Digital animation Books

348 products


  • Taylor & Francis Ltd The Routledge Handbook of Audio Description

    15 in stock

    a huge range and FREE tracked UK delivery on ALL orders.

    15 in stock

    £204.25

  • Taylor & Francis Mythopoeic Narrative in The Legend of Zelda

    15 in stock

    a huge range and FREE tracked UK delivery on ALL orders.

    15 in stock

    £128.25

  • Taylor & Francis Videogames and the Gothic

    15 in stock

    a huge range and FREE tracked UK delivery on ALL orders.

    15 in stock

    £128.25

  • Taylor & Francis Ltd Sounding Emerging Media

    15 in stock

    a huge range and FREE tracked UK delivery on ALL orders.

    15 in stock

    £36.99

  • Taylor & Francis Ltd Sounding Emerging Media

    15 in stock

    a huge range and FREE tracked UK delivery on ALL orders.

    15 in stock

    £128.25

  • Taylor & Francis Ltd Virtual Reality Designs

    15 in stock

    a huge range and FREE tracked UK delivery on ALL orders.

    15 in stock

    £68.39

  • Taylor & Francis Ltd Data Publics

    15 in stock

    a huge range and FREE tracked UK delivery on ALL orders.

    15 in stock

    £38.99

  • Taylor & Francis Ltd A Moving Subject

    15 in stock

    a huge range and FREE tracked UK delivery on ALL orders.

    15 in stock

    £118.75

  • Taylor & Francis Ltd Independent Videogames

    15 in stock

    a huge range and FREE tracked UK delivery on ALL orders.

    15 in stock

    £38.99

  • Taylor & Francis Ltd A Moving Subject

    15 in stock

    a huge range and FREE tracked UK delivery on ALL orders.

    15 in stock

    £49.39

  • Taylor & Francis Ltd Game Usability

    15 in stock

    a huge range and FREE tracked UK delivery on ALL orders.

    15 in stock

    £152.56

  • Taylor & Francis Ltd VRay 5 for 3ds Max 2020 3D Rendering Workflows Volume 1 3D Photorealistic Rendering

    15 in stock

    a huge range and FREE tracked UK delivery on ALL orders.

    15 in stock

    £50.34

  • Taylor & Francis Ltd An EthicoPhenomenology of Digital Art Practices

    15 in stock

    a huge range and FREE tracked UK delivery on ALL orders.

    15 in stock

    £38.99

  • Taylor & Francis Ltd The Gig Economy Workers and Media in the Age of Convergence

    15 in stock

    a huge range and FREE tracked UK delivery on ALL orders.

    15 in stock

    £128.25

  • Taylor & Francis Ltd Environment Art in the Game Industry

    15 in stock

    a huge range and FREE tracked UK delivery on ALL orders.

    15 in stock

    £42.74

  • Taylor & Francis Ltd Environment Art in the Game Industry

    15 in stock

    a huge range and FREE tracked UK delivery on ALL orders.

    15 in stock

    £109.25

  • Taylor & Francis Understanding Reddit

    15 in stock

    a huge range and FREE tracked UK delivery on ALL orders.

    15 in stock

    £47.49

  • Taylor & Francis Ltd Developing Graphics Frameworks with Python and OpenGL

    15 in stock

    a huge range and FREE tracked UK delivery on ALL orders.

    15 in stock

    £99.99

  • Taylor & Francis Immersion Narrative and Gender Crisis in Survival Horror Video Games

    15 in stock

    a huge range and FREE tracked UK delivery on ALL orders.

    15 in stock

    £135.00

  • Taylor & Francis The Fantasy Sport Industry

    15 in stock

    a huge range and FREE tracked UK delivery on ALL orders.

    15 in stock

    £137.75

  • Taylor & Francis Qualitative Research in Gambling

    15 in stock

    a huge range and FREE tracked UK delivery on ALL orders.

    15 in stock

    £128.25

  • Taylor & Francis Ltd Rigging for Games

    15 in stock

    a huge range and FREE tracked UK delivery on ALL orders.

    15 in stock

    £46.54

  • Taylor & Francis Ltd Digital Media Foundations

    15 in stock

    a huge range and FREE tracked UK delivery on ALL orders.

    15 in stock

    £135.00

  • Taylor & Francis Ltd Digital Media Foundations

    1 in stock

    a huge range and FREE tracked UK delivery on ALL orders.

    1 in stock

    £49.99

  • Taylor & Francis Ltd The Art of Drawing Folds An Illustrators Guide to Drawing the Clothed Figure

    15 in stock

    a huge range and FREE tracked UK delivery on ALL orders.

    15 in stock

    £128.25

  • Taylor & Francis Ltd How to Cheat in Maya 2014 Tools and Techniques for Character Animation

    15 in stock

    a huge range and FREE tracked UK delivery on ALL orders.

    15 in stock

    £42.99

  • Taylor & Francis Art Hack Practice

    15 in stock

    a huge range and FREE tracked UK delivery on ALL orders.

    15 in stock

    £37.99

  • Taylor & Francis Art Hack Practice

    15 in stock

    a huge range and FREE tracked UK delivery on ALL orders.

    15 in stock

    £128.25

  • Taylor & Francis The Media Workflow Puzzle How It All Fits Together

    15 in stock

    a huge range and FREE tracked UK delivery on ALL orders.

    15 in stock

    £128.25

  • Taylor & Francis Computer Architectures

    15 in stock

    a huge range and FREE tracked UK delivery on ALL orders.

    15 in stock

    £128.25

  • Taylor & Francis Ltd Fedor Khitruk

    15 in stock

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

    15 in stock

    £44.99

  • Taylor & Francis Ltd Making it HUGE in Video Games

    15 in stock

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

    15 in stock

    £29.99

  • Taylor & Francis Ltd The Business of Indie Games

    15 in stock

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

    15 in stock

    £44.64

  • Taylor & Francis Ltd Game Design Tools

    15 in stock

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

    15 in stock

    £42.99

  • Taylor & Francis Ltd Mad Eyed Misfits

    15 in stock

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

    15 in stock

    £18.99

  • 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

    £44.99

  • CRC Press Game Design Deep Dive

    15 in stock

    Book SynopsisIn Game Design Deep Dive: Trading and Collectible Card Games, game design analyst Joshua Bycer is back to discuss the deck-building genre, from the original success of Magic: The Gathering to todayâs market with online card games like Hearthstone and Gwent. The design and philosophy of deck builders and tabletop games can be and have been applied to many genres. Looks at the history of popular tabletop card games and collectible card games Discusses how to design and balance your game with low numbers Examines the application of card-based design in other genres Perfect for students and designers to learn about designing deck builders and card-based games.Table of ContentsPreface. Acknowledgments. Social Media: Social Media Contacts. Additional Books. 1 What Is the Goal of Game Design Deep Dive: Trading and Collectible Card Games? 2 The Major Names of TCGs. 3 What Is TCG Design? 4 The Arrival of CCGs. 5 How Monetization Works. 6 Designing Cards. 7 How TCGs/CCGs Influenced Game Design. 8 Balancing the Present and Future of Your Game. 9 The Work Outside the Game. 10 The TCG/CCG Market. 11 Conclusion. Glossary. Index.

    15 in stock

    £34.99

  • 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

    £33.99

  • 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

    £29.99

  • 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

  • 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

    £39.99

  • 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

    £114.00

  • 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

    £44.99

  • Taylor & Francis Ltd Visual Citizenship

    15 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

    15 in stock

    £128.25

  • 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

  • Taylor & Francis Ltd Tabletop Game Accessibility

    15 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.

    15 in stock

    £44.99

  • 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

    £58.99

  • CRC Press Costume Design for Video Games

    15 in stock

    Book SynopsisCostume Design for Video Games: An Exploration of Historical and Fantastical Skins explores the rich and colorful history of fashion throughout the ages. Each page goes into detail concerning the social significance of Iconic period pieces. From the real and the imagined, Costume Design for Video Games highlights the development of costumes and characters that pertain to plots, scenarios, and visionary goals, while also exploring silhouettes and the aesthetics of various eras. This survey of costume design for the video game market includes an exploration of the aesthetics of historical, fantasy, and futuristic influences. Not only does the text help in illustrating an assortment of styles, but Sandy Appleoff Lyons also helps to facilitate creative problem-solving as it applies to costume design and the design principles applied. This is uniquely done through a reader project, which in turn builds and implements research skills and the creation of authentic designs.Key Features: This book is not about replicating what already exists; it gives the reader the tools needed in order to understand the design principles and how to apply them to costumes. Through the comprehensive understanding of history, fashion, costumes, and cultural impacts, the readers will be able to expand their creativity and knowledge to help increase the narrative subtext and the stories of costumed figures. Readers are given tools for creative problem-solving to create authentic, original costumes. Text includes a glossary and sidebars covering materials rendering, color history, design principles, and meaning. Key terms and style sheets with layout training and cited historical examples help ground the reader with strong visuals. Table of ContentsAcknowledgmentsIntroductionEditorContributors1 Pipeline Costumes for GamesGavin Rich2 Style SheetsSandy Appleoff Lyons3 Thoughts on Character DesignLou Police4 DesignSandy Appleoff Lyons5 Immortals and the Creative ProcessSandy Appleoff Lyons6 DrapingSandy Appleoff Lyons7 ResearchSandy Appleoff Lyons and Jennifer Martinez Wormser8 Translation into 3DSandy Appleoff Lyons, Jaime Stagg, and Anna Sakoi9 Egypt and Mesopotamia (3000–600 BC)Sandy Appleoff Lyons10 Minoan and Greek (2900–300 BC)Sandy Appleoff Lyons11 Etruscan and Roman (800 BC–AD 400)Sandy Appleoff Lyons12 Byzantine/Early Medieval (AD 300–1300)Sandy Appleoff Lyons13 Late Middle Ages (AD 1300–1500)Sandy Appleoff Lyons14 Italian Renaissance (1400–1600)Sandy Appleoff Lyons15 Northern Renaissance (AD 1500–1600)Sandy Appleoff LyonsIndex

    15 in stock

    £44.64

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