Digital animation Books
Faber & Faber The Animator39s Survival Kit Flexibility and
Book SynopsisFLEXIBILITY AND WEIGHTFrom Richard Williams' The Animator's Survival Kit comes key chapters in mini form.The Animator's Survival Kit is the essential tool for animators. However, sometimes you don't want to carry the hefty expanded edition around with you to your college or studio if you're working on just one aspect of it that day.The Animation Minis take some of the most essential chapters and make them available in smaller, lightweight, hand-bag/backpack size versions. Easy to carry. Easy to study.This Mini focuses on Flexibility and Weight.How do we loosen things up and get snap and vitality into our performance at the same time as keeping the figure stable and solid?The answer: successive breaking of joints to give flexibility.In this mini, Williams stresses the importance of knowing where the weight is on every drawing. He demonstrates that the best way to show weight is to be aware of it, conscious of it, and th
£9.49
Oneworld Publications To Pixar and Beyond: My Unlikely Journey with
Book SynopsisA Sunday Times Best Book of the Year 2017 One day in November 1994, Lawrence Levy received a phone call out of the blue from Steve Jobs, whom he’d never met, offering him a job running Pixar, a little-known company that had already lost Jobs $50 million. With Pixar’s prospects looking bleak, it was with some trepidation that Levy accepted the position. After a few weeks he discovered that the situation was even worse than he’d imagined. Pixar’s advertising division just about broke even, its graphics software had few customers, its short films didn’t make any money and, on top of all that, Jobs was pushing to take the company public. Everything was riding on the studio’s first feature film, codenamed Toy Story, and even then it would have to be one of the most successful animated features of all time… Full of wisdom on bringing business and creativity together, and recounting the touching story of Levy’s enduring friendship with Jobs, To Pixar and Beyond is a fascinating insider’s account of one of Hollywood’s greatest success stories.Trade Review‘A fascinating tale of creative and business brilliance, and of a remarkable friendship.’ * Sunday Times *‘A highly readable and gripping story.’ * Mail on Sunday *'A charming, upbeat tale...much like one of the studios own animated features.' * Financial Times *'A magnifying glass held to the small print that is needed to make magic.' * The Sunday Times *'Levy’s memoir of his time heading the most dazzling entertainment studio of our times, has all the twists and turns of one of Pixar’s own films.' -- Francine Stock * Prospect *'This book, like Pixar's story, is truly remarkable.' * E&T Magazine *‘[An] enchanting memoir…Mr Levy has quite a story to tell.’ * New York Times *‘Those interested in how start-ups work or how film studios make money will love the book.’ * MoneyWeek *‘I love this book! I think it is brilliant. Of course I am biased, but even so, I think people will love this story – one they didn’t even know existed. And Lawrence has told it beautifully.’ -- Ed Catmull, co-founder and president of Pixar Animation, president of Disney Animation, bestselling author of Creativity Inc.‘A lovely and surprising discourse on topics business books rarely touch…eye-opening and inspiring… This delightful book is about finance, creative genius, workplace harmony, and luck… Life obviously is about more than business, but few books discuss both so well.’ * Fortune *‘What a delightful book about the creation of Pixar from the inside. I learned more about Mr. Jobs, Pixar and business in Silicon Valley than I have in quite some time. And like a good Pixar film, it’ll put a smile on your face.’ * Andrew Ross Sorkin, New York Times *‘A finely sketched insider’s account of the hard-fought success of a pathbreaking company. Lawrence Levy goes surprisingly and refreshingly deep on the business details behind Pixar’s creative achievements. He also shows an intimate side of Steve Jobs that will delight the mercurial businessman’s many admirers.’ -- Adam Lashinsky, assistant managing editor of Fortune Magazine and author of Inside Apple‘To Pixar and Beyond is part business book and part thriller – a tale that’s every bit as compelling as the ones Pixar tells in its blockbuster movies. It's also incredibly inspirational, a story about a team that took big risks and reaped the rewards. This is a must-read book for anyone who cares about corporate culture and wants to learn how to build a business, as well as everyone who loves Woody, Buzz, and all of the other beloved Pixar characters. I loved this book and could not put it down.’ -- Dan Lyons, bestselling author of Disrupted‘The gripping story of how through hard work, vision, and a devotion to excellence, tiny Pixar transformed itself into a Hollywood powerhouse. But it also something more: a wonderful buddy story – between Levy and Steve Jobs – and how their friendship and partnership transformed them both.’ -- William D. Cohan, bestselling author of House of Cards and Money and Power
£10.44
Bonnier Books Ltd Moana (Disney Modern Classics): A deluxe gift
Book SynopsisA retelling of Disney Moana featuring beautiful development art from the original Walt Disney Animation Studios artists. Since its release in 2016, Moana has been captivating audiences all over the world with its story of an adventurous teenager and a mighty demigod on a mission to fulfil the ancient quest of her ancestors and save her people. Enjoy the hit movie through this retelling of the story accompanied by concept art from the original Disney Animation artists. Alongside the art, fascinating facts about each piece of art give an insight into the design process behind the iconic movie. The beautiful hardback features a textured finish, stunning foil and illustrated endpapers to ensure this is a book to treasure for years to come. This is the perfect gift for all those who have been swept away by the story of Moana!
£12.59
Faber & Faber The Animators Survival Kit Runs Jumps and Skips
Book SynopsisRUNS, JUMPS AND SKIPSFrom Richard Williams' The Animator's Survival Kit comes key chapters in mini form.The Animator's Survival Kit is the essential tool for animators. However, sometimes you don't want to carry the hefty expanded edition around with you to your college or studio if you're working on just one aspect of it that day.The Animation Minis take some of the most essential chapters and make them available in smaller, lightweight, hand-bag/backpack size versions. Easy to carry. Easy to study.This Mini focuses on Runs, Jumps and Skips.As with Walks, the way we run shows our character and personality. A lazy, heavy person is going to run very differently to an athletic ten-year-old girl.Richard Williams demonstrates how - when you're doing a walk and you take both legs off the ground, at the same time and for just one frame a walk becomes a run. So, all the things we do with walks, we can do with runs.This Mini pr
£9.49
David & Charles Get Started with Procreate
Book SynopsisGet Started with Procreate guides you through 20 practice tutorials, using a 10-step plan to boost your skills in working with digital tools and techniques.
£15.29
Philip Wilson Publishers Ltd Inspiring Walt Disney: The Animation of French
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
£14.39
Faber & Faber The Animators Survival Kit Walks
Book SynopsisWALKSFrom Richard Williams' The Animator's Survival Kit comes key chapters in mini form.The Animator's Survival Kit is the essential tool for animators. However, sometimes you don't want to carry the hefty expanded edition around with you to your college or studio if you're working on just one aspect of it that day.The Animation Minis take some of the most essential chapters and make them available in smaller, lightweight, hand-bag/backpack size versions. Easy to carry. Easy to study.This Mini focuses on Walks.Walks are full of personality. Walks reveal the character, they tell the story of the person. In this Mini Richard Williams provides the building blocks of how to construct walks, using stick figures to make it easy to learn, copy and understand.The process will encourage you to invent and entertain.
£9.49
CRC Press How to Cheat in Maya 2026
a huge range and FREE tracked UK delivery on ALL orders.
£140.00
Taylor & Francis Ltd Design for Motion
Book SynopsisCombining art and design principles with creative storytelling and professional savvy, this book covers everything a serious motion designer needs to make their artistic visions a reality and confidently produce compositions for clients.In this updated second edition of Design for Motion, author Austin Shaw explores the principles of motion design, teaching readers how to creatively harness the essential techniques of this diverse and innovative medium to create compelling style frames, design boards, and motion design products. Lessons are augmented by illustrious full-color imagery and practical exercises, allowing you to put the techniques covered into immediate practical context. Industry leaders, pioneers, and rising stars contribute their professional perspectives, share personal stories, and provide visual examples of their work.This second edition also includes updates on the following: Illustration techniques Typography Compositing Visual storytelling Incorporating 3D elements Social/mobile-first design Portfolio and concept development How to develop a distinct personal design style, and much more Plumb the depths of core motion design fundamentals and harness the essential techniques of this diverse and innovative medium. An accompanying Companion Website (www.routledge.com/cw/shaw) features video tutorials, a student showcase, and more.Trade Review"At a time when 'Motion Design' is clambering out of infancy and maturing as a discipline – yet when it is simultaneously complicated by rapidly evolving technologies, platforms and shifting economics – Design for Motion provides a comprehensive, contemporary blueprint for what it takes to be a 'Motion Designer' today. Austin's book reminds us to pay attention to the fundamentals of our craft, while inspiring us to ponder the potential for motion design as a communication tool, a storytelling platform and an art form into the future."—Patrick Clair, Director, Antibody"Austin is one of the first to identify and put down on paper a tangible, in-depth account of a new field that has quickly emerged within the design genre. For years, even professionals in the industry have had trouble giving it a title. Not only does Austin give it a name, but he also captures the essence of the field in a way that both young designers and professionals can appreciate. With words and pictures, he shares the process and explains in detail the knowledge base required for the field. He even questions industry leaders to qualify his process, making it a perfect balance of the academic and professional worlds."—Erin Sarofsky, Executive Creative Director, SarofskyTable of ContentsForeword to the 2nd Edition by Erin SarofskyForeword to the 1st Edition by Justin ConeIntroduction: Motion Design1. Design for Motion2. Concept Development3. Design Essentials4. Stylistic Creative Briefs for Portfolio Development5. Type-Driven Design Boards6. Illustrative Design Boards7. Information-Graphics/Data Visualization Design Boards8. Character-Driven Design Boards9. Tactile Design Boards10. Modern Design Boards11. Matte Painting12. Illustrative Design Boards13. Finding Inspiration14. Looking Forward15. Design for Motion "Young Guns"
£45.99
Taylor & Francis The Game Audio Strategy Guide
Book SynopsisThe Game Audio Strategy Guide is a comprehensive text designed to turn both novices and experienced audio designers into technical game audio pros. Providing both a theoretical foundation and practical insights, The Game Audio Strategy Guide offers a thorough look at the tools and methods needed to create industry-quality music and sound design for games. The text is supported by an extensive companion website, featuring numerous practical tutorials and exercises, which allows the reader to gain hands-on experience creating and implementing audio assets for games.The Game Audio Strategy Guide is the essential manual for anyone interested in creating audio for games, inside or outside the classroom.Trade Review"If you’re interested in the world of game sound, you need this book! I couldn’t be more excited that this book exists and wish I had had such a comprehensive and well-organized handbook when I was starting out as a sound designer/composer. Gina and Spencer take us through a complete overview of the craft and the skills involved in this growing field where sound is an essential component of game development. They shed light on the creative process, the technical skills, and the practicalities, from sound and music creation to game audio implementation. This book is a culmination of Gina and Spencer's many years of professional experience wrapped into an accessible and effective guide. Not to mention, they are seasoned educators, so as you can imagine this book is not only bursting with invaluable tips from professionals, but it’s also instructive and even includes assignments and additional practical information on a companion website to make sure the concepts really hit home. That combination is invaluable and an enormous help! A must-read for up-and-coming game audio folks, in my opinion." - Michele Darling, professional sound designer and assistant chair of Electronic Production and Design at Berklee College of Music, Boston, USA"This is an astonishing achievement. It is the definitive book of reference that the industry has needed for years. It will help guide a whole new generation of creative technical audio professionals into this immensely challenging and rewarding area of the video games industry. If you have any serious interest in video games audio or music, you must read this book." - Guy Michelmore, composer"A delightful and useful addition to the Game Audio Toolbox of Your Mind (and bookshelf!)" - George Alistair Sanger, "The Fat Man""The Game Audio Strategy Guide is a comprehensive text for anyone wanting to better understand the nuts and bolts of music composition and sound design for games. In their information-packed treatise, Gina and Spencer provide an excellent roadmap for understanding the complex and not-so-straightforward art of game music and sound." - Brian Schmidt, executive director, GameSoundCon and Brian Schmidt Studios, LLC, USA"This exciting book is a comprehensive 'walkthrough' of the creative processes of game audio. It uses the experience of industry professionals in tandem with theoretical discussion to present practical wisdom in an accessible manner. The book encourages readers to become reflective, innovative composers and sound designers. A strategy guide, yes, but absolutely no cheating!" - Dr Tim Summers, lecturer in Music, Royal Holloway University of London, UK, author of Understanding Video Game Music and co-founder, Ludomusicology Research Group''The Game Audio Strategy Guide is a dense educational textbook that packs as much information as possible into a single source and aims to fulfill multiple goals. The authors present a theoretical and practical framework that covers all major aspects of game audio (sound design, composition, implementation, business) from the fundamentals all the way to advanced topics. It aims to bridge the gap between academia and industry practice.A noteworthy feature of this book is its detailed companion website, which is actually a vital part of the reading experience, an approach that might bring its own advantages and disadvantages. The website adds a considerable amount of essential information, detailed clarifications, examples, and practical exercises for each chapter.As an educator, I cannot think of another game audio book that provides that much combined value to its readers in such an expanded range of topics that touch on both a theoretical and a practical perspective. If a student wishes to buy only one educational book on game audio, I think this is it!'' - Marios Aristopoulos, Journal of Sound and Music in GamesTable of ContentsForeword Preface Acknowledgements INTRODUCTION 1. Getting Started Our Goals for this Textbook Overview and Learning Outcomes Who Should Read this Book? How to Use this Book Requisite Knowledge Theoretical Framework Practical Framework, A.K.A. Companion Website (Sound Lab)? Visiting Artist’s Tips Key Terms Further Reading Game Audio Game Development Roles Defined Essential Soft Skills and Tools For Game Audio Production Cycle and Planning Research Making Use of Downtime PART ISound Design 2. The Basics of Nonlinear Sound Design What is Nonlinear Sound Design? The Sound Design Process Challenges in Nonlinear Sound Design Exploring Immersion and Interactivity Essential Skills for Sound Designers 3. Designing Sound Dynamic Audio Sound Effects The Function of Sound in Games Designing the Sonic Palette Choosing the Right Source for Your Sonic Palette Sourcing Audio from Libraries Sourcing Sounds through Synthesis Sourcing Audio through Studio and Field Recording Field Recording Microphone Choice and Placement Performing Sound with Props Location Scouting and Preparation Designing Sound Effects Sound Design Techniques Effects Processing as a Sound Design Tool Putting It All Together 4. Voice Production Dialogue vs. Voice-Over PART IIMusic 5. The Basics of Nonlinear Music What is Nonlinear Music? Challenges of Nonlinear Music Writing Essential Skills for the Game Composer Exploring Music as an Immersive Tool Diegetic vs. Non-Diegetic Music Production Cycle and Planning Working with a Team Platforms and Delivery 6. Composing Music Generating Musical Ideas and the Creative Cycle Starting Points for Musical Composition Composing Game Music Form and Structure in Game Music 7. Arranging and Orchestration for Games Genre and Style Considerations Foundations of Musical Texture in Games Arranging and Orchestrating Using Samples Templates Template Planning The Orchestral Instruments Writing for String Samples Writing for Woodwind and Brass Samples Writing for Choir Samples Writing for Percussion Samples Writing for Full Sampled Orchestra Advanced Orchestration and Arranging for Live Ensembles Working with Synthetic Timbres Other Styles of Arranging in Game Music PART IIIImplementation 8. Audio Implementation Implementation Basics Dialogue Systems Dynamic Mix Systems Resource Management and Performance Optimization Testing, Debugging, and QA 9. Music Implementation Approaching Implementation Arranging and Orchestration as Implementation Advanced Vertical Techniques Advanced Horizontal Techniques Adding Randomness and Variation Composing Complex Adaptive Systems Using Middleware Aesthetic Creativity and Composing Outside the Box Tools for Experimentation Pure Data Simplicity vs. Complexity in Game Music PART IVBusiness and Networking 10. The Business of Games, Part I: What Do We Do Now? Career Development: Overview and Philosophy Selecting Tangible Goals The Pyramid of Sustainability Career Paths in Game Audio 11. The Business of Games, Part II: Gigs, Gigs, Gigs! Networking and Creating Value Demonstrating Value Finding Work Business and Price Considerations The Final Bid Navigating Contracts 12. Your Game Audio Strategy Guide Audio Creator as Game Developer Index
£69.99
Titan Books Ltd Klaus: The Art of the Movie
Book SynopsisA stunning book exploring the art of Sergio Pablos' animated Christmas original, Klaus. A young, lowly Scandinavian postman named Jesper gets the chance to make his mark when he's tasked with bringing the postal service to a contentious village in the cold north, where he meets a mysterious, white-bearded toymaker named Klaus.Trade Review“one of the most interesting art-of books in some time” - Cartoon Brew“The next level of books on film animation is here” - Borg.com“a delightful behind the scenes look at the colorful artwork of this new holiday special” - Fangirl Nation “I’m a huge fan of this film, but the art book sold it for me...not only a beautiful book, but a promise that animation is going in new and exciting places” 9.5/10 - Adventures in Poor Taste “extremely insightful” - Geekisphere“Beautifully designed, lovely cover, and great layouts made for a holiday book to treasure” - Borg.com
£31.99
Pearson Education (US) Designing Immersive 3D Experiences
Book SynopsisRenée Stevens is an interactive and immersive designer, educator, author, and speaker. Her creative work focuses on innovative ways that design can help overcome learning disabilities and create more accessible and inclusive learning environments. She is the founder of the XR tech startup, tagAR. For more than a decade she has run her own interactive design studio consulting and designing on XR projects and working as a motion designer for Forbes. You can find her teaching at the S. I. Newhouse School of Public Communications at Syracuse University, where she is the Associate Chair of the Visual Communications Department, overseeing the undergraduate and graduate design programs. She was named an Educator to Watch by Graphic Design USA (GDUSA). She has been invited around the world to speak about her research and design work in XR, including TEDx, SXSW, Sundance, VR/AR Association, and AIGA. She is the author of the book Powered by Design. She lives in New Table of ContentsCHAPTER 1 PICK YOUR REALITY The tech behind the acronyms You are already using extended reality Prosthetic knowledge Looking ahead CHAPTER 2 TECHNOLOGY CHECK Is any of this actually new? The world in the palm of your hand Projection mapping Head-mounted displays Spatial computing Reality check CHAPTER 3 THE IMMERSIVE EXPERIENCE The world in 3D Affordances Multimodal experiences Experience design CHAPTER 4 IDEATION Identify the why Innovation and practicality Outside influence Keep it human The answer to your questions CHAPTER 5 CREATING THE PROTOTYPE Fake it 'til you make it Sketch transparently The power of prototypes Use what you know Process work CHAPTER 6 THE UX OF XR Approachable design Seamless user flow Know thy audience Making reality accessible UX challenge CHAPTER 7 THE UI OF XR The z-axis 3D interface metaphors Time and space Microinteractions Inspiration is all around you CHAPTER 8 HUMAN FACTORS Designing the whole experience Theories of perception Creating hierarchy in 3D Human centered CHAPTER 9 THE UNCONTROLLABLE BACKGROUND Expecting the unexpected Figure-ground Location, location, location Getting emotional Control is overrated CHAPTER 10 AUGMENTED TYPOGRAPHY Legibility and readability Creating visual contrast Take control Design with purpose CHAPTER 11 COLOR FOR XR Color appearance models Light interactions Dynamic adaptation Reflection CHAPTER 12 SOUND DESIGN Hearing what you see Spatial sound Augmented audio Voice experiences Power of sound CHAPTER 13 BRINGING IT TO LIFE To code or not to code Keep it agile Try, and try again User experience research Privacy and ethical considerations Keep it super CHAPTER 14 UP NEXT Where to go from here Breaking out of rectangles Why we need XR right now Extend our physical space
£34.19
Taylor & Francis Inc Game Feel
Book SynopsisGame Feel exposes feel as a hidden language in game design that no one has fully articulated yet. The language could be compared to the building blocks of music (time signatures, chord progressions, verse) - no matter the instruments, style or time period - these building blocks come into play. Feel and sensation are similar building blocks where game design is concerned. They create the meta-sensation of involvement with a game. The understanding of how game designers create feel, and affect feel are only partially understood by most in the field and tends to be overlooked as a method or course of study, yet a game's feel is central to a game's success. This book brings the subject of feel to light by consolidating existing theories into a cohesive book. The book covers topics like the role of sound, ancillary indicators, the importance of metaphor, how people perceive things, and a brief history of feel in games.The associated web site contains a playset wiTable of ContentsINTRODUCTION PART 1: Deconstruction1. Why Feel, Why Now?This chapter focuses on the impetus behind the book, asking the reader to recall the sensation of controlling a virtual avatar and talking about why feel is so important (and why it is often overlooked.)2. The Grand Scheme of Game DesignThis chapter assigns feel a place in the larger realm of game design, defining its scope and boundaries, talking about how it fits into creating the Ultimate Game Experience of life-enriching flow and empowerment. Using diagrams and research derived from Maslow's Pyramid of Wants and Will Wright's concept of Granularity, feel is identified as one of the atomic units of game construction, one of the most basic building blocks of interactivity. 3. Games that don't Feature Virtual Sensation There are some types of digital games - Civilization, Solitaire, the Sims, and so on - that don't focus on feel or utilize it as one of their core elements, separating them from what will be discussed in the book. An interesting aside is that we are indeed experiencing virtual sensation whenever we use a mouse but that it is so intuitive and familiar that there's really no rational motion translation or skill to build. This brings up an interesting point: much of the pleasure of controlling something purely visual is in the challenge of mastering it, in the obfuscation. In fact, we're wired to receive pleasure for remapping our neural pathways to gain skill and mastery in this way, and it's one of the reasons that overcoming challenges (playing games) is so pleasureable. 4. What is Feel?How do players experience feel? It seems to be mostly subconscious, though there are some artifacts that will be of use to us. Citations here of various forum scrapings and interviews with players looking for feel des
£44.99
CRC Press C Game Programming Cookbook for Unity 3D
Book SynopsisThis second edition of C# Game Programming Cookbook for Unity 3D expounds upon the first with more details and techniques. With a fresh array of chapters, updated C# code and examples, Jeff W. Murray's book will help the reader understand structured game development in Unity unlike ever before.New to this edition is a step-by-step tutorial for building a 2D infinite runner game from the framework and scripts included in the book. The book contains a flexible and reusable framework in C# suitable for all game types. From game state handling to audio mixers to asynchronous scene loading, the focus of this book is building a reusable structure to take care of many of the most used systems.Improve your game''s sound in a dedicated audio chapter covering topics such as audio mixers, fading, and audio ducking effects, or dissect a fully featured racing game with car physics, lap counting, artificial intelligence steering behaviors, and game management. Use this book tTable of ContentsAcknowledgments. Introduction. Prerequisites. 1. Making Games in a Modular Way. 2. Making a 2D Infinite Runner Game. 3. Building the Core Game Framework. 4. Player Structure. 5. Recipes: Common Components. 6. Player Movement Controllers. 7. Weapon Systems. 8. Waypoints Manager. 9. Recipe: Sound and Audio. 10. AI Manager. 11. Menus and User Interface. 12. Saving and Loading Profiles. 13. Loading Level Scenes. 14. Racing Game. 15. Blaster Game Example. Index.
£54.14
CRC Press The Gamers Brain
a huge range and FREE tracked UK delivery on ALL orders.
£47.49
Taylor & Francis Ltd Technical Animation in Video Games
Book SynopsisThis book provides a comprehensive overview of video game technical animation, covering the next generation pipelines that industry developers utilise to create their games. It covers the technical animation workflow from start to finish, looking at both software and hardware, as well as the industry standard processes that all technical animators need to know.Written to be an accessible technical animation resource, this book combines easy-to-understand principles with educational use cases on how to combine the principles and tools taught within. Example test scripts, animation files, and rig assets are provided as tangible examples that can be modified and taken apart to deepen your understanding. It covers the end-to-end pipeline of technical animation, from the very first steps of placing joints in Autodesk's Maya to breathe life into your static characters, through tools and automation development, all the way to Unreal Engine 5 integration and optimisation.AdditTable of ContentsChapter 1: Technical AnimatorChapter 2: Introduction to SoftwareChapter 3: Introduction to Motion Capture TechnologyChapter 4: A Technical UnderstandingChapter 5: Introduction To MayaChapter 6: Introduction To PythonChapter 7: Python For MayaChapter 8: Maya—Building a SkeletonChapter 9: Maya—Building A Control RigChapter 10: Introduction To Unreal Engine 5Chapter 11: Unreal—The Skeleton SetupChapter 12: Unreal—The Animation Blueprint Chapter 13: Unreal—The Control Rig BlueprintChapter 14: Unreal—Physics AssetsChapter 15: Unreal—Sequencer CinematicsChapter 16: Unreal—Cloth DynamicsChapter 17: Unreal—The OptimisationChapter 18: Evaluation
£44.99
Taylor & Francis Ltd Great Games Need Great Leaders
Book SynopsisThis book brings together the knowledge and perspectives of numerous past and present games industry leaders and practitioners to form a clear picture of how leadership operates in a game development studio. It identifies the ways in which things are changing or can change for the better in the games industry and provides a set of tools for the reader to use in their own professional practice.Embark on a journey with this book to understand how great leaders help make great games. These leaders embrace change through a broad set of skills intended to empower and nurture the teams they find themselves responsible for. Through the lens of three fantasy roleplaying classes the Warrior, the Bard, and the Cleric readers will understand the wide variety of skills and considerations involved in leading game developers well. The book includes interviewswith games industry leadersincluding:Anna Barham, Dr Raffael Boccamazzo, Branden Buffalo, Jetha Chan, Alayna Cole, Luke Dicken, Amy
£44.99
CRC Press Playtesting Best Practices
Book SynopsisPlaytesting Best Practices: Real World and Online covers the complete journey of playtesting - the iterative journey to shape and refine tabletop games from raw ideas to balanced and fun games. This step-by-step guide embraces the process and celebrates the purpose of every step, from early self-playtesting to late-stage unguided playtesting, and offers the specific questions and practices the author has refined to perfect his own games.This book is split up into four main sections, each with a distinct focus: Getting ready to playtest: establishing goalposts, brainstorming, self-playtesting, getting organized, how to design a prototype, and writing rules. The focus here is starting good habits and establishing best practices, whether this is your first game or your hundredth. Playtesting in the real world: how to find playtesters, how to teach your game, what to do during the playtest, how to take notes and collect feedback, and being a gre
£48.99
CRC Press The Fundamentals of CC Game Programming
a huge range and FREE tracked UK delivery on ALL orders.
£58.89
Pen & Sword Books Ltd Disneys Animated Classics
£21.25
Taylor & Francis Watch Me Jumpstart
Book SynopsisWatch Me Jumpstart is a love letter and a jab to the ribsâpart memoir, part field guideâfrom the Artistic Director who spent three decades peering behind the curtain of the Ottawa International Animation Festival. Chris Robinson has watched the medium mutate from spliced film cans and -inch tapes to links and torrents of digital files; from a handful of global showcases to a crowded calendar of festivals; from outsider, DIY voices to an industry that can smooth every rough edgeâand sometimes sand away the soul.With his trademark dry bite and disarming honesty, Robinson traces the collisions that shaped his life in animation: the punky spirit that got him hired, the near-disasters that almost sank him, the programs that soared, and the friendships forged at 2 a.m. over cheap wine and weirder shorts. He doesnât romanticize the past or panic about the future; he simply records what it feels like to stand at the crossroadsâagain and againâwhile the art form reinvents itself (AI panic included), and argues for the stubborn, personal, beautifully impractical films that keep the medium alive.Jumpstart is for animators and students, for programmers and critics, and for anyone who ever fell for a film that didnât care about permission. Itâs a backstage pass to the decisions, arguments, and small miracles that turn thousands of submissions into a festivalâand a reminder that animation isnât a genre or a market segment. Itâs a messy, human conversation that never stops moving, even when the projector jams.
£47.49
CRC Press Education and RolePlaying Games
a huge range and FREE tracked UK delivery on ALL orders.
£50.34
Taylor & Francis Ltd The Theory and Practice of Motion Design
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
£37.99
Taylor & Francis Ltd Composition for the 21st century Vol 1
Book SynopsisComposition for the 21st century: Image-Making for Animation focuses on composition and its technical and artistic application in animation, illustration, games, and films. It covers all aspects of design and discusses in detail their artistic applicability and impact on image and narrative. Emphasis is placed on the ability of each aspect to support and affect the narrative. Additional case studies explain the successful use of these concepts in films and animation. This book is geared toward students; however, it is also reader-friendly for professionals. Composition for the 21st century: Image-Making for Animation's goal is to comprehend composition as an artistic tool and as a significant part of the professional image-making process.Key Features: Teaches the complexity of composition in image-making. Closes the gap between praxis and theory in animation. Explains how to produce images thatTable of ContentsChapter 1: The Power of Images, Chapter 2: The Purpose of Images, Chapter 3: The Frame, Chapter 4: Aspect Ratio, Chapter 5: Composition, Chapter 6: Character Staging and Film Language, Chapter 7: Vectors, Chapter 8: Directions, Chapter 9: Shape and Form, Chapter 10: Mood, Chapter 11: Size, Chapter 12: Depth, Chapter 13: Light and Shadow, Chapter 14: Color, Chapter 15: Color Contrast, Chapter 16: Perspective, Chapter 17: Texture, Chapter 18: Movement, Chapter 19: Music and Sound, Chapter 20: Variation
£54.99
Bloomsbury Publishing PLC Sketching for Animation
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
£34.19
Chronicle Books The Art of Incredibles 2
Book SynopsisFrom Pixar''s upcoming film Incredibles 2, this making-of book is a dive back into the beloved world of the Incredibles. The Art of Incredibles 2 explores Pixar''s highly anticipated sequel through colorful artwork, energetic character sketches, intriguing storyboards, and spellbinding colorscripts.Featuring gorgeous production art and interesting details from the production team about the making of the film, The Art of Incredibles 2 overflows with insights into the artistic process behind Pixar''s engaging creative vision.Copyright ©2018 Disney Enterprises, Inc. and Pixar. All rights reserved.Trade Review"in ‘The Art Of Incredibles 2’, edited by Kaen Paik, we see how characters, environments, vehicles and outtakes were done or prepared. Which basically means design, storyboards and a lot of photos. There is more of that than footage from the film so it might be of less interest to your sprogs. If you are ever contemplating getting into the industry at any level then you need to see the amount of work that is done even before it gets animated. The attention to detail right down to the money they use, shows a lot of pre-planning and thought." -- SFcrowsnest"The Art Of Incredibles 2 is loaded with the kind of sketches, digital doodles and clay sculpts that you have come to expect from these tie-ins. It's an essential indulgence for anyone who wants to wallow in the world and explore the details that fly by far too quickly on-screen." -- Total Film"Animated features are nothing without their animators and designers and The Art Of Incredibles 2 is a well-edited and fascinating glimpse behind the curtains of Disney•Pixar’s inventive sequel. Recommended for fans of the film, the characters or people with an interest in animation." -- Trip Wire Magazine
£24.00
Santa Monica Press Creating Q*Bert: and Other Classic Video Arcade
Book SynopsisCreating Q*bert and Other Classic Video Arcade Games takes you inside the video arcade game industry during the pivotal decades of the 1980s and 1990s. Warren Davis, the creator of the groundbreaking Q*bert, worked as a member of the creative teams who developed some of the most popular video games of all time, including Joust 2, Mortal Kombat, NBA Jam, and Revolution X. In a witty and entertaining narrative, Davis shares insightful stories that offer a behind-the-scenes look at what it was like to work as a designer and programmer at the most influential and dominant video arcade game manufacturers of the era, including Gottlieb, Williams/Bally/Midway, and Premiere. Likewise, the talented artists, designers, creators, and programmers Davis has collaborated with over the years reads like a who’s who of video gaming history: Eugene Jarvis, Tim Skelly, Ed Boon, Jeff Lee, Dave Thiel, John Newcomer, George Petro, Jack Haeger, and Dennis Nordman, among many others. The impact Davis has had on the video arcade game industry is deep and varied. At Williams, Davis created and maintained the revolutionary digitizing system that allowed actors and other photo-realistic imagery to be utilized in such games as Mortal Kombat, T2, and NBA Jam. When Davis worked on the fabled Us vs. Them, it was the first time a video game integrated a live action story with arcade-style graphics. On the one-of-a-kind Exterminator, Davis developed a brand new video game hardware system, and created a unique joystick that sensed both omni-directional movement and rotation, a first at that time. For Revolution X, he created a display system that simulated a pseudo-3D environment on 2D hardware, as well as a tool for artists that facilitated the building of virtual worlds and the seamless integration of the artist’s work into game code. Whether you’re looking for insights into the Golden Age of Arcades, would like to learn how Davis first discovered his design and programming skills as a teenager working with a 1960's computer called a Monrobot XI, or want to get the inside scoop on what it was like to film the Rock and Roll Hall of Fame band Aerosmith for Revolution X, Davis’ memoir provides a backstage tour of the arcade and video game industry during its most definitive and influential period.Trade Review"Davis, an International Video Game Hall of Fame inductee, reflects in this entertaining debut on his years as an influential creator at the forefront of the “video game revolution.” He recounts his “earliest exposure” to computers, in high school in Brooklyn in the 1970s, when he learned programming on a device “the size of a desk.” As a freshman at Rensselaer Polytechnic Institute, he discovered Pong, and later created his first game, a simulated gin rummy that was done via punch cards. After graduating, Davis landed his first programming job in 1982 at the arcade game company Gottlieb, where he helped create Q*bert—one of the most popular video arcade games of the ’80s—an accomplishment that led him to later achieve breakthroughs in automating the digitizing of graphics used in such games as Mortal Kombat and NBA Jam. Even in his more granular descriptions, Davis’s enthusiasm brings to the page the palpable excitement of the “golden age” he’d been a part of. From deciding on Q*bert’s moves (“Should I just keep him stuck at the edge [of the pyramid], or allow him to fall into nothingness?”) to procuring the flying footage needed for the alien invasion game Us vs. Them, every detail is parsed to convey the rigorous thought underpinning some of history’s most successful video games. Gamers will be fascinated."—Publisher's Weekly “Warren was part of a small team building Williams’ next generation of video arcade hardware and software. By the time I joined the video game department, they had built a development foundation upon which future classic arcade games like NARC, Smash TV, Terminator 2, NBA Jam, and Mortal Kombat would be created. . . . I can’t overstate the impact Warren had on the development of Mortal Kombat and so many other Williams/Midway games.”—Ed Boon, Co-creator of Mortal Kombat and NetherRealm Studios creative director“Q*bert may be Warren’s most famous creation, but his work at 1990’s Midway was instrumental in the parade of arcade smash hits that marched out of our studio. He is both humble and accurate in his behind-the-scenes recollections. If ever you wanted a peek behind our coin-op curtain and a window into the life of a true industry pioneer, this is it!”—John Tobias, Co-creator of Mortal Kombat"In retro-gaming circles, Warren Davis is something of an unheralded pioneer, one of many who laid a blocky 8-bit path to PlayStation, Wordle and an industry now pulling in $180 billion annually.”—Chicago Tribune"In his new book, Creating Q*bert and Other Classic Arcade Games, legendary game designer and programmer Warren Davis recalls his halycon days imagining and designing some of the biggest hits to ever grace an arcade."—Engadget“Working alongside Warren at Williams Electronics was one of those rare, once-in-a-lifetime opportunities. He conjured magical code that introduced me to the world of digitization and video game programming. Not only a wise and entertaining designer/programmer, he impressed us all with his extra-curricular acting gigs. This book gave me a true appreciation for the man that was always positive, kind, and helpful to a young 'know it all' from Indiana."—George Petro, founder of Play Mechanix, makers of Big Buck Hunter“The impact Warren Davis has had on video game culture cannot be understated. It was great to learn so much more about one of the Godfathers of the industry.”—Joshua Tsui, director of Insert Coin“[Davis] takes us on an insightful journey through the ’80s and ’90s covering the birth and nearly two decades of arcade game development from a unique insider perspective. . . . For someone who has been an active gamer since 1980, I found this a highly enjoyable and surprisingly detailed journal of those times. . . . I went into this review hoping to learn a bit of the backstory on how Q*bert was created and came away with a much greater knowledge of the entire arcade industry from testing, building, and even marketing. . . . I highly recommend Creating Q*bert and Other Classic Video Arcade Games to anyone who enjoys (or has ever enjoyed) arcade video games regardless of your age. The games you play today on PC and console all got their roots during these two decades of innovation and chances are Warren Davis played some part in what we are all playing today.”—Mark Smith, Game Chronicles“Warren delivers a ringside peek into the Golden Age of arcade gaming. Art, science, and commerce merged to produce games which continue to delight and challenge aficionados, and Warren was smack dab in the middle of it. He tells his story in a clear, concise voice, all the while retaining a touch of awe reflecting the alchemy of the era.”—Jeff Lee, Co-creator of Q*bert and curious earthling“Warren was in the right place with the right stuff. We were fortunate to be at the beginning of a revolution in entertainment. It is great that an interactive entertainment pioneer has taken the time to write about his journey and Warren does it well.”—David Thiel, interactive audio artist “Warren’s book is a well-written, entertaining history of the early video game industry. Working with Warren, Dave, Rich, and others creating Us vs. Them was an interesting creative challenge. We had never done anything like this before, but we just dove in, solving problems as they came up. I have a lot of great memories of our time together working on Us vs. Them, and Warren’s writing reminded me of a few I had forgotten. Thanks, Warren, for documenting the history of our great adventure.”—Dennis Nordman, pinball and coin-op game designer“Warren’s wit, insights and self-depreciating humour make this a pleasure to read and as entertaining as the games he created.”—The Nottingham Post“With a brilliant and friendly style, Warren Davis tells us his story full of interesting anecdotes.”—RetroMagazine“Creating Q*bert is more than a compelling memoir: it is a vehicle that parks itself and delivers now-stalgia in Q*bert-style leaps and bounds. Warren Davis is your friendly, neighborhood, savant-like driver.”—Geek InsiderTable of ContentsCONTENTS 1) The Shaping of a Young Mind 2) Entering Wonderland 3) The Cubes Game 4) A Noser is Born 5) The Aftermath 6) US vs THEM 7) Gottlieb’s Demise 8) Williams and the Dawn of Digitization 9) The Premier Years 10) Return to Williams 11) Last Days in the Funhouse 12) Loose Ends
£17.09
Anness Publishing How to Draw Digital Manga and Anime
Book SynopsisA comprehensive practical guide to digital manga and anime, suitable for both complete beginners and experienced digital artists. An informative introduction covers all the equipment you will need, with step-by-step guides to using the tools of Adobe Photoshop to create different effects. It also covers the translation of manga characters to the screen in the creation of anime, including the software you will need, pre-production and animation.
£7.59
Anness Publishing Cartooning, The Professional Step-by-Step Guide
Book Synopsis
£6.99
Titan Books Ltd The Art of Captain Underpants The First Epic
Book SynopsisFrom DreamWorks Animation comes a movie event based on the best-selling book series by Dav Pilkey. This comedy for the entire family tells the story of 2 pranksters named George and Harold, who hypnotize their principal into thinking he's a ridiculously enthusiastic, incredibly dimwitted superhero named Captain Underpants. The movie stars the voice talents of Ed Helms, Kevin Hart, Thomas Middleditch, Nick Kroll and many more!Trade Review“From the moment you crack open The Art of Captain Underpants to be greeted by a foreword written and illustrated in comic strip format by series author Dav Pilkey, you know you’re in for a treat” - VG Blogger
£23.99
Pearson Education (US) Adobe Animate Classroom in a Book 2024 Release
Book SynopsisRussell Chun earned his master's degree in medical illustration from the Johns Hopkins University School of Medicine, and used Flash for over eight years to develop interactive, instructional multimedia. He has taught Flash at the beginning through advanced levels at a number of institutions including the College of San Mateo, the Center for Electronic Art, the UC Berkeley Graduate School of Journalism, Cellspace, Columbia University Graduate School of Journalism, and City University of New York Graduate School of Journalism. He has also taught Flash at national conferences, regional user group meetings, and corporate workshops. He is the author of several advanced Flash books, Macromedia Flash Advanced Visual QuickPro Guide for versions 5, MX, MX2004, and 8. He has written several Flash articles for MacWorld and for SBS Digital Design.
£41.99
Taylor & Francis Ltd Dream Worlds Production Design for Animation
Book SynopsisA truly unique visual delight offering insight into the development of animation classics like Bambi, Beauty and the Beast, The Lion King, Lilo and Stitch as well as a tantalizing examination of unfinished Disney projects.Trade ReviewDream Worlds will be the definitive work on art direction and production design. Bacher covers decades of memorable animated films. There is really no other book like this out there.Nancy Beiman: Animator, Director, Character Designer, Author & ProfessorI have been lucky to have known Hans Bacher and learned from his genius for over 30 years. When it comes to color, composition and design, Hans is in a class by himself. Look through the pages of 'Dream Worlds' and be inspired by Hans' high standards and his art. It is a feast for the eyes.Andreas Deja, Supervising Animator, Walt Disney Studios Hans Bacher is a rare person - a top of the tree professional artist, production designer, animator, archivist, and generous teacher. Richard Williams, author of 'The Animator's Survival Kit'"Dream Worlds is a must have for its visuals alone - I can only describe them as gorgeous." .. World Animation JournalTable of ContentsForeword by Don Hahn, Producer of Beauty and the Beast and The Lion KingIntroductionFilm AnalysisBeauty and the BeastVisual Development and ResearchAladdinInspirationCamera RulesThe Lion KingCompositionHerculesStaging and FormatsMulanRhythm and Syle VarietyLilo and StitchValue and ColorBrother BearUnfinished Disney ProjectsOwn ProjectsThe Masters - Bambi
£41.64
Taylor & Francis Ltd Digital Painting Techniques
Book SynopsisDiscover the tips, tricks and techniques that really work for concept artists, matte painters and animators. Compiled by the team at 3dtotal.com, Digital Painting Techniques, Volume 1 offers digital inspiration with hands-on insight and techniques from professional digital artists. More than just a gallery book - within Digital Painting Techniques each artist has written a breakdown overview, with supporting imagery of how they made their piece of work. Beginner and intermediate digital artists will be inspired by the gallery style collection of the finest examples of digital painting from world renowned digital artists. Start your mentorship into the world of digital painting today with some of the greatest digital artists in the world and delve into professional digital painting techiques, such as speed painting, custom brush creation and matte painting. Develop your digital painting skills beyond the variety of free online digital painting tutorials and apply the most up to date tTrade Review"[O]ffers a range of digital inspirations and techniques from some 25 professional artists. More than just a gallery of images, this features step-by-step techniques that beginners through intermediate users can easily follow, inspired by world computer graphics artists. Photography, computer and arts collections alike will relish this."---BookWatchTable of ContentsSpeed Painting; Custom Brushes; Matte Painting; Creatures; Humans; Environments; Sci-Fi / Fantasy; Complete Projects; Gallery
£39.94
CRC Press Elemental Magic Volume I
Book SynopsisCreate amazing animated effects such as fiery blazes, rippling water, and magical transformations. Animation guru Joseph Gilland breaks down the world of special effects animation with clear step-by-step diagrams and explanations on how to create the amazing and compelling images you see on the big screen. 'Elemental Magic' is jam-packed with rich, original illustrations from the author himself which help explain and illuminate the technique, philosophy, and approach behind classical hand drawn animated effects and how to apply these skills to your digital projects.Trade ReviewNow, finally classical effects animation gets its day in the sun with Joseph Gilland's fascinating new book. It's a revelation of the amazing blend of the art and craft behind the magic of this wonderful art form. -Don Hahn, Academy Award-nominated producer of Beauty and the Beast and The Lion KingVeteran Disney animator Joe Gilland's informative book delivers, for the first time, the real nitty-gritty on the art of hand-drawn special effects. The mysteries of hos to believably animate abstract forms representing rain, fire, smoke, etc. are revealed in articulate prose, revelatory graphs, and elegantly beautiful sequential imagery. A must-have guide for animation pros, teachers, and students! -John Canemaker, Academy Award-winning animator, internationally-renowned animation historian, and teacher Table of ContentsIntroduction; A Brief History of Classical Hand-Drawn Special Effects; The Art of Drawing and Animating Special Effects; The Specific Categories; Liquids; Fire, Smoke, & Explosions; Magic, Transformations, and Spiritual Entities; Tricks of the Trade; The Future of Effects Animation
£33.14
Taylor & Francis Ltd Elemental Magic Volume II
Book SynopsisDesign beautiful, professional-level animated effects with these detailed step-by-step tutorials from former Disney animator and animated effects expert Joseph Gilland. Filled with beautiful, full-color artwork, Elemental Magic, Volume II, breaks down the animated effect process from beginning to end-including booming explosions, gusting winds, magical incantations, and raging fires. He also breaks down the process of effects clean-up, as well as timing and frame rates. The companion website includes real-time footage of the author lecturing as he animates the drawings from the book. In these videos, he elucidates the entire process from blank page to final animation. See it all come to life like never before. Throughout the book, Joseph refers to and includes examples from his own professional work from feature films such as Lilo & Stitch and Tarzan.Trade ReviewPRAISE FOR ELEMENTAL MAGIC, VOLUME I:"Gilland's fascinating new book [is] a revelation of the amazing blend of the art and craft behind of classical effects animation."-Don Hahn, Academy Award-nominated producer of Beauty and the Beast and The Lion KingTable of ContentsThe Elements; The Wave; The Splash; Lighting a Fire; Blowing it Up; The Magic Touch
£42.29
Taylor & Francis Ltd 3ds Max Modeling for Games
Book SynopsisWith 18 years under his belt in the game industry, a key contributor to the MotorStorm series, and the creator of the 3ds Max in Minutes video series (at FocalPress.com), Andrew Gahan delivers the expert techniques in 3ds Max Modeling for Games, 2nd edition. This updated edition is packed with new tutorials that will enhance your modeling skills and pump up your portfolio with high-quality work in no time. Along with Anthony O''Donnell and a team of experts, Gahan covers all of the fundamental game modeling techniques, including character and environment modeling, mapping, and texturing. Finally, a bonus section in 3ds Max Modeling for Games offers readers insights and tips on how to get their careers started in the game industry. New, expanded tutorials take readers of all abilities through full character and environment modeling from beginning to end Companion website (3d-for-games.com) offers a robust, sTrade Review"This book is a must-have resource for anyone wanting to learn how to make game art in 3ds Max. It has great support on the forums which is a testament to the author's enthusiasm for the subject. My students would be lost without it. If you want to understand how to really make 3d art for games then this is the book you need"--David Wilson, programme leader, BA (Hons) Computer Games Modelling and Animation, University of Derby, UK "This is a great book covering most aspects of modeling for games including the basics of 3D, Ambient Occlusion, Normal Maps, Character, Vehicle, Scene Creation and much, much more. It covers everything you need to get you started for your career in games"--Andy Manns, lead artist, THQ "An extremely comprehensive book covering all the basic theory and techniques with 3ds Max, currently used within the best game development studios in the industry"--Alex Perkins, art director, Sony Computer Entertainment Europe. "For a beginner, getting to grip with 3ds Max is a daunting prospect, but this book picks on the relevant features and aims to get you producing usable 3D game art quickly and efficiently. It gives you a great understanding of what goes into make good 3D video-game art and will give you the vocabulary needed to talk with confidence about in-game models."--Don Whiteford, creative director THQ Digital UK Ltd. "This book is one of the most comprehensive, straight-forward, and easy to follow guides for modeling precise and efficient 3D game assets and environments. Andrew Gahan has heard everything every educator has said about what a textbook needs to do to meet the broad stroke of students' needs and abilities in learning how to master 3D modeling with 3ds Max. With simple understanding and imagination, this text can be used to transform modeling for games into modeling for animation or modeling for simulation."--Tim Harrington, national assistant dean, Game and Simulation Programming, DeVry University "Author of this book covers what you need to complete each tutorial; it designed to get you up to speed as quickly as possible producing great artwork and is not designed to teach you how to use all aspects of 3ds Max."--Wonderpedia.wetpaint.com Table of ContentsIntroduction to 3ds Max. Creating, Unwrapping, and Texturing Simple Models. Creating Complex Objects from Primitives. Vegetation and Alpha Maps. Low-Poly Vehicle. Creating LODs. Normal Maps. Gallery. Creating a 3D Environment. High-and Low-Poly Characters. Portfolio and Interview.
£41.59
Taylor & Francis Ltd The Animators Eye
Book SynopsisFirst published in 2011. Enhance your animated features and shorts with this polished guide to channeling your vision and imagination from a former Disney animator and director. Learn how to become a strong visual storyteller through better use of color, volume, shape, shadow, and light - as well as discover how to tap into your imagination and refine your own personal vision. Francis Glebas, the director of Piglet's Big Day, guides you through the animation design process in a way that only years of expertise can provide. Discover how to create unique worlds and compelling characters as well as the difference between real-world and cartoon physics as Francis breaks down animated scenes to show you how and why to layout your animation.Table of ContentsChapter 1: IntroductionChapter 2: Mad Science or Magic?Chapter 3: That Reminds Me of a StoryChapter 4: Why Do We Animate?Chapter 5: Seeing Shapes Drawing LinesChapter 6: The Laws of AnimationChapter 7: It's Alive! Animating Inner LifeChapter 8: Creating WorldsChapter 9: Putting It Together in PostChapter 10: The Evolution of the Animator's EyeChapter 11: Production: Now We're Cooking!Chapter 12: Who Let These Two in Here? The Evolution of Ig and BunnyChapter 13: Conclusion: How I Got Eye
£33.29
Taylor & Francis Ltd Professional Techniques for Video Game Writing
Book SynopsisThis second edition of Professional Techniques for Video Game Writing is updated with new chapters and new authors, but it's still a no-nonsense guide to the professional craft of writing for video games. Not only does the text cover story and narrative elements, but it also addresses dialogue, documentation, and strategy guides. Seasoned video game writers each address a different topic, including the best way to break into the video game industry, how to be an efficient part of a team, and the principles of narrative design. The book also offers script samples, technical writing advice, effective writing tips, and suggestions for how to innovate in game narrative. Key Features Comprehensive enough for veterans and accessible enough for novices Goes into detail about how to write tutorials, script doctoring, and writing for AAA games Delivers invaluable experiences directly from writers in tTable of ContentsChapter 1 ◾ Getting Writing Jobs in Video Games 1 Wendy Despain, NCSoft, Quantum Content, International Hobo Chapter 2 ◾ Game Script Formatting 11 Wendy Despain, NCSoft, Quantum Content, International Hobo Chapter 3 ◾ Documentation for Writers 21 John Feil, Paizo Chapter 4 ◾ Writing Instructions, Helptext, Walkthroughs, and Manuals: Text to Train the Player 37 John Feil, Paizo Chapter 5 ◾ Writing Tutorials: Write “Start” to Start 53 Andrew S. Walsh, Guerrilla Games, Sony Chapter 6 ◾ Practical Techniques for Productivity: Getting the Work Done 89 Wendy Despain, NCSoft, Quantum Content, International Hobo Chapter 7 ◾ Collaborating with Art, Design, and Engineering 99 Anthony Burch, Santa Monica Studio Chapter 8 ◾ Writing for AAA Games: Playing in the Big Leagues 105 Marek Walton, Crystal Dynamics Chapter 9 ◾ Writing for Indie Games 121 Wendy Despain, NCSoft, Quantum Content, International Hobo Chapter 10 ◾ Game Writing Remotely: How to Pay the Rent Working from Home 127 Tracy A. Seamster, Independent Contractor Chapter 11 ◾ Game Writing On Staff 139 Samantha Wallschlaeger, Monolith Productions Chapter 12 ◾ Keeping Localization in Mind: When Game Narrative Travels Abroad 153 Ross Berger, Electronic Arts, Amazon Chapter 13 ◾ Writers in the Recording Studio 165 Haris Orkin, Independent Contractor Chapter 14 ◾ Writing for Existing Licenses 185 Heidi McDonald, Independent Contractor Chapter 15 ◾ Writing for New IP 197 Rhianna Pratchett, Independent Contractor Chapter 16 ◾ Script Doctoring 219 Richard Dansky, Central Clancy Writer, Ubisoft Chapter 17 ◾ Writing Compelling Game Characters 235 William Harms, Narrative Director, Hangar 13 Chapter 18 ◾ Hiring Philosophies: We Can Do Better 243 Tom Abernathy, Studio Narrative Director, ArenaNet Chapter 19 ◾ If It Works, Break It: Game Narrative Tropes and Innovation 257 Maurice Suckling, Independent Contractor, Professor of Practice, Rensselaer Polytechnic Institute APPENDIX A ◾ CALL OF JUAREZ: GUNSLINGER SCRIPT SAMPLE–SCREENPLAY FORMAT, 271 APPENDIX B ◾ BRATZ: FOREVER DIAMONDZ SCRIPT SAMPLE–MODIFIED SCREENPLAY FORMAT, 289 APPENDIX C ◾ BARKS AND TASK SPREADSHEET, 291 APPENDIX D ◾ CASTING SIDES FOR CALL OF JUAREZ, 301
£44.99
Taylor & Francis Ltd Timing for Animation 40th Anniversary Edition
Book SynopsisTiming for Animation has been one of the pillars of animation since it was first published in 1981. Now this 40th anniversary edition captures the focus of the original and enhances this new edition with fresh images, techniques, and advice from world-renowned animators. Not only does the text explore timing in traditional animation, but also timing in digital works. Vibrant illustrations and clear directions line the pages to help depict the various methods and procedures to bring your animation to life. Examples include timing for digital production, digital storyboarding in 2D, digital storyboarding in 3D, and the use of After Effects, as well as interactive games, television, animals, and more. Learn how animated scenes should be arranged in relation to each other, how much space should be used, and how long each drawing should be shown for maximum dramatic effect. All you need to breathe life into your animation is at your fingertips with Timing for AnimTrade Review"Timing for Animation 3rd edition is a must-have book for anyone who is serious about creating animation."- Nancy Denney-Phelps, AnimationWorldTable of ContentsTiming for Broadcast Media . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1Timing for Full Animation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2Timing in General . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2What Is Good Timing? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3The Storyboard . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5Traditional Storyboards . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6Digital Storyboarding . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 82D Storyboarding . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .93D Storyboarding—Pre-Visualization . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9Additional Storyboard Effects . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12Responsibility of the Director . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13Directing for Interactive Games . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15The Basic Unit of Time in Animation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16Timing for Television, Web-Based Programmingvs. Timing for Features . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18Slugging . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .19Bar Sheets . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21Timing for a Hand-Drawn Film: Exposure Chartsor Exposure Sheets . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23Timing for an Overseas Production . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24Timing for a 2D Digital Production . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25Timing for a 3D Digital Production . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25Timing for an Actor-Based Program (Performanceor Motion Capture) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27Animation and Properties of Matter . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29Movement and Caricature . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .31Cause and Effect . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32Newton’s Laws of Motion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34Objects Thrown Through the Air . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36Timing of Inanimate Objects . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38Rotating Objects . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 40Irregular Inanimate Objects . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 40Animate Objects—Characters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 40Force Transmitted Through a Flexible Joint . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 42Force Transmitted Through Jointed Limbs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 44Spacing of Drawings—General Remarks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 46Spacing of Drawings . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 48Timing a Slow Action . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 50Timing a Fast Action . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 52Getting Into and Out of Holds . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 54Single Frames or Double Frames? Ones or Twos? . . . . . . . . . . . . . . . . . . . . . . . . . . . 56How Long to Hold? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 58Anticipation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 60Follow Through . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 63Overlapping Action . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 65Timing an Oscillating Movement . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 66Timing to Suggest Weight and Force—1 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 68Timing to Suggest Weight and Force—2 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 70Timing to Suggest Weight and Force—3 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .72Timing to Suggest Weight and Force—4 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 75Timing to Suggest Force: Repeat Action . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 76Character Reactions and “Takes” . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 78Timing to Give a Feeling of Size . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 80The Effects of Friction, Air Resistance, and Wind . . . . . . . . . . . . . . . . . . . . . . . . . . . 82Timing Cycles—How Long a Repeat? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 84A Waving Flag . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 84Scenes with Multiple Characters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 86Digital Crowds (Massive) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 87Effects Animation: Flames and Smoke . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 88Water . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 90Rain . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 94Water Drops . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 94Snow . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 95Explosions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 963D Digital Effects . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 96Repeat Movements of Inanimate Objects . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 100Timing a Walk . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 102Types of Walk . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 104Spacing of Drawings in Perspective Animation . . . . . . . . . . . . . . . . . . . . . . . . . . . 106Timing Animals’ Movements: Horses . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 108Timing Animals’ Movements: Other Quadrupeds . . . . . . . . . . . . . . . . . . . . . . . . . 110Timing an Animal’s Gallop . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 112Bird Flight . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 114Drybrush (Speed Lines) and Motion Blur . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 116Accentuating a Movement . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 122Strobing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 124Fast Run Cycles . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 126Characterization (Acting) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 128The Use of Timing to Suggest Mood . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 130Synchronizing Animation to Speech . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 132Lip-Sync—1 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 134Lip-Sync—2 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 136Lip-Sync—3 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 138Timing and Music . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 141Animating for Interactive Games . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 142Traditional Camera Movements . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1443D Camera Moves . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 146Peg Movements in Traditional Animation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 147Peg Movements in 3D Animation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 149Editing Animation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 158Editing for Feature Films . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 159Editing for Television Episodes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 159Editing for Children’s Programming . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 160Editing for Internet Programs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 161Conclusion . 163Index . 164
£44.99
CRC Press Force Animal Drawing
Book SynopsisThis 10th Anniversary Edition of Force: Animal Drawing: Animal Locomotion and Design Concepts for Animators offers readers an enlarged and an enhanced selection of images that apply FORCE to animals. With larger images, readers can better appreciate and learn how to bring their own animal illustrations to life. New drawings and facts about the animals create a more comprehensive edition for your library. Readers will also adapt key industry techniques that will help personify animal animations as well as endowing their creations with human-like expressions and unique animal movement. content can be found at DrawingFORCE.comKey Features: This full-color 10th Anniversary Edition makes FORCE even easier to understand through great diagrams and illustrations Color-coded page edges help you find more easily the animal you want to draw Learn about key specifications for each mammal such as their weight range, food they eat, and how fast Table of Contents Chapter 1: The FORCE AnimalChapter 2: PlantigradesChapter 3: DigitigradesChapter 4: UnguligradesChapter 5: Animal Design
£35.99
CRC Press Architectural Approach to Level Design
Book SynopsisThoroughly updated, this book discusses level design, the discipline of creating interactive game environments, with an emphasis on architectural principles. These principles can help level designers create meaningful user experiences and emotional responses for players.. Table of ContentsChapter 1 A Brief History of Architecture and Level Design. Chapter 2 Drawing for Level Designers. Chapter 3 Level Design Workflows. Chapter 4 Basic Gamespaces. Chapter 5 Communicating through Environment Art. Chapter 6 Building exciting levels with dangerous architecture. Chapter 7 Rewards in Gamespaces. Chapter 8 Level 1-1: The Tutorial Level . Chapter 9 Storytelling in Gamespaces. Chapter 10 Possibility Spaces and Worldbuilding. Chapter 11 Working with Procedurally Generated Levels. Chapter 12 Influencing Social Interaction with Level Design. Chapter 13 Sound and Music in Level Design .
£54.99
Taylor & Francis Ltd Motion Design Toolkit
Book SynopsisThis book offers a comprehensive overview of techniques, processes, and professional practices in the area of Motion Design, from fundamental building blocks of organizing time and space in production to managing workflow, budgets, and client relationships. The authors provide insight into the production process from concept through execution in areas as diverse as social media to large-scale projection mapping for events and festivals. Readers will learn through real-world examples, case studies, and interviews how to effectively use their skills in various areas of Motion Design. Industry professionals provide unique perspectives on different areas of Motion Design while showcasing their outstanding and inspiring work throughout. This is a valuable resource to students who aspire to work in a broad range of visual communication disciplines and expand their practice of Motion Design.Table of ContentsForeword; Introduction; Chapter 1: Focus and Flow; Chapter 2: Between the Keyframes; Chapter 3: Masking, Type, & Project Structures; Chapter 4: 2D Character Rigging; Chapter 5: Z Space & Virtual Cameras; Chapter 6: Physical Cameras; Chapter 7: Editing for Motion; Chapter 8: Animation Techniques; Chapter 9: Compositing; Chapter 10: Motion Design Production; Chapter 11: Audio and Motion; Chapter 12: Motion Design Systems; Chapter 13: Projection Mapping and Immersive Media; Chapter 14: Professional Practices; Chapter 15: Business Tools
£44.99
CRC Press Independent Animation
Book SynopsisWith the advent of advanced hand-held technology and the widespread nature of the Internet, the world of animated filmmaking is more exciting and accessible than ever. Due to this cultural and technological development, the success of independent animated film makers is on the rise. Independent Animation: Developing, Producing and Distributing Your Animated Films, Second Edition showcases some of the greatest, most innovative giants in the field and helps guide readers through the artistic process and production techniques. Story development, casting, color theory, distribution and the intimidating aspects of production are elucidated using various examples of acclaimed, viral and award-winning animated films from all over the world. Readers will also explore the changing nature of audiences, festivals and distributorsâ relationships with animation and be granted first-hand guidance in navigating the diverse fields of animated filmmaking.Key Features: Table of Contents Acknowledgments. Author Biography. 1 Introduction. 2 Story Development. 3 The Visual Storyteller. 4 Consider the Source. 5 The Beat of a Different Drum. 6 Going Webisodic. 7 The Animated Documentarian. 8 Going Long. 9 Funding. 10 Keeping It Real. 11 Getting Comfortable. 12 Casting and Performance. 13 Thinking Outside the Lightbox. 14 Keeping Up. 15 Combining Your Efforts. 16 Audience Interaction. 17 Reinventing the Wheel. 18 Perseverance. 19 Your Two Most Important Characters. 20 Putting Yourself Out There. 21 Distribution: A Brave New World. Recommended Further Reading. Index.
£44.99
Taylor & Francis Ltd Building Science Graphics
Book SynopsisBuilding Science Graphics: An illustrated guide to communicating science through diagrams and visualizations is a practical guide for anyoneâregardless of previous design experience and preferred drawing toolsâinterested in creating science-centric illustrated explanatory diagrams. Starting with a clear introduction to the concept of information graphics and their role in contemporary science communication, it then outlines a process for creating graphics using evidence-based design strategies. The heart of the book is composed of two step-by-step graphical worksheets, designed to help jump-start any new project. The author website, featuring further resources and links, can be found here: https://www.buildingsciencegraphics.com/. This is both a textbook and a practical reference for anyone that needs to convey scientific information in an illustrated form for articles, poster presentations, slide shows, Trade Review"This book is a masterclass in the field of scientific visualization. Ms. Christiansen’s approach is insightful, approachable, thorough, and inclusive. There is something here for everyone, from the true novice to those who have been practicing scientific visualization for years. Each page is bursting with useful and interesting content. As an unsurprising bonus, the book’s design is a delight; it is a pleasure to read and peruse the images and layout. I strongly recommend this book for anyone interested in what it takes to create visuals that effectively and beautifully communicate science."-- Jill K Gregory, MFA, CMI; President, Association of Medical Illustrators; Associate Director of Instructional Technology, Icahn School of Medicine at Mount Sinai."Much like a successful science graphic, Building Science Graphics delivers compelling information on many different levels. From quick tips to deep dives, Christiansen shares well researched, clear examples, as well as actionable workflows and memorable anecdotes from her career. A great read and valuable resource for designers and researchers alike."-- Beth Rakouskas, Creative Director, Science"Whenever Jen Christiansen was the art director for an article I was editing, I knew that no matter how imposing the illustrative challenge, she would find a visually stunning way to bring it to glorious, lucid life. In her hands, explanatory illustrations sing out a tale of discovery, one that inspires with the grace and elegance of its comprehension. With this marvellous book, Jen generously shares her approach to beautiful, informative design, and it does something I once wouldn’t have imagined was possible: It makes me appreciate and love her work even more."-- John Rennie, Deputy editor, Quanta Magazine; Former editor-in-chief, Scientific American; Adjunct instructor, Arthur L. Carter Journalism Institute, New York University."This beautifully illustrated book is like a Swiss Army Knife— all the necessary tools of the trade are there, and they fit together seamlessly. Communicating science visually has unique challenges and considerations, which makes this book a must-read for creators of science visuals. The step-by-step approach is accessible to all levels, from students to researchers to professional artists and designers."-- Kelly Krause, Creative Director, Nature."This book will help readers and practitioners understand how to apply design principles during the process of developing and producing information graphics for diverse audiences, and offers perspectives about the design processes employed by graphics editors."-- Spencer Barnes, Associate Professor, Hussman School of Journalism and Media, University of North Carolina at Chapel Hill."I love this approach—it’s as methodical as good science. Breaking it down into manageable chunks is one thing, turning those chunks into an actual workflow is much more important and that is in here. Trying to find resources that go through a methodical approach to designing information graphics is difficult. Trying to find ones that go beyond basic charts and into in-depth illustrations is even harder."-- Mark E. Johnson, Senior lecturer, Grady College of Journalism and Mass Communication, University of Georgia."Working with scientists and researchers myself, one of the many questions I get asked is where and how to start—this book will help to answer some of those questions and concerns. The fact that it is written by Jen Christiansen adds real value. The book is explained in a cohesive and logical way. This will allow the reader to follow the process, as you would for real, building an infographic from scratch—step-by-step."-- Nigel Hawtin, information design consultant; former Graphics Editor, New Scientist."Jen Christiansen’s book is a compelling resource with helpful visual strategies and suggestions to create effective scientific illustrated explanatory diagrams. The extended step-by-step visual worksheets are must-haves for both expert and non-specialist audiences interested in visually communicating science. Her clarity and level of detail to articulate each step combined with her specialized guidance on how to work with design principles make this book one of its kind."--Sheila Pontis, Sense Information Design, and Massachusetts Institute of Technology, USA."The book provides a practical guide targeted at individuals without an explicit art/design background and tailored towards the need of science communication. I consider this a very worthwhile endeavor and believe that many scientists (including my graduate students and myself) will draw considerable utility from this book."--Stefan Bruckner, Professor of visualization, Department of Informatics of the University of Bergen."Meticulously written and intricately designed... Building Science Graphics will be most valuable in education establishments. It should be on the reading list of every science communication MSc and every communication design BA course.”-- Book Review, Eye Magazine, 14 December, 2023"An excellent resource for scientific illustration students, scientists who want to improve their visual-creation skills, and science communication enthusiasts. It would make an excellent introductory textbook for any visual science communication or illustration course/program, and it certainly belongs in the library of any sci-artist."-- Book Review, Journal of Natural Science Illustration, Vol. 55, No. 2"Building Science Graphics is a very clear and accessible guide to visual science communication that still honours the complexity of this field."-- Book Review, Journal of Science Communication, 22 (05)"Many of the ideas and frameworks are applicable to data visualization. I especially recommend this book as a resource to anyone in the field of science communication—it’s a very comprehensive guide with beautiful examples and clear guidance from an author whose expertise clearly comes through along with her deep reflections on design, process, and the field as a whole."-- Book Review, Nightingale Magazine, February 16, 2023Table of ContentsPart 1. Underpinning. 1. Introduction. 2. What are Science Graphics. 3. Science Communication Fundamentals. 4. Graphic Design Fundamentals. 5. Perception Science. 6. Making Sense of Visual Complexity. 7. Organization and Emphasis. 8. Color. 9. Typography. 10. Visual Style. 11. Storytelling Strategies. 12. Practicalities. Part 2. Illustrating Science. 13. Special Considerations for Science Graphics. 14. Types of Science Graphics. Part 3. D.I.Y. (do it yourself). 15. The Process of Building Graphics. 16. Step-by-Step Guide for Building. 17. Step-by-Step Guide for Adapting. Part 4. Joint Efforts. 18. Collaborations.
£38.99
CRC Press Virtual Reality Usability Design
Book SynopsisThe development of effective and usable software for spatial computing platforms like virtual reality (VR) requires an understanding of how these devices create new possibilities (and new perils) when it comes to interactions between humans and computers. Virtual Reality Usability Design provides readers with an understanding of the techniques and technologies required to design engaging and effective VR applications.The book covers both the mechanics of how human senses and the mind experience immersive virtual environments, as well as how to leverage these mechanics to create human-focused virtual experiences. Deeply rooted in principles of human perception and computational interaction, the current and future limitations of these replacements are also considered. Full of real-world examples, this book is an indispensable guide for any practising VR developer interested in making efficient and effective interfaces. Meanwhile, explorations of concrete theory in their practical application will be useful for VR students and researchers alike.Table of Contents1. What Makes Virtual Reality Remarkable? 2. Making the Virtual Seem Real 3. Sensation and Perception 4. Supporting Primary Senses 5. Supporting Peripheral Senses 6. Perceiving Space and Scale 7. Further Psychological Effects of Inhabiting a Virtual Environment 8. Experience Usability 9. Fictions of Physics 10. Locomotion and Navigation 11. Activities and Interactions 12. Information Display 13. Translating Traditional Interfaces for VR
£49.99
Taylor & Francis Ltd Chinese Animated Film and Ideology
Book SynopsisThis book presents a contextualized overview of the history of Chinese animated film, pointing out the most influential self-definitions of Chinese culture employed in animation art of Mao Zedong's rule (19491976) but largely focusing on the representation strategies created in the times of reforms and opening-up under Deng Xiaoping (19781989/1992).Deeply grounded in cultural studies, the book employs an interdisciplinary approach, interlacing the reflection with the perspectives of political science, film studies, and film festival studies. It focuses on phenomena anchored to the paradigms of nationalization, reform, and internationalization: among them, nuanced understanding of the minzu (national) category (including the classic style of Chinese animation); invention of wash-and-ink painting animation (shuimo donghua); renewal of film theory and animated film language; soft power and cultural diplomacy; and regular access and co-creation of the internatioTable of Contents1. Nationalization of Animation 2. Animation Reformed 3. Sino-European Opening-Up in the Area of Art-House Animation
£48.99
Taylor & Francis Introduction to Game Analysis
Book SynopsisThis accessible, third edition textbook gives students the tools they need to analyze games, using strategies borrowed from textual analysis.As game studies has become an established academic field, writing about games needs the language and methods that allow authors to reflect the complexity of a game and how it is played in a cultural context. This volume provides readers with an overview of the basic building blocks of game analysisâexamination of context, content and distinctive features, and formal qualitiesâas well as the vocabulary necessary to talk about the distinguishing characteristics of a game. Examples are drawn from a range of games, non-digital and digital, and across historyâfrom Pong to Fortniteâand the book includes a variety of examples and sample analysis, as well as a wealth of additional sources to continue exploring the field of game studies. This third edition revision brings the book firmly up to date, pulling in new examples and sourc
£38.99
Taylor & Francis Ltd The Game Design Toolbox
Book SynopsisThis book presents 71 practical game design tools that readers can use to solve real-world game design problems. Written to be a toolbox for game designers, it offers a hands-on approach with clear and easy-to-use tools so that readers can quickly find the right solution to the problem they are facing.This book is divided into six game design phases: ideation, exploration, commitment, problem solving, balancing, and tuning. Each category contains an array of relevant tools, and the accompanying indexes offer suggestions for tools to use for specific problems. Support Materials for this book offer further teaching materials, exercises, and complementary FAQs.Written to be a practical resource, this book will be a useful toolbox for junior and veteran game designers alike.Table of ContentsINTRODUCTION. Chapter 1 Game Design. Chapter 2 Ideation. Chapter 3 Exploration. Chapter 4 Commitment. Chapter 5 Problem Solving. Chapter 6 Balancing. Chapter 7 Tuning. REFERENCES. INDEX.
£44.99