is placed on the ability of each aspect to support and affect the narrative. Additional case studies explain the successful use of these concepts in films and animation. This book is geared toward students; however, it is also reader-friendly for professionals. Composition for the 21st century: Image-Making for Animation's goal is to comprehend composition as an artistic tool and as a significant part of the professional image-making process.Key Features: Teaches the complexity of composition in image-making. Closes the gap between praxis and theory in animation. Explains how to produce images thatTable of ContentsChapter 1: The Power of Images, Chapter 2: The Purpose of Images, Chapter 3: The Frame, Chapter 4: Aspect Ratio, Chapter 5: Composition, Chapter 6: Character Staging and Film Language, Chapter 7: Vectors, Chapter 8: Directions, Chapter 9: Shape and Form, Chapter 10: Mood, Chapter 11: Size, Chapter 12: Depth, Chapter 13: Light and Shadow, Chapter 14: Color, Chapter 15: Color Contrast, Chapter 16: Perspective, Chapter 17: Texture, Chapter 18: Movement, Chapter 19: Music and Sound, Chapter 20: Variation

    15 in stock

    £52.24

  • Composition for the 21st  century Vol 2

    Taylor & Francis Ltd Composition for the 21st century Vol 2

    15 in stock

    Book SynopsisComposition for the 21st century: Characters in Animation focuses on characters and their application in animation, illustration, games, and films. It covers various technical aspects of character design and their artistic applicability. This book analyzes in detail the purpose of these character design features and provides examples of their impact. Emphasis is placed on each aspect and how it affects and is affected by the narrative. Additionally, complex case studies that assist in explaining the successful use of these concepts in films and animation are included. This book is geared toward students; however, it is also reader-friendly for professionals. Composition for the 21st century: Characters in Animation's goal is to comprehend composition as an artistic tool and as a significant part of the professional character design process.Key Features: Teaches the complexity of composition in the profeTable of ContentsChapter 1: The Job of a Character Designer Chapter 2: Visual Development Process Chapter 3: Storytelling and Drama Chapter 4: Personality Chapter 5: Relationships Chapter 6: Emotions Chapter 7: Message or Theme Chapter 8: Research and Concept Chapter 9: Design Scale Chapter 10: Pose and Communication Chapter 11: Thumbnail Drawings Chapter 12: Shape Chapter 13: Form Chapter 14: Line of Action Chapter 15: Anatomy Chapter 16: Weight Chapter 17: Tension and Compression Chapter 18: Contrapposto Chapter 19: Movement and Twist Chapter 20: Pivot Point Chapter 21: Balance and Tension Chapter 22: Silhouette Chapter 23: Perspective and Dimensionality Chapter 24: Foreshortening Chapter 25: Tangents Chapter 26: Light and Shadow Chapter 27: Vectors and Directions Chapter 28: Facial Expressions Chapter 29: Extroverted and Introverted Pose Chapter 30: Negative and Positive Space Chapter 31: Body Ratio Chapter 32: Contrast Chapter 33: Texture Chapter 34: Line Quality Chapter 35: Simplicity and Readability Chapter 36: Believability Chapter 37: Color Design Chapter 38: Clothing Design, Folds, and Fabrics Chapter 39: Style Pass Chapter 40: Character / Model Sheets Chapter 41: Refinement

    15 in stock

    £54.14

  • Composition for the 21st 12 Century 2 Volume set

    Taylor & Francis Ltd Composition for the 21st 12 Century 2 Volume set

    15 in stock

    Book SynopsisThis book is about composition and its application in animation, illustration, games and film. It covers all various aspects of design and explains in detail the use of the specific aspect and provides examples of its impact. Focus is on the ability of each aspect to tell a story and how it affects story. Additionally case studies are included that explain the successful use of those aspects in film and animation. The book is geared to students and professionals, however tries to be as simple as possible in the presentation of each aspect, but also complex in its case studies. The book's goal is to see composition as a technical part of image and film and as an artistic tool. Key FeaturesTeaches the complexity of composition in image making.Closes the gap between praxis and theory in animation.Explains why certain images have a high quality and how to use the whoy in one''s personal artistic work on a daily basis.

    15 in stock

    £99.75

  • Working with Video Gamers and Games in Therapy

    Taylor & Francis Ltd Working with Video Gamers and Games in Therapy

    1 in stock

    Book SynopsisWorking with Video Gamers and Games in Therapy moves beyond stereotypes about video game addiction and violence to consider the role that games play in psychological experiences and mental health. Chapters examine the factors that compel individual gamers to select and identify with particular games and characters, as well as the different play styles, genres, and archetypes common in video games. For clinicians looking to understand their clients' relationships with video games or to use games as a therapeutic resource in their own practice, this is a thoughtful, comprehensive, and timely resource.Trade Review"Maligned and misunderstood for decades, video games have needed a data-based book stripped of moral advocacy. They finally find it in Anthony Bean's Working with Video Gamers and Games in Therapy. This book is essential reading for anyone who works with kids or young adults, and it provides excellent resources for how to integrate video games into therapeutic environments."—Christopher Ferguson, PhD, professor of psychology at Stetson University and coauthor of Moral Combat: Why the War on Violent Video Games is Wrong"Dr. Bean's work offers a refreshing creative, scholarly, and applied contribution to exploring how the gaming experience, like all other human endeavors, reflects multiple dimensions of human development as well as emotional or relational life. The book offers insights for many audiences—for scholars, seeking to understand the impact of interactive technologies; for clinicians, working with today's kids and adults; and for parents, who are bombarded with confusing and pathologizing messages about gaming."—Oksana Yakushko, PhD, chair of the clinical psychology program at the Pacifica Graduate Institute"A groundbreaking and important book for clinicians who want to harness the pixelated power of video games in their therapy."—Patrick M. Markey, PhD, professor of psychology at Villanova University and coauthor of Moral Combat: Why the War on Violent Video Games Is WrongTable of Contents1. Introduction 2. What Are Video Games? 3. Video Game Genres 4. Video Games, Relationships, and Online Interpersonal Communication 5. Society and Video Games 6. Archetypes 7. Video Game Archetypes 8. The Importance of Play and Imagination 9. Understanding Video Gaming as Immersive 10. Working Therapeutically with Video Gamers 11. For the Families! Guiding Ideas and Resources for Therapists and Families

    1 in stock

    £37.04

  • Stop Motion Craft Skills for Model Animation

    Taylor & Francis Ltd Stop Motion Craft Skills for Model Animation

    1 in stock

    Book SynopsisStop motion animation is a challenging and time-consuming skill that requires patience, adaptability, and a close eye to detail. Stop Motion: Craft Skills for Model Animation, 3rd Edition is the essential guide to help stop motion animators overcome these challenges of this highly-skilled craft. Author Susannah Shaw provides a step-by-step guide to creating successful stop motioin films. Starting with some basic exercises, the reader will learn about developing a story, making models, creating sets and props, the mechanics of movements, filming postproduction, and how to set about finding that first elusive job in a modern studio. Key Features Interviews with current stars, step-by-step examples, coverage of Rapid Prototyping and Dragonframe Software Table of ContentsChapter 1Playing GodChapter 2Getting EquippedChapter 3Getting AnimatedChapter 4Keep it Simple - Developing your StoryChapter 5Coat-hangersdor Armatures - making your own modelChapter 6Advanced ModelmakingChapter 7Four walls and a sky - Sets and propsChapter 8Sound Advice - The voice trackChapter 9The mechanics of movementChapter 10The performanceChapter 11Under the lensChapter 12Post-prodcutionChapter 13Getting the job - The business of animation

    1 in stock

    £34.19

  • VRay 5 for 3ds Max 2020

    Taylor & Francis Ltd VRay 5 for 3ds Max 2020

    15 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.

    15 in stock

    £44.64

  • 3D Technology in Fine Art and Craft

    Taylor & Francis Ltd 3D Technology in Fine Art and Craft

    15 in stock

    Book SynopsisThe possibilities for creation are endless with 3D printing, sculpting, scanning, and milling, and new opportunities are popping up faster than artists can keep up with them. 3D Technology in Fine Art and Craft takes the mystery out of these exciting new processes by demonstrating how to navigate their digital components and showing their real world applications. Artists will learn to incorporate these new technologies into their studio work and see their creations come to life in a physical form never before possible. Featuring a primer on 3D basics for beginners,interviews, tutorials, and artwork from over 80 artists, intellectual property rights information, and a comprehensive companion website, this book is your field guide to exploring the exhilarating new world of 3D. Follow step-by-step photos and tutorials outlining the techniques, methodologies, and finished products of master artists who have employed 3D technology in new and inventive ways Table of ContentsForeword Preface Introduction Primer A World Turned Upside Down Collecting Data- 3D Scanning, photogrammetry and more 3D Modeling and Sculpting 3D Printing CNC Milling Foundry of the Future Copyrights and 3D Technology Education and 3D Resources

    15 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

    £135.00

  • 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 II delves into the decades following the Golden Age, an uncertain time when television series were overshadowing feature films, art was heavily influenced by the Cold War, and new technologies began to emerge that threatened the traditional methods of animation. Take part in the turmoiTable of ContentsVol 2: AMERICA WESTERN EUROPE EASTERN EUROPE SOVIET UNION ASIA LATIN AMERICA AFRICA THE THREE MARKETS AMERICA WESTERN EUROPE EASTERN EUROPE SOVIET UNION I SOVIET UNION II ASIA AFRICA LATIN AMERICA OCEANIA ISSUES

    15 in stock

    £162.00

  • 3D Game Textures

    Taylor & Francis Ltd 3D Game Textures

    1 in stock

    Book SynopsisThe new edition of 3D Game Textures: Create Professional Game Art Using Photoshop features the most up-to-date techniques that allow you to create your own unique textures, shaders, and materials. Revised to take new technology into account, it is an ideal hands-on resource for creating online worlds, simulations, web-based applications, and architectural visualization projects.Continuing the practical, no-nonsense approach of its predecessors, the fourth edition shows you how to advance your digital art skills with textures and shaders by exploring their interactions in single objects or entire scenes. It contains expanded coverage of shader nodes, and the companion websitewww.lukeahearn.com/textureshas been updated to include video tutorials as well as updated sample textures, shaders, materials, actions, brushes, and all of the art from the book. Table of ContentsIntroduction. The Basics of Art. The Basics of Computer Graphic Technology. Introduction to Shaders and Materials. Preparing for Texture Creation. Sci-Fi Hallway, Basic Shaders: Diffuse, Illumination, and Opacity. The Urban Setting: Low-Polygon, High-Texture Detail. The Fantasy Setting: High-Polygon, High-Texture Detail. Exteriors. Game Effects. Normal Maps and Multipass Shaders.

    1 in stock

    £49.39

  • Sketching for Animation

    Bloomsbury Publishing PLC Sketching for Animation

    2 in stock

    Book SynopsisDrawing and sketching are central to the art of animation and can be crucial tools in designing and developing original stories, characters and layouts. Sketching for Animation offers a wealth of examples, exercises and tips from an army of professional animators to help you develop essential sketching, technical drawing and ideation techniques.With interviews and in-depth case studies from some of today''s leading animators, including Bill Plympton, Glen Keane, Tori Davis and John Canemaker, this is a unique guide to turning your sketchbook - the world''s cheapest, most portable pre-visualisation tool - into your own personal animation armory.Trade ReviewFrom novice to master in one volume! The depth and breadth of subjects are invaluable to an animator! * Kathryn McKelvey, University of Northumbria, UK *It covers everything in animation you need to know by connecting it to your sketchbook. * Mario Menjivar, The School of Visual Arts, USA *A great primer on how to get the most out of sketching as it relates to animation. * Ben Ridgway, San Francisco State University, USA *The book fulfills many functions: whilst it serves as a drawing/painting instruction book and includes exercises in many key techniques; it also inspires through its use of carefully chosen examples. Yet in demonstrating the application of these basic fine-art principles to animation it effortlessly crosses the boundary between disciplines that are too often kept apart. * Kathy Nicholls, University of Falmouth, UK *This is the most complete and rich text on the market. An essential book to understand advanced as well as basic techniques. * Pulvirenti Luca Orazio, Accademia di Belle Arti di Palermo, Italy *This is an excellent and vital resource to demonstrate the importance of drawing and using a sketchbook as a crucial tool for all animators whether they work digitally or traditionally. It is beautifully and richly illustrated, using a wide range of examples from both the author and other professional animators. It also has helpful exercises to undertake as well as offering inspiration from its vast range of illustrated examples. A beautiful and informative book. * Roslind Allen, University of Sunderland, UK *This is an exceptional book on drawing. It covers a vast range of techniques and ideas in a clear and concise way with fantastic illustrated examples. Always carefully placing these within the context of animation production, Peter Parr has created a book that without a doubt will become a key text. -- Tim Holleyman, Senior Lecturer in AnimationTable of ContentsIntroduction Part One: Drawing and Sketching Techniques 1. Using Simple Shapes 2. Put it in Perspective 3. Drawing Figures and Animals 4. Drawing the ‘scapes: land, town and sea 5. Capturing Movement Part Two: Design and Development 6. Developing Ideas 7. Character Development 8. Layout and Background Design Glossary Bibliography Index

    2 in stock

    £36.09

  • The New Generation in Chinese Animation

    Bloomsbury Publishing PLC The New Generation in Chinese Animation

    5 in stock

    Book SynopsisIn 1995 Chinese animated filmmaking ceased to be a state-run enterprise and was plunged into the free market. Using key animated films as his case studies, Shaopeng Chen examines new generation Chinese animation in its aesthetic and industrial contexts. He argues that, unlike its predecessors, this new generation does not have a distinctive national identity, but represents an important stage of diversity and exploration in the history of Chinese animation. Chen identifies distinct characteristics of new generation filmmaking, including an orientation towards young audiences and the recurring figure of the immortal monkey-like Sun Wukong. He explores how films such as Lotus Lantern/Baolian Deng (1999) responded to competition from American imports such as The Lion King (1994), retaining Chinese iconography while at the same time adopting Hollywood aesthetics and techniques. Addressing the series Boonie Bears/Xiong Chumo (2014-5), Chen focuses on the films'Trade ReviewThis is the first book that systematically discusses animated feature film in China after 1995, unraveling the challenges and innovations in its transition to a market-oriented economy. It is an original and timely contribution to Chinese animation studies. A must read for anyone who wants to know contemporary Chinese animation. -- Daisy Yan Du, author of Animated Encounters: Transnational Movements of Chinese Animation 1940s-1970sTable of Contents1. Introduction: Passing the Torch of Chinese Cinema Animation to a New Generation 2. The Chinese Animation Blockbuster at the Turn of the Century: Lotus Lantern and Beyond 3. Cross-Generational Appeal, Social Supervision and Media Convergence: The Derivative Films and Boonie Bears Series 4. Original Chinese Cinema Animation and Kuiba series: Commerciality, Originality and Cultural Hybridity 5. Monkey King: Hero is Back and the New Direction of Chinese Cinema Animation 6. Conclusion Glossary Bibliography Filmography

    5 in stock

    £90.25

  • Get Started with Procreate

    David & Charles Get Started with Procreate

    15 in stock

    Book SynopsisGet Started with Procreate guides you through 20 practice tutorials, using a 10-step plan to boost your skills in working with digital tools and techniques.

    15 in stock

    £14.44

  • Flash CS5

    O'Reilly Media Flash CS5

    1 in stock

    Book SynopsisUnlock the power of Adobe Flash and bring stunning animations to life onscreen. Flash CS5: The Missing Manual includes a complete primer on animation, a guided tour of the program's tools and capabilities, new illustrations, and lots of details on working with video.

    1 in stock

    £23.99

  • Flash CS5.5 The Missing Manual

    O'Reilly Media Flash CS5.5 The Missing Manual

    4 in stock

    Book SynopsisOnce you know how to use Flash, you can create everything from simple animations to high-end desktop applications, but it's a complex tool that can be difficult to master on your own-unless you have this Missing Manual. This book will help you learn all you need to know about Flash CS5 to create gorgeous animations that bring your ideas to life.

    4 in stock

    £26.99

  • Learning Java Through Games

    Taylor & Francis Inc Learning Java Through Games

    1 in stock

    Book SynopsisLearning Java Through Games teaches students how to use the different features of the Java language as well as how to program. Suitable for self-study or as part of a two-course introduction to programming, the book covers as much material as possible from the latest Java standard while requiring no previous programming experience. Taking an application-motivated approach, the text presents an abundance of games. Students must read through the whole chapter to understand all the features that are needed to implement the game. Most chapters start with a description of a game and then introduce different Java constructs for implementing the features of the game on need-to-use bases. The text teaches students not only how to write code that works but also how to follow good software practices. All sample programs in the text strive to achieve low cohesion and high couplingthe hallmarks of well-designed code. Many programs are refactored multTable of ContentsBasic Principles: Computer Hardware and Software. Data Types and Conditional Statements. Loops. Methods and Formatted Output. Introduction to Arrays. Introduction to Classes. The ArrayList Class and the enum Keyword. Advanced Programming Techniques: Classes Revisited. Fun with Swing. Nested Classes and Event Handling. The Breakout Game (Complete Version). Layout Management and GUI Components. Exception Handling and Files. Recursion. Java Applets. Index.

    1 in stock

    £80.74

  • Essential Mathematics for Games and Interactive

    Apple Academic Press Inc. Essential Mathematics for Games and Interactive

    1 in stock

    Book SynopsisExpert Guidance on the Math Needed for 3D Game ProgrammingDeveloped from the authors' popular Game Developers Conference (GDC) tutorial, Essential Mathematics for Games and Interactive Applications, Third Edition illustrates the importance of mathematics in 3D programming. It shows you how to properly animate, simulate, and render scenes and discusses the mathematics behind the processes.New to the Third EditionCompletely revised to fix errors and make the content flow better, this third edition reflects the increased use of shader graphics pipelines, such as in DirectX 11, OpenGL ES (GLES), and the OpenGL Core Profile. It also updates the material on real-time graphics with coverage of more realistic materials and lighting.The Foundation for Successful 3D ProgrammingThe book covers the low-level mathematical and geometric representations and algorithms that are the core of any game engine. It also explores all thTrade ReviewPraise for Previous Editions:"It’s the book with all the math you need for games."—Neil Kirby, Researcher, Alcatel-Lucent"Even though I’ve worked with these systems for years, this book showed me new ways of looking at several topics that make them easier to remember and use. For someone new to 3D programming, it is extremely useful—it gives them a solid background in pretty much every area they need to understand."—Peter Lipson, Toys for Bob, Inc.Table of ContentsRepresenting Real Numbers. Vectors and Points. Linear Transformations and Matrices. Affine Transformations. Orientation Representation. Interpolation. Viewing and Projection. Geometry and Programmable Shading. Lighting. Rasterization. Random Numbers. Intersection Testing. Rigid-Body Dynamics.

    1 in stock

    £99.75

  • Blender for Visual Effects

    Taylor & Francis Inc Blender for Visual Effects

    1 in stock

    Book SynopsisBringing concrete examples from industry to light, this book explains how to use Blender to create visual effects for video/film production. It supplies readers with a practical way to learn how to use Blenderâs tools across a wide range of scenarios in video/film production, including setting up cameras on a stage, lighting, and other production processes. Maintaining a focus on composition, the book not only explains how to use the most common tools, such as tracking, rendering, and compositing, but also explains how to deal with software limitations and sort out problems. Since the best way to learn something is with a practical example, this book follows one of the authorâs own projects, starting with how to prepare the elements that will be needed later on. The example illustrates how to use Blender tools and features for scene tracking, setup, rendering, masking, and other post-production functionsâfrom start to finish in a professional workflow. The book examines all the compositing nodes that can be used in Blender. It details time-saving tips, features such as the motion tracker, and rendering techniques so readers will have enough information to accomplish the most common tasks encountered in the creation of a professional visual effects composition. By following the example project presented in the book, you will gain the practical understanding required to use Blenderâs tools in the most common scenarios in video/film production. You will also gain industry insights into the limitations of the software and how to sort out the problematic scenarios that may come up through the various stages of your project.Table of ContentsProblem Definition. Preparation. Tracking. Scene Setup. Rendering. Masking. Compositing.

    1 in stock

    £40.84

  • An Introduction to Unreal Engine 4

    Taylor & Francis Inc An Introduction to Unreal Engine 4

    1 in stock

    Book SynopsisThis book serves as an introduction to the level design process in Unreal Engine 4. By working with a number of different components within the Unreal Editor, readers will learn to create levels using BSPs, create custom materials, create custom Blueprints complete with events, import objects, create particle effects, create sound effects and combine them to create a complete playable game level. The book is designed to work step by step at the beginning of each chapter, then allow the reader to complete similar tasks on their own to show an understanding of the content. A companion website with project files and additional information is included.Table of ContentsIntroduction to Unreal Engine 4. Project Type Selection and Setup. An Overview of the Level Design Process. Blocking Our Level. Adding Objects to Our Level. Exploring Blueprints. Materials in Unreal Engine 4. Basic Lighting Concepts. Matinee. Particle Systems. Advanced Blueprint Techniques. Advanced Lighting Techniques. Working With Terrains.

    1 in stock

    £49.39

  • The Animators Sketchbook

    Taylor & Francis Inc The Animators Sketchbook

    2 in stock

    Book SynopsisThe Animator's Sketchbook will teach students of animation how to improve their work through observation and drawing. It will show readers how to access their inner animator. With over 60 different gesture and drawing exercises, this book enhances vision, analysis, understanding, and the core skills required to become a master animator. Filled with extensive practice pages, Tony White's Sketchbook, invites students to demonstrate what they learn. Each exercise is timed, so that the skills acquired, are optimized for efficiency and comprehension. The style and technique of the art produced will be entirely up to the reader, thus making no two sketchbooks alike.  Key FeaturesProvides readers with their own personal sketchbook, demonstrating classical art skills that are highly prized by studio employersReaders will come away better visualizing form, gesture, pose and expression Includes 60 speed and gesturTable of ContentsForeword. Preface. Getting Started. Finalize Your Own Turnaround Model Sheet. Key Positions. Breakdown Positions. Anticipation. The Difference between Thumbnail & Gesture Drawings. Pose & Silhouette. The Importance of Silhouette. Balance. Form. Sequential Action. Achieving Weight. Framing. Perspective. Light & Shade. Strength of Line. Storyboarding. Final Storyboarding Exercise.

    2 in stock

    £37.99

  • The Gamers Brain

    Taylor & Francis Inc The Gamers Brain

    1 in stock

    Book SynopsisMaking a successful video game is hard. Even games that are well-received at launch may fail to engage players in the long term due to issues with the user experience (UX) that they are delivering. That's why makers of successful video games like Fortnite and Assassin's Creed invest both time and money perfecting their UX strategy. These top video game creators know that a bad user experience can ruin the prospects for any game, regardless of its budget, scope, or ambition.The game UX accounts for the whole experience players have with a video game, from first hearing about it to navigating menus and progressing in the game. UX as a discipline offers guidelines to assist developers in creating the optimal experience they want to deliver, including shipping higher quality games (whether indie, triple-A or serious games) and meeting business goals -- all while staying true to design vision and artistic intent.At its core, UX is about understanding the gamerTrade Review"The beauty of this book is that it is two things at the same time: 1. An amazingly complete introduction to psychology, using examples from video games to make the concepts clear and memorable.2. An amazingly complete introduction to video game design, using psychology to help design more compelling games.So whether you are a game designer, a player, or someone wishing to understand psychology, this is the book for you."-Don Norman, Director, the Design Lab at the University of California, San Diego Author of The Design of Everyday Things"By blending up-to-date brain science with game-relevant UX design principles, this book doesn't just give great tips about how to make better games, it gives designers the mental tools to get better at thinking about games. Read this, and suddenly you'll know what you're talking about." -Jesse Schell, Game Designer, author of The Art of Game Design "This book is an invaluable asset for game developers, whether you work in game design, user experience, or programming. With a lucid overview of the current best knowledge from cognitive psychology, Hodent provides guidelines and approaches to improve the game experience for players that are based on actual science." -Raph Koster, Game Designer, author of A Theory of Fun for Game DesignTable of ContentsIntroduction. Part I: Video Games and the Brain. How the Brain Learns in a Nutshell. Perception. Attention. Memory. Emotion. Motivation. Applying Learning Techniques in Games. Part II: A UX Framework for Video Games. History of UX. Usability. GameFlow. User Research. Analytics. UX Reporting. Conclusion. References. Glossary. Appendix: UX Checklist. Index.

    1 in stock

    £46.54

  • Acting and Character Animation

    Taylor & Francis Inc Acting and Character Animation

    1 in stock

    Book SynopsisAnimation has a lot to do with acting. That is, character animation, not the standardized, mechanical process of animation. Acting and animation are highly creative processes. This book is divided into two parts: From film history we learn about the importance of actors and the variety of acting that goes into animation; then, we will turn to the actor''s point of view to describe the various techniques involved. Through exhaustive research and interviews with people ranging from the late Ray Harryhausen, Jim Danforth, Joe Letteri, and Bruno Bozzetto, this book will be the primary source for animators and animation actors. Key FeaturesInterviews with industry legends are found throughout this exhaustive work on animationFrom film history we learn about the importance of actors and the variety of acting that goes into animation, then turn to the actor''s point of view to describe the various techniques involvedCoverTable of ContentsForeword. Introduction: No End to Childhood. The Story of Actors and Acting in Animation. Chalk-Talking on Vaudeveille Stage. An Actor's Vision of Optical Poetry. Shadow Plays and Shilhoette Films: The Adventures of Prince Achmed . Rotoscoping: Dave Fleischer as Ko-Ko the Clown. The Peak of Character Animation: Walt Disney. Animated Characters: Intercultural Idiosyncrasies. Voice Actors. Animators Become Actors and Actresses. Acting With Animated Characters. Dancing With Animation. Comedians. Pixilation: Animating Actors. Acting Against the Odds of Visual Effects and Animation. Synthespians: The Art of Performance Capture . Avatar and Beyond. A Nod to Computer Games. Performance and Creativity Training for Animators -- A Practical Guide. Writing Animation: Role Profiles and Case Studies. Acting in Storyboard Sessions. Character Design and Posing. Emotional Expression and Movement. Scene Study and Action Analysis. Facial Expression. Performance Capture Techniques. Feeling Characters: Visualization Techniques. Selected Filmography. Bibliography. Index.

    1 in stock

    £63.64

  • AI for Games and Animation: A Cognitive Modeling

    Taylor & Francis Inc AI for Games and Animation: A Cognitive Modeling

    1 in stock

    Book SynopsisJohn Funge introduces a new approach to creating autonomous characters. Cognitive modeling provides computer-animated characters with logic, reasoning, and planning skills. Individual chapters in the book provide concrete examples of advanced character animation, automated cinematography, and a real-time computer game. Source code, animations, images, and other resources are available at the book's website, listed below.Table of ContentsForeword -- Preface -- 1 Introduction -- 1.1 Cognitive Character -- 1.2 Domain Knowledge -- 1.3 Character Instruction -- 1.4 Knowledge Acquisition -- 1.5 Phenomenology -- 1.6 Implementation -- 1.7 Other Models -- 2 Background -- 2.1 Geometric Models -- 2.2 Kinematic Control -- 2.3 Physical Models -- 2.4 Noninterpenetration -- 2.5 Biomechanical Mode -- 2.6 Behavior and Cognitive Model -- 2.7 Notes -- 3 Domain Knowledge -- 3.1 Mathematical Logic -- 3.2 Situation Calculus -- 3.3 D iscussion -- 3.4 Notes -- 4 Sensing -- 4.1 Knowledge Producing Actions. -- 4.2 Interval Arithmetic -- 4.3 Interval-valued Epistemic Fluents -- 4.4 Inaccurate Sensors -- 4.5 Sensing Changing Values -- 4.6 Correctness -- 4.7 Operators for Interval Arithmetic -- 4.8 Knowledge of Terms -- 4.9 Usefulness -- 4.10 Notes -- 5 Character Instruction -- 5.1 Predefined Behavior -- 5.2 Goal-directed Behavior -- 5.3 The Middle Ground -- 5.4 A Simple Tutorial Example: Maze Solving -- 5.5 D iscussion -- 5.6 Notes -- 6 Learning -- 6.1 Machine Learning -- 6.2 Creating a Training Set -- 6.3 Representation of the Learned Function -- 6.4 Learning Algorithm -- 6.5 D iscussion -- 6.6 Notes -- 7 Putting It All Together -- 7.1 A Predefined Behavior Layer -- 7.2 Interface. -- 7.3 Roiling Forward -- 7.4 Embedding Goal-directed Behavior -- 7.5 Intelligent Flocks -- 7.6 Notes -- 8 CML -- 8.1 Precondition and Effect Axioms -- 8.2 Complex A ctioNS -- 8.3 Discussion -- 8.4 Notes -- 9 Cinematography -- 9.1 Automated Cinematography -- 9.2 Implementation -- 9.3 Discussion -- 9.4 Notes -- 10 Prehistoric World -- 10.1 The Prehistoric World -- 10.2 Effect A xioms -- 10.3 Precondition A xiomS -- 10.4 Character Instruction -- 10.5 Implementation. -- 10.6 D iscussion -- 10.7 Notes -- 11 Undersea world -- 11.1 D iscussion -- 11.2 Overview -- 11.3 Evasion BehavioR -- 11.4 The Great Escape -- 11.5 Pet Protection -- 11.6 General Melee -- 11.7 Visibility Testing -- 11.8 Low-level System Implementation -- 11.9 Discussion -- ll.lONotes -- 12 Conclusion -- 12.1 AI Accelerator cards -- 12.2 R obotics. -- 12.3 Electronic Commerce and Web Avatars. -- 12.4 Other Applications. -- 12.5 Conclusion -- Bibliography -- Index.

    1 in stock

    £78.84

  • COLLADA: Sailing the Gulf of 3D Digital Content

    Taylor & Francis Inc COLLADA: Sailing the Gulf of 3D Digital Content

    1 in stock

    Book SynopsisCOLLADA is a COLLAborative Design Activity for establishing an open standard Digital Asset schema for interactive 3D applications. This book explains in detail how to use the COLLADA technology in a project utilizing 3D assets, and ultimately how to create an effective content creation pipeline for the most complex development. Errata are posted at http://collada.org/mediawiki/index.php/COLLADA_book.Trade Review" book presents comprehensive and enlightening coverage of COLLADA from a practical perspective. NVIDIA is proud of the continuing collaboration on this project, and we look forward to seeing users fully utilize COLLADA to deploy next-generation 3D rendering content in future graphics applications."--Sebastien Domine, Director of Developer Technology Tools, NVIDIA Corporation, August 2006 compatible, reliable, and predictable communications between content creation applications in a tool chain has long been the dream of developers. At last there is a solution. The creators of COLLADA have come up with a schema, which is supported by Khronos, an independent standards body, that allows the applications to communicate in an open and efficient manner-an industry standard for 3D interchange is finally here." --Dr. Jon Peddie, President, Jon Peddie Research, August 2006 is redefining game development and promises, for once, to make it simpler and more fun to create 3D content. This authoritative book-detailed, engaging and written by the fathers of COLLADA-will enable game developers to better understand and benefit from this popular technology, so they can focus on creating bold new games instead of maintaining yet another proprietary file format." --Christian Laforte, President, Feeling Software, Inc., August 2006 book provides a first and comprehensive introduction to COLLADA, the digital asset exchange schema, which enables a standardized way for physics to be implemented into a variety of game development environments using a variety of creative tools. It will help the AGEIA mission of expanding the role of artists in the game development process through open physics standards." --Emmanuel Marquez Ageia, Worldwide Senior Producer, AGEIA Technologies, Inc., August 2006 "I highly recommend this book. If you are a programmer with a reasonable understanding of 3D graphics programming and/or authoring using 3D scene graphs, you will be able to learn the basics of Collada. If you are an experienced 3D toolmaker, Collada contains everything you need to get up and running to build your game, game engine or content pipeline tool. If you are a manager or decision maker, you get the added comfort of knowing that - finally - you just might be able to write that tool once and not over and over again." -Tony Parisi, Slashdot.org, December 2006 [The Authors] provide insight into the design of COLLADA so that readers can understand how design decisions were made and how this standard may evolve. The book will be useful to content developers interested in exchanging data between several tools, to application developers planning to use COLLADA, and to tool providers who want to add COLLADA compatibility. -Book News, December 2006 Jon Peddie gives us an interesting perspective on the games industry and the efforts being made to make asset exchange as easy as possible. --Jon Peddie, Hexus, September 2006 "COLLADA: SAILING THE GULF OF 3D DIGITAL CONTENT CREATION is for any game developer beyond the novice stage: it discusses the pros, cons, applications and future of a bold new technology for creating games, and comes from a joint industry effort focusing on effective 3D interaction in game developments. The Collada initiative surveys the history and especially the applications of the 3D industry tool, offering up a basic guide to the Collada 1.4 specifications and reviewing foundation concepts, tools, and applications and design. It's simply a must for any serious game developer." -California Bookwatch: The Computer Shelf, California Bookwatch, November 2006 book makes available the results of a joint industry effort, spearheaded by Sony Computer Entertainment, Inc., to create a standard for digital asset exchange that enables Playstation(R) 3 to bring more realistic content to life and into the home like never before." -Ken Kutaragi, President and CEO Sony Computer Entertainment -President and CEO Sony Computer Entertainment, August 2006 welcomes the publication of COLLADA: Sailing the Gulf of 3D Digital Content Creation, where the centerpiece of the digital asset tool chain for the 3D interactive industry is clearly explained and presented for the first time. Softimage is proud to have contributed to COLLADA since the beginning of its development, and to watch it grow into a powerful resource supported by the industry as a whole." --Gareth Morgan, Senior product manager for Softimage Co.,a subsidiary of Avid Technology, Inc., August 2006 COLLADA initiative is a demonstration of Sony's leadership and commitment to the games development industry. Autodesk is very supportive of this effort; it helps the games community become more productive as it tackles the requirements and opportunities of new generation consoles." --Marc Petit, VP Media & Entertainment, Autodesk, August 2006 book is an excellent first-hand account of the origins of COLLADA straight from the people that made it happen. These pages are much more then just an authoritative technical primer on enabling great content-they are also a glimpse into the passion and vision that bought COLLADA to life. The Khronos Group is honored to provide a good home to COLLADA-an open standard that is truly changing the 3D industry." -Neil Trevett, President, Khronos Group -President, Khronos Group, August 2006"Table of Contents1. Introduction to COLLADA 2. COLLADA Document 3. COLLADA Geometry 4. COLLADA Scenes 5. COLLADA Effects 6. COLLADA Animations 7. COLLADA Physics 8. COLLADA Content Pipeline

    1 in stock

    £63.64

  • Teaching Motion Design: Course Offerings and

    Allworth Press,U.S. Teaching Motion Design: Course Offerings and

    10 in stock

    Book SynopsisPresents information on various principles and practices of 3-D computer animation, character animation, pictorial background illustration, time-based design, interactive media, kinetic typography, film design, and television graphic design. This volume is suitable for those involved with various aspects of design, animation and computer art.

    10 in stock

    £16.14

  • Computer Animation

    Nova Science Publishers Inc Computer Animation

    1 in stock

    Book Synopsis

    1 in stock

    £176.24

  • How to Draw Digital Manga and Anime

    Anness Publishing How to Draw Digital Manga and Anime

    2 in stock

    Book SynopsisA comprehensive practical guide to digital manga and anime, suitable for both complete beginners and experienced digital artists. An informative introduction covers all the equipment you will need, with step-by-step guides to using the tools of Adobe Photoshop to create different effects. It also covers the translation of manga characters to the screen in the creation of anime, including the software you will need, pre-production and animation.

    2 in stock

    £7.59

  • Inspiring Walt Disney: The Animation of French

    Philip Wilson Publishers Ltd Inspiring Walt Disney: The Animation of French

    15 in stock

    Book SynopsisAccompanying an exhibition at the Wallace Collection, Inspiring Walt Disney explores the influences of the art and architecture of France on Walt Disney and his studio artists, highlighting in particular the Disney classics of hand-drawn animation, Cinderella (1950) and Beauty and the Beast (1991). Pairing preparatory material from these films – including concept art for talking furniture and fairy-tale castles – with masterpieces from the eighteenth century reveals hidden sources of inspiration and allows us to appreciate the extraordinary talents behind Disney animated films and French decorative arts. Just as the dynamic, twisting movements of the Rococo sought to breathe life into what was essentially inanimate – silver, porcelain, furniture – so too did Disney animators seek to create the illusion of movement, action and emotion. Illustrated with innovative works by artists such as Mary Blair, Hans Bacher and Peter J. Hall, and the animated and anthropomorphic furniture, Sèvres porcelain and gilt bronze of rococo designers, the catalogue explores the shared creative roots of these two seemingly disparate artistic realms and looks to revitalise the feelings of excitement, awe and marvel, which both eighteenth-century craftsmen and Disney animators sought to spark in their audiences.Table of ContentsForeword Inspiring Walt Disney - Helen Jacobsen Selected Works - Helen Jacobsen with Wolf Burchard The Discovery of Europe Early Animation Cinderella Architecture of the Imagination The Swing Eighteenth-Century Dress Animating the Inanimate Further Reading Picture Credits Index

    15 in stock

    £14.39

  • Cartooning, The Professional Step-by-Step Guide

    Anness Publishing Cartooning, The Professional Step-by-Step Guide

    4 in stock

    Book Synopsis

    4 in stock

    £6.99

  • Blender 3D Basics Beginners Guide Second Edition This book will have you diving into the great features of Blender in no time Written for absolute  animated 3D scene Once completed youll n

    15 in stock

    £40.84

  • Beryl Affairs of the Art

    Graffeg Limited Beryl Affairs of the Art

    10 in stock

    10 in stock

    £20.00

  • Make Money On YouTube: How to Create and Grow

    Kyle Andrew Robertson Make Money On YouTube: How to Create and Grow

    1 in stock

    Book Synopsis

    1 in stock

    £22.49

  • Basics Animation 02: Digital Animation

    Bloomsbury Publishing PLC Basics Animation 02: Digital Animation

    3 in stock

    Book SynopsisThe various tools available to the novice and professional alike have also broadened the pallet of the animator so that the boundaries between media have blurred. "Basics Animation: Digital Animation" will look at the history of the medium charting its progress with references to specific examples, which demonstrate the growth and development of the form over the last 50 years. With contributions from innovators and pioneers in the medium to present day practitioners in the cinema, game, and television industries, "Digital Animation" will introduce and examine some of the key aspects involved in producing digital animation.Trade Review'An excellent and contemporary survey of the genre.' Mark Owen, Kingston College, UK. 'Clear, concise, well illustrated and appropriate for an introduction to the subject.' Andrew Hepburn, Northwest Regional College, UK. 'I think it will fill in the gaps in my students' knowledge. It is good to see a general book that is not software specific.' Tom Ingham, Cambridge School of Visual and Performing Arts, UK. 'Bite size information, easy to digest and with great examples. Glossary and timeline at the back of the book was very useful ... Images are well presented, text is easily read.'Ti Majekodunmi, Bromley College, UK. 'I think the book is a work of art on its own. The graphic layout is really something.' Jennifer Hardacker, Pacific University, USA.Table of ContentsIntroduction. How to get the most out of this book. Foundations <1960: Early mechanical developments; The first animated films; The foundation of modern computing. Pioneers 1960-1980: Experimental animators; Early special effects; The birth of computer games; First CGI in cimena; GUIs and SIMs. Development 1980-1990: The first digital games; The animator's role; CGI aesthetics; Character animation; Computers for everyone; Digitally animated shorts; Digital animation in fine arts; Photorealism. Maturity 1990-2000: The internet and animation; Digital animation in cinema; Digital animation in television; Traditional skills in CGI; Digital worlds and digital actors. Integration 2000-2007: Digital tools for all; Digital feature films; Digital auteurism; Media crossover; Aesthetic confidence; Beyond cinema and television. Predictions 2007>: Machinima; Return to core values; Digital auteurism revisited. Glossary. A timeline of digital animation. Conclusion. References and bibliography. Further resources. Acknowledgements. Picture credits.

    3 in stock

    £23.99

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