Digital animation Books

520 products


  • Animation Craft

    CRC Press Animation Craft

    1 in stock

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

    1 in stock

    £50.34

  • The Pocket Mentor for Video Game UX UI

    CRC Press The Pocket Mentor for Video Game UX UI

    1 in stock

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

    1 in stock

    £34.88

  • The Game Narrative Toolbox

    Taylor & Francis Ltd The Game Narrative Toolbox

    1 in stock

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

    1 in stock

    £49.99

  • Earmarked for Collision

    CRC Press Earmarked for Collision

    1 in stock

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

    1 in stock

    £18.99

  • Rig it Right

    CRC Press Rig it Right

    1 in stock

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

    1 in stock

    £39.99

  • Game Design Deep Dive

    CRC Press Game Design Deep Dive

    1 in stock

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

    1 in stock

    £44.99

  • Successful Digital Painting

    CRC Press Successful Digital Painting

    1 in stock

    Book SynopsisUnlock the secrets of digital painting with this comprehensive guide designed for artists at every level. Whether you're a beginner struggling to bring your visions to life or an experienced artist looking to refine your skills, this book offers invaluable insights and practical advice. From mastering the fundamentals to exploring advanced techniques, you'll find everything you need to create stunning digital artwork.Dive into the world of digital painting with step-by-step tutorials, expert tips, and inspiring examples. Learn how to navigate the complexities of digital tools, understand the principles of light and shadow, and develop your unique artistic style. With clear explanations and detailed illustrations, this book demystifies the process and empowers you to achieve your creative goals.Discover the importance of practice, the value of learning from mistakes, and the joy of continuous improvement. This book is not just a technical manual; it's a source of inspiration and encouragement, reminding you that every artist's journey is unique and filled with opportunities for growth. Embrace the challenges, celebrate your progress, and let your creativity flourish.Whether you're working on character design, environment art, or any other digital painting project, this book is your trusted companion. With its practical guidance and motivational insights, Successful Digital Painting will help you transform your artistic dreams into reality.

    1 in stock

    £47.49

  • Cultural Perspectives in Video Game Audio

    Taylor & Francis Cultural Perspectives in Video Game Audio

    1 in stock

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

    1 in stock

    £35.99

  • Playing with Balance

    CRC Press Playing with Balance

    1 in stock

    Book SynopsisPlaying with Balance: Game Economy Design is your guide to understanding why games are unlike any other medium: they are built on verbs, not nouns. Players donât just watch or readâthey do. Every choice, action, and interaction forms part of a living system designed to engage, challenge, and reward.Great game economies are about far more than numbers or virtual currencies. They are intricately designed systems that blend anticipation, frustration, fear of missing out, and the relief of success. Through systems thinking, we can create experiences that keep players coming backânot through manipulation, but by balancing curiosity, challenge, frustration and satisfaction across days, weeks, and months of play.Oscar introduces the three loops of engagement - Core, Context, and Culture - showing how they build authentically on intrinsic player motivations to create value loops that feel desirable, meaningful, and fair. These foundations provide a framework for designing progression, difficulty, and rewards that truly resonate with different kinds of players. Youâll discover why ethical design isnât just the right thing to do, but a commercial necessityâand why short-term exploitative tactics inevitably undermine long-term loyalty and success.Drawing on deep industry experience and insights from leading designers, this book combines diverse perspectives with practical tools to help you calculate value, balance economies, and adapt from launch through LiveOps.Whether youâre building a small indie project or running a massive live game, Playing with Balance: Game Economy Design gives you the tools to craft mechanics that feel alive.

    1 in stock

    £47.49

  • The Animators Blueprint

    Taylor & Francis The Animators Blueprint

    1 in stock

    Book SynopsisIf youâve always wanted to animate your own characters, this is where you start.The Animatorâs Blueprint: The Beginnerâs Guide to Mastering Moho walks you step by step through how to design, rig, and animate using Mohoâs professional tools and workflows. Whether youâre brand new to animation or a seasoned animator exploring Moho for the first time, youâll gain real confidence as you master Mohoâs core tools to create your own characters and bring them to life on screen.Youâll learn by doing, following a guided project that takes you from your first design to a finished animated scene.Written by McCoy Buck, creator of Mohoâs official tutorials and a Moho instructor for over 12 years, and Chris Georgenes, a 25-year animation veteran with credits including Adult Swim, Nick Jr., and FX, this book delivers practical instruction, workflow tips, and professional insights to save you months of trial and error.By the end, you wonât just understand Moho; youâll have the foundation and essentials to bring your stories to life through animation.

    1 in stock

    £47.49

  • FORCE Fabric

    Taylor & Francis Ltd FORCE Fabric

    1 in stock

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

    1 in stock

    £35.14

  • Dungeons and Desktops

    Taylor & Francis Ltd Dungeons and Desktops

    Out of stock

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

    Out of stock

    £48.99

  • Principles of Game Audio and Sound Design

    Taylor & Francis Ltd Principles of Game Audio and Sound Design

    1 in stock

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

    1 in stock

    £35.99

  • Working with Video Gamers and Games in Therapy

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

    1 in stock

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

    1 in stock

    £37.04

  • Producing New and Digital Media

    Routledge Producing New and Digital Media

    1 in stock

    Book SynopsisProducing New and Digital Media is your guide to understanding new media, diving deep into topics such as cultural and social impacts of the web, the importance of digital literacy, and creating in an online environment. It features an introductory, hands-on approach to creating user-generated content, coding, cultivating an online brand, and storytelling in new and digital media. This book is accompanied by a companion websiteâdesigned to aid students and professors alikeâthat features chapter-related questions, links to resources, and lecture slides. In showing you how to navigate the world of digital media and also complete digital tasks, this book not only teaches you how to use the web, but understand why you use it.KEY FEATURES For students- a companion site that features research resources and links for further investigation For instructors- a companion site that features lecture slides, a sample syllabus, and an Instructorâs Manual. Features a unique approach that covers media studies aspects with production and design tutorials. Covers up-to-date forms of communication on the web such as memes, viral videos, social media, and more pervasive types of online languages.

    1 in stock

    £40.50

  • The Animators Sketchbook

    Taylor & Francis Inc The Animators Sketchbook

    1 in stock

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

    1 in stock

    £39.99

  • C# and Game Programming: A Beginner's Guide

    Taylor & Francis Inc C# and Game Programming: A Beginner's Guide

    1 in stock

    Book SynopsisThe second edition of C# and Game Programming offers the same practical, hands-on approach as the first edition to learning the C# language through classic arcade game applications. Complete source code for games like Battle Bit, Asteroid Miner, and Battle Tennis, included on the CD-ROM, demonstrates programming strategies and complements the comprehensive treatment of C# in the text. From the basics of adding graphics and sound to games, to advanced concepts such as the .Net framework and object-oriented programming, this book provides the foundations for a beginner to become a full-fledged programmer. New in this edition: - Supports DirectX 9.0 - Revised programs and examples - Improved frame rate for game examplesTrade Review"C# and Game Programming is a useful all-around resource for anyone looking to get off the ground and start learning what C# can really do." -Wisconsin Bookwatch, June 2005Table of ContentsPART ONE: Programming Basics, Chapter One: C# from the Beginning, Chapter Two: Branches, Loops, and Functions PART TWO: Game Programming Basics, Chapter Three: Introducing DirectX, Chapter Four: Arrays, Pointers and Strings, Chapter Five: Object-Oriented Design, Appendices.

    1 in stock

    £77.99

  • Beryl Affairs of the Art

    Graffeg Limited Beryl Affairs of the Art

    1 in stock

    1 in stock

    £24.66

  • The Animators Survival Kit Dialogue Directing

    Faber & Faber The Animators Survival Kit Dialogue Directing

    Book SynopsisDIRECTING, DIALOGUE AND ACTINGFrom 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 Directing, Dialogue and Acting.As a director, whatever your idea is, you want to put it over, so the main thing with directing is to be clear very clear. The Director's job is to hold everything together so that the animator can give the performance. Richard Williams shows how that performance can be achieved with flexibility and contrast. With Acting and Dialogue, the temptation is to try to do everything at once Williams' advice: do one thing at a time.

    £9.49

  • Visual Thinking for Design

    Elsevier Science Visual Thinking for Design

    1 in stock

    Book SynopsisDemonstrates how designs can be considered as tools for cognition - extensions of the viewer's brain in much the same way that a hammer is an extension of the user's hand. This title presents visual thinking as a complex process that can be supported in various stages using specific design techniques. It includes many examples.Trade Review“Through a detailed analysis of the mechanics of visual cognition, this book teaches us how to see as designers, by anticipating how others will see our designs. Ware summarizes the thread of inquiry that leads through Goethe, Klee, Arnheim, Gibson and Tufte, sifting it for relevance to the artful science of visualization, and condensing it into one eminently readable volume.” –Fritz Drury, Professor of Illustration, Rhode Island School of Design “All the clanking gears are here: variable resolution image detection, eye movements, environmental information statistics, bottom-up/top-down control structures, working memory, the nexus of meaning, and specialized brain areas and pathways. By the time he’s done, Ware has reconstructed cognitive psychology, perception, information visualization, and design into an integrated modern form. This book is scary good.” --Stuart Card, Senior Research Fellow, and manager of the User Interface Research group at the Palo Alto Research Center "In this fascinating new book, seasoned professionals, educators and students alike will find that Colin Ware has written an incredibly accessible text that translates years of scientific research into concrete design applications. In a clear and effective manner, Ware provides a comprehensive introduction to the interrelationships among the physiological and cognitive components through which humans process and understand the visual world. This scientific perspective for graphic design provides an additional dimension for discussing the reasoning behind design choices while remaining adaptable to the shifting contexts in which these choices occur." --Paul Catanese, Assistant Professor of New Media, San Francisco State UniversityTable of ContentsVISUAL QUERIES WHAT WE CAN EASILY SEE STRUCTURING TWO DIMENSIONAL SPACE COLOR GETTING THE INFORMATION: VISUAL SPACE AND TIME VISUAL OBJECTS, WORDS, AND MEANING VISUAL AND VERBAL NARRATIVE CREATIVE META SEEING THE DANCE OF MEANING

    1 in stock

    £37.99

  • Computer Animation

    Elsevier Science Computer Animation

    1 in stock

    Book SynopsisDriven by demand from the entertainment industry for better and more realistic animation, technology continues to evolve and improve. This title includes the algorithms and techniques behind this technology. It covers such topics as fluids, hair, and crowd animation.Trade Review"This text is for advanced undergraduate and beginning graduate students in computer science; it will also be of interest to graphics programmers and digital animators. Coverage is intentionally limited to practical aspects of computer algorithms and programming techniques for specifying and generating motion for graphical objects in 3D computer animation, with no discussion of theory, aesthetics, or production." --Reference and Research Book News, February 2013Table of ContentsChapter 1: Introduction Chapter 2: Technical Background Chapter 3: Interpolating Values Chapter 4: Interpolation-Based Animation Chapter 5: Kinematic Linkages Chapter 6: Motion Capture Chapter 7: Physically Based Animation Chapter 8: Fluids: Liquids & Gases Chapter 9: Modeling and Animating Human Figures Chapter 10: Facial Animation Chapter 11: Behavioral Animation Chapter 12: Special Models for Animation Appendix A: Rendering Issues Appendix B: Background Information and Techniques Index

    1 in stock

    £48.44

  • How to Make Animated Films

    CRC Press How to Make Animated Films

    1 in stock

    Book SynopsisBecome Tony White's personal animation student. Experience many of the teaching techniques of the golden era of Disney and Warner Brothers studios and beyond.all from the comfort of your own home or studio. Tony White's Animation Master Class is uniquely designed to cover the core principles of animated movement comprehensively. How to Make Animated Films offers secrets and unique approaches only a Master Animator could share. Includes hands-on Tutorials, demonstrations and final sample animations. . Whether you want to become a qualified animator of 2D, 3D, Flash or any other form of animation, Tony White's foundations bring you closer to that goal. The downloadable resources are invaluable, in that readers are not only taught principles and concepts in the book, they are able to see them demonstrated in action in the movies.Trade ReviewRoy E. Disney's Introduction for "Animation from Pencils to Pixels"Table of ContentsTony White's Animation Master ClassIntroduction.1) Why this book?For 2D AnimatorsFor 3D AnimatorsFor ALL Animators2) First PrinciplesEquipment & techniques overviewDope Sheets & Production FoldersTop Pegs versus Bottom PegsFlipping Techniques(This section will include video footage on DVD)3) InbetweeningTiming & ChartingArcs & Paths of ActionSuperimpositionEven InbetweensSlowing-InSlowing-OutStraight Ahead AnimationAssignment 01(This section will include video footage on DVD)4) Bouncing BallKeysInbetweensWeight & TimingAssignment 02(This section will include video footage on DVD)5) Generic WalkPrinciplesCycle Action versus Moving ForwardKeys (legs only)Passing PositionInbetween positionsKeys (upper body & arms)InbetweensHead actionTimingAssignment 03(This section will include video footage on DVD)6) Personality WalksPrinciplesAlternative Passing PositionsEccentric InbetweensTimingAssignment 04(This section will include video footage on DVD)7) RunsPrinciplesPositions (lower body)Positions (upper body)Variations in actionTimingAssignment 05(This section will include video footage on DVD)8) QuadrupedsPrinciplesBreaking down the actionBack legsFront legsBodyTailHead & NeckVariationsAssignment 06(This section will include video footage on DVD)9) WeightPrinciplesWeight in actionWeight movingCarrying weightThrowing weightAssignment 07(This section will include video footage on DVD)10) AnticipationPrinciplesStarting an actionThrowingJumpingAssignment 08(This section will include video footage on DVD)11) DialoguePrinciplesBody languageEmotionLip SyncAssignment 09(This section will include video footage on DVD)12) Putting it all togetherOverviewWorking with audioStoryboardAnimaticAssignmentDope sheet timingKey pose testInbetweeningPencil TestLip SyncFinal movieAssignment 10(This section will include video footage on DVD)13) The future of animationThe still untapped potential for animation.2D or not 2D?The Animaticus FoundationReaders critique (information)14) Tony White's Animation Master Class ~ DVD Outline:Introduction.Author at his drawing desk offering an overview of animation. Presenting the tools of the trade, the principles of movement and key concepts. Demonstrating everything, especially key drawings, dope sheets, flipping techniques, inbetweening and superimposition.Assignment 01: Inbetweening test. (Key poses provided in book.) Bouncing BallPresentation of the principles of weight, flexibility, timing and movement on arcs. Author at desk animating a bouncing ball. Examples of animated movie clips to demonstrate the final work.Assignment 02: Bouncing Ball.Generic WalkPresenting the principles of a generic walk movement, cycle action versus moving forward, key stride positions, passing positions, inbetweening options. The author breaking down the action of a walk first the lower legs, then the body and arms, then the head action options. Discussion on timing.Assignment 03: Generic Walk.Personality WalksDemonstration on how the generic walk can be evolved to something with more eccentricity or personality. Author animating various styles of walk from identical keys. Side-by-side demonstration of each walk, in comparison to the generic walk.Assignment 04: Personality walk.RunsAuthor defines what a walk is and discusses the various forms from minimum to maximum number of frames. Demonstrates walk animation, first showing lower body, then upper body, then variations in action. Animated examples of runs.Assignment 05: Animated Run.QuadrupedsAuthor discuses the principles of generic quadruped action and their anatomical make-up, then presents variations of movement from critter to critter. Desktop demonstration of how the action is broken down for a cartoon quadruped walk first the back legs, then the front legs, then head, body and tail. Example of eccentric quadruped walk. Assignment 06: Eccentric quadruped walk.WeightAuthor discusses the principles of weight and its importance in animated action. Demonstrates how to put weight into a moving, bouncing, jumping flour sack. Example of sack animation.Assignment 07: Flour Sack animation.AnticipationAuthor discusses the principles of anticipation and discusses the various moments where the implementation of anticipation is necessary. Demonstrates the creating of anticipation in a running action. Examples of anticipation animation.Assignment 08: Anticipation with throw.PerspectiveAuthor discusses the principles of animation and the process of placement in action moving to and from the camera's point of view. Demonstration of walk in perspective. Examples of perspective animation.Assignment 09: Perspective walk through 360 degrees.DialogueAuthor discusses the principles and requirements of dialogue animation. The principles of body language, facial expression and lip syncing are presented. Demonstration of talking character animation, approached and illustrated (with pencil test clips) stage-by-stage.Assignment 10: Dialogue sequence (from free audio tracks downloadable from author's website).Multi-character actionAuthor discusses the principles of action and dialogue between two or more characters on the screen at the same time. The principles of principle and secondary action are explained, plus the importance of the role of the passive character in a dialogue sequence. Author demonstrates action between two characters. Examples of animation shown.Assignment 11: Two-character dialogue sequence (from free audio tracks downloadable from author's website).Production secretsAuthor discusses the stages of animation production, emphasizing the importance of animated storytelling and filmic technique for animators. The stages of production are presented breaking down audio tracks, storyboards, animatics, dope sheets & timing, key pose test, inbetweening secrets, pencil test, coloring, compositing and post production.Assignment 12: Short film project.

    1 in stock

    £42.29

  • Interactive Storytelling for Video Games

    CRC Press Interactive Storytelling for Video Games

    1 in stock

    Book SynopsisWhat really makes a video game story interactive? What's the best way to create an interactive story?How much control should players be given? Do they really want that control in the first place?Do they even know what they want-or are their stated desires at odds with the unconscious preferences?All of these questions and more are examined in this definitive book on interactive storytelling for video games. You'll get detailed descriptions of all major types of interactive stories, case studies of popular games (including Bioshock, Fallout 3, Final Fantasy XIII, Heavy Rain, and Metal Gear Solid), and how players interact with them, and an in-depth analysis of the results of a national survey on player storytelling preferences in games. You'll get the expert advice you need to generate compelling and original game concepts and narratives.With Interactive Storytelling for Video Games, you'll: Trade ReviewLebowitz and Klug's tag-team approach to the subject makes this an engaging read, even for seasoned interactive storytellers. The combination of Lebowitz's theory and Klug's field experience present both new and experienced game writers with both the promises, and the challenges, of experimenting with game narratives. The use of diverse case studies, which cover everything from the classic Final Fantasy VII to the Japanese visual novel genre, provide readers with the opportunity to engage Lebowitz and Klug's ideas and inspire innovation in their own writing. The exercises and questions both guide readers through the key points, and encourage application and exploration, perfect for a classroom setting.-Kathleen Dunley, Faculty Chair-English, Rio Salado CollegeInteractive Storytelling in Games is a great primer for students, educators, and writers looking to move into this increasingly prominent profession. The authors explain branching dialogue clearly and carefully, covering many details that are ordinarily lost on writers of other types of fiction, as well as the designers of many games! This book will help you understand what makes games tick, how to tell stories using them, and what players really want out of their games and stories. It's thought-provoking, intelligent, and founded on a combination of experience and research that's hard to match.-Chris Keeling, Course Director, Game Design, Full Sail University; Executive Committee Member, IGDA Game Writing SIGLebowitz and Klug's tag-team approach to the subject makes this an engaging read, even for seasoned interactive storytellers. The combination of Lebowitz's theory and Klug's field experience present both new and experienced game writers with both the promises, and the challnges, of experimenting with game narratives. The use of diverse case studies, which cover everything from the classic Final Fantasy VII to the Japanese visual novel genre, provide readers with the opportunity to engage Lebowitz and Klug's ideas and inspire innovation in their own writing. The exercises and questions both guide readers through the key points, and encourage application and exploration, perfect for a classroom setting.-Kathleen Dunley, Faculty Chair-English, Rio Salado CollegeTable of ContentsChapter 1 Game Stories, Interactivity, and What Players Want; Chapter 2 A Brief History of Storytelling in Games; Chapter 3 The Hero’s Journey and the Structure of Game Stories; Chapter 4 The Story and the Characters; Chapter 5 Making Stories Emotional; Chapter 6 Defining Interactive and Player-Driven Storytelling; Chapter 7 Fully Traditional and Interactive Traditional Stories; Chapter 8 Multiple-Ending Stories; Chapter 9 Branching Path Stories; Chapter 10 Open-Ended Stories; Chapter 11 Fully Player-Driven Stories; Chapter 12 The Argument for the Supremacy of Player-Driven Storytelling; Chapter 13 The Argument Against the Supremacy of Player-Driven Storytelling; Chapter 14 What Players Really Want: The Most Important Issue; Chapter 15 The Future of Storytelling in Games;

    1 in stock

    £39.99

  • The Gamification of Digital Journalism Innovation

    Taylor & Francis Ltd The Gamification of Digital Journalism Innovation

    1 in stock

    Book SynopsisThis book examines the brief yet accelerated evolution of newsgames, a genre that has emerged from puzzles, quizzes, and interactives augmenting digital journalism into full-fledged immersive video games from open-world designs to virtual reality experiences.Critics have raised questions about the credibility and ethics of transforming serious news stories of political consequence into entertainment media, and the risks of trivializing grave and catastrophic events into mere games. Dowling explores both the negatives of newsgames, and how the use of entertainment media forms and their narrative methods mainly associated with fiction can add new and potentially more powerful meaning to news than traditional formats allow. The book also explores how industrial and cultural shifts in the digital publishing industry have enabled newsgames to evolve in a manner that strengthens certain core principles of journalism, particularly advocacy on behalf of marginalized and oppressed groups.Cutting-edge and thoughtful, The Gamification of Digital Journalism is a must-read for scholars, researchers, and practitioners interested in multimedia journalism and immersive storytelling.Trade Review"Bring in the (news) games! Dowling’s rigorous and enjoyable analysis of what digital technologies offer journalism and how journalism advances the potential for games is a vital read for knowing the news world today and preparing and predicting news of tomorrow. The Gamification of Digital Journalism is part cultural studies, part business analysis, and part techno science rooted in empirical analysis and expert interpretation to reveal the breadth and depth of news games in advocacy journalism, immersive storytelling, and audience engagement. Herein are tools for the future of journalism." Robert E. Gutsche, Jr., Senior Lecturer in Critical Digital Media Practice, Lancaster University, UK "Video games, like any other medium, can be used for journalistic purposes, and their interactive nature can help players understand the situations of others. Dowling’s book is a thorough exploration of games as journalism, examining the connections between games and politics, news, social media, and documentary."Mark J. P. Wolf, Professor of Communication, Concordia University Wisconsin, USATable of ContentsIntroduction: The Mainstreaming of Gaming Culture and Journalism’s Ludic Turn 1. Journalism and the Politicization of Game Content 2. News Branding Through News Experiences 3. Games as Advocacy Journalism 4. Open-World Game Narratives 5. Documentary Games 6. Social Media and Mobile Gaming 7. Immersive Design: VR Journalism Conclusion: The Ultimate Empathy Machine? Games About Refugees and Migrants

    1 in stock

    £36.99

  • The Foley Grail

    Taylor & Francis Ltd The Foley Grail

    1 in stock

    Book SynopsisThis book teaches you how to master classic and cutting edge Foley techniques in order to create rich and convincing sound for any medium, be it film, television, radio, podcasts, animation, or games.Award-winning Foley artist Vanessa Theme Ament demonstrates how Foley is designed, crafted, and edited for any project, down to the nuts and bolts of spotting, cueing, and performing sounds. Various renowned sound artists provide a treasure trove of indispensable shortcuts, hot tips, and other valuable tricks of the trade.This updated third edition features the following: New chapters dedicated to Foley in games, television, broadcasting, and animation, as well as what is new in sound for media education A multitude of sound recipes that include proven Foley methods you can immediately use on your own projects A diverse range of case studies from well-known films, shows, games, and animation Trade ReviewPraise for the third edition "Ms. Ament has written an engaging and useful guide to both teaching and performing the art of Foley. The book thoroughly covers all aspects of the craft: its history and evolution, the minutiae of recording footsteps and props, prepping and mixing. It is an excellent guide for both teachers and people who want to learn this largely unknown part of the post-production process." - Harry Cheney, Professor, Lawrence and Kristina Dodge College of Film and Media Arts, Chapman University Praise for the second edition "This book is entertaining, informative and an absolute must-read for everyone who wants to make a career in sound, as well as being a very handy lesson for anyone involved in production on whatever level – and a particularly valuable aid for 'media' course tutors." -- Wendy Laybourn, Network Nine News "Thanks to this publication, sound is appraised as a subjective art form. So whether you’re a novice (i.e. "what even is Foley?") or a whizz ("pfft, why do I need to read about Jack?"), there truly is much to learn from this book. Seek the Foley Grail." - Matt Howsam, Raindance.org "Comprising a virtual master class on leading-edge Foley techniques, The Foley Grail covers just about everything a practitioner or observer of the Foley process would need to create convinving sounds for a variety of film and television...a must-have test for any post professional's bookshelf." - Mel Lambert, CineMontagePraise for the third edition "Ms. Ament has written an engaging and useful guide to both teaching and performing the art of Foley. The book thoroughly covers all aspects of the craft: its history and evolution, the minutiae of recording footsteps and props, prepping and mixing. It is an excellent guide for both teachers and people who want to learn this largely unknown part of the post-production process." Harry Cheney, Professor, Lawrence and Kristina Dodge College of Film and Media Arts, Chapman University Praise for the second edition "This book is entertaining, informative and an absolute must-read for everyone who wants to make a career in sound, as well as being a very handy lesson for anyone involved in production on whatever level—and a particularly valuable aid for 'media' course tutors."Wendy Laybourn, Network Nine News "Thanks to this publication, sound is appraised as a subjective art form. So whether you’re a novice (i.e. 'what even is Foley?') or a whizz ('pfft, why do I need to read about Jack?'), there truly is much to learn from this book. Seek The Foley Grail."Matt Howsam, Raindance.org "Comprising a virtual master class on leading-edge Foley techniques, The Foley Grail covers just about everything a practitioner or observer of the Foley process would need to create convinving sounds for a variety of film and television . . . a must-have test for any post professional's bookshelf." Mel Lambert, CineMontage Table of ContentsPreface to the Third Edition Introduction Part 1: What Foley Artists Do and Why: The History, Theory, and Methods of Foley 1. Holy Foley: The Evolution of a Craft 2. The Progression of an Art: International Foley Practices 3. Aesthetics of Foley: Noise, Sound, Single, Married Part 2: How Foley Artists Work: Protocols, Conventions, and Hierarchy of Foley 4. Fire in the Hole: The Players and Their Responsibilities 5. Let’s Go Ahead and Go Back: Spotting, Cueing, and Editing Foley 6. Scene Change: The Foley Stage 7. Mix and Match: The Foley and Rerecording Mixers Part 3: The Practical Concerns: The Art and Craft of Foley 8. Walking in Their Shoes: Performing the Footsteps 9. Manipulation Techniques: Performing the Props 10. Hang It as a Unit: The Knack for Sync 11. Adaptive Sound: Sound in Animation, Games, Radio Plays, and Movie Trailers 12. Chef or Cook: Ingredients and Recipes 13. Magic Wind: Unusual Foley Requests Part 4: Past, Present, and Future: Connecting the Foley Dots 14. Professional Panorama 15. Foley Reflections: Final Thoughts of Experts 16. Glossary

    1 in stock

    £37.99

  • The Game Music Toolbox

    Taylor & Francis Ltd The Game Music Toolbox

    1 in stock

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

    1 in stock

    £40.16

  • The Essential Guide to Game Audio

    Routledge The Essential Guide to Game Audio

    1 in stock

    Book SynopsisThe Essential Guide to Game Audio: The Theory and Practice of Sound for Games is a first of its kind textbook and must-have reference guide for everything you ever wanted to know about sound for games. This book provides a basic overview of game audio, how it has developed over time, and how you can make a career in this industry. Each chapter gives you the background and context you will need to understand the unique workflow associated with interactive media. The practical, easy to understand interactive examples provide hands-on experience applying the concepts in real world situations. Table of ContentsLevel 1: AAA (Animation, Art, Audio) - Making Sense of Sound For GamesLevel 2: On the Road - to NOW!- A Brief History of Games and Game AudioLevel 3: My Non-Linear Life - Audio For Interactive EnvironmentsLevel 4: What Is Hip? Styles and Genres - Welcome to Acronym HellLevel 5: Bleeps, Blops, Clicks, and Pops - Sound Design In GamesLevel 6: Compose Yourself! - The Art of Composing for GamesLevel 7: Do you Hear That Voice In My Head? - Voice Over For GamesLevel 8: Meet the Middleman: Understanding Audio MiddlewareLevel 9: The Early Bird Gets the Worm- Preparing your AudioLevel 10: ‘Silly Human…’ - How Game Engines ThinkLevel 11: Unify My World – Audio in Unity 3DLevel 12: Unity Too - Basic Audio Implementation in Unity 3D Level 13: Back To The Future -The World Of Mobile And Web GamesLevel 14: Show Me The Money-Getting a job in sound for games

    1 in stock

    £44.99

  • Force Drawing Human Anatomy

    CRC Press Force Drawing Human Anatomy

    15 in stock

    Book SynopsisThe newest book in Michael Mattesiâs Force Drawing series takes movement to the next level. Force: Drawing Human Anatomy, explores the different facets of motion and the human body. As opposed to the memorization technique, Mattesi stresses the function of each body part and how gravity relative to different poses affects the aesthetics and form of muscle. The chapters are divided by the different parts of the body, thus allowing the reader to concentrate on mastery one body part at a time. Color coded images detail each muscle and their different angles. Special consideration is given to anatomy for animation, allowing the reader to create a character that is anatomically accurate in both stillness and motion. Key Features Detailed visual instruction includes colourful, step-by-step diagrams that allow you to easily follow the construction of an anatomically correct figure. Clearly organized and color coded per regions of the body's anatomy, a clarity of design for better reader understanding. Learn how anatomy is drawn and defined by the function of a pose. Visit the companion website for drawing demonstrations and further resources on anatomy. Table of ContentsChapter 1: The Power of FORCEChapter 2: FormChapter 3: FORCE Skeleton/Chain of EventsChapter 4: The Head and NeckChapter 5: The Trunk- top, center, and bottomChapter 6: The ArmsChapter 7: Hands, The ultimate in dexterity and precisionChapter 8: Legs, travelChapter 9: Feet

    15 in stock

    £37.04

  • The Art of Drawing Folds An Illustrators Guide to

    Taylor & Francis Ltd The Art of Drawing Folds An Illustrators Guide to

    15 in stock

    Book SynopsisTable of ContentsIntroduction What are Folds? Three-dimensional Drawing Learning to Draw Folds Chapter One - An Overview of Folds and Materials Chapter Two - The Elements of Folds Chapter Three - Parallel Folds Simple Parallel Folds Compound Parallel Folds Chapter Four - Radial Folds Simple Radial Folds Compound Radial Folds Chapter Five - Interlocking Folds Inverted Folds Two Parallel Folds Interlock Interlocking Groups of Parallel Folds Parallel Folds Interlock with Radial Folds Interlocking Groups of Radial Folds Chapter Six - Complex Folds Ditch and Bridge Folds Bent Tube Folds Folds at the Joints Subdivided Radial Folds Subdivided Radial Ridge Folds Nested Inverted Radial Folds Festoon Folds Linked Festoon Folds Telescoping Folds Twisting Folds Compressed Radial Folds Zigzag and Bent Tube Folds Compared Chapter Seven - Folds at the Floor and Edges How Cloth Folds When It Meets the Floor How Cloth Folds When Draped Over an Edge Chapter Eight - Drawing the Figure The Mannequin The Proportions of the Figure The Head, Chest and Hips The Upper Limb The Lower Limb Muscle Crawl Joint Surface Exposure and Length Change Tendon Stretch Creases Chapter Nine - Clothing and Folds on the Figure Folds in Pants Folds in Shirts and Blouses Folds in Formal Jackets and Coats Folds in Skirts, Dresses and Robes Folds in Shoes and Boots Chapter Ten - Folds in Hands and Gloves Chapter Eleven - Folds and Wrinkles on the Face Chapter Twelve - Light and Shade Twenty Illustrations Explaining Light and Shade

    15 in stock

    £39.99

  • Creative Character Design 2e

    Taylor & Francis Inc Creative Character Design 2e

    1 in stock

    Book SynopsisCreate compelling, original characters using archetypes and design elements such as shadows and line with the tips and techniques found in this image-packed book. Bryan Tillman bridges the gap between the technique of drawing characters and the theory of good character design by using case studies, examples of professional art, and literary and pop culture references to teach you how to develop a character, not just draw one. The book also features Character Model Sheets that will guide you through the creation of new and unique characters. Finally, Bryan will break down established character archetypes to show you why and how the different aspects of good character design work. Key Features: Learn what makes a character unique and powerful through tools like character model sheets and case studies from established artists. Develop your abolity to use story and archetypes to create compelling new characters. Table of ContentsChapter 1 What Makes for Good Character Design? Chapter 2 Why Archetypes Are Important Chapter 3 The Most Important Part of Character Design Chapter 4 Can You Still Be Original Anymore? Chapter 5 Shapes and Silhouettes Chapter 6 Reference, Reference, and Reference--Oh My! Chapter 7 Aesthetics--Just What You've Been Waiting For Chapter 8 The WOW Factor.

    1 in stock

    £44.64

  • Rule of 24

    Peach Elephant Press Rule of 24

    1 in stock

    Book Synopsis

    1 in stock

    £22.49

  • On the Evolution of Media

    Taylor & Francis Ltd On the Evolution of Media

    1 in stock

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

    1 in stock

    £121.50

  • Chinese Animated Film and Ideology 1940s1970s

    Taylor & Francis Ltd Chinese Animated Film and Ideology 1940s1970s

    1 in stock

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

    1 in stock

    £40.49

  • Women Comedians in the Digital Age

    Taylor & Francis Ltd Women Comedians in the Digital Age

    1 in stock

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

    1 in stock

    £33.24

  • A Practical Guide to Level Design

    CRC Press A Practical Guide to Level Design

    15 in stock

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

    15 in stock

    £42.99

  • Embedding Culture Into Video Games and Game

    CRC Press Embedding Culture Into Video Games and Game

    1 in stock

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

    1 in stock

    £123.50

  • Michel Ocelot

    Taylor & Francis Ltd Michel Ocelot

    1 in stock

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

    1 in stock

    £48.95

  • Designing Games Meant for Sharing

    Taylor & Francis Ltd Designing Games Meant for Sharing

    1 in stock

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

    1 in stock

    £44.99

  • The Fundamentals of Tabletop Miniatures Game

    CRC Press The Fundamentals of Tabletop Miniatures Game

    15 in stock

    Book SynopsisThis book presents a much-needed framework for the critical examination of miniatures games and their design. It provides the reader with both a conceptual model for understanding how these games work as well as a toolbox of mechanical approaches to achieving a range of design outcomes and assessing the fit of any given approach within a specific design.Though dating back to the 1820s, tabletop miniatures games have been little explored critically and lack a conceptual vocabulary for their discussion. Active practitioners in the miniature games design community, Glenn Ford and Mike Hutchinson explore what defines these games, proposing the term ânon-discrete miniatures gamesâ to encapsulate the essence of these open and immersive hobby gaming experiences. Discarding the term âwargameâ, they argue against limiting conceptions of these games to direct armed conflict, and champion their diverse narrative potential.The book provides a fresh conceptual framework for miniatu

    15 in stock

    £42.74

  • Visualizations of Urban Space

    Taylor & Francis Ltd Visualizations of Urban Space

    1 in stock

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

    1 in stock

    £32.39

  • Meaningful Game Design

    Taylor & Francis Ltd Meaningful Game Design

    15 in stock

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

    15 in stock

    £44.99

  • The Science of Esports

    Taylor & Francis The Science of Esports

    15 in stock

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

    15 in stock

    £35.99

  • Animation Masterclasses

    Taylor & Francis Ltd Animation Masterclasses

    15 in stock

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

    15 in stock

    £42.74

  • Introduction to Game Programming using Processing

    CRC Press Introduction to Game Programming using Processing

    1 in stock

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

    1 in stock

    £44.99

  • Anatomy of Game Design

    CRC Press Anatomy of Game Design

    1 in stock

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

    1 in stock

    £36.99

  • Game AI Pro

    CRC Press Game AI Pro

    1 in stock

    Book SynopsisSuccessful games merge art and technology in truly unique ways. Fused under tight production deadlines and strict performance requirements, shaped by demanding player expectations, games are among the most complex software projects created today. Game AI Pro: Collected Wisdom of Game AI Professionals covers both the art and the technology of game AI. Nothing covered is theory or guesswork. The book brings together the accumulated wisdom, cutting-edge ideas, and clever tricks and techniques of 54 of todayâs top game AI professionals. Some chapters present techniques that have been developed and passed down within the community for years while others discuss the most exciting new research and ideas from todayâs most innovative games. The book includes core algorithms that youâll need to succeed, such as behavior trees, utility theory, spatial representation, path planning, motion control, and tactical reasoning. It also describes tricks and techniques thTable of ContentsGeneral Wisdom. Architecture. Movement and Pathfinding. Strategy and Tactics. Agent Awareness and Knowledge Representation. Racing. Odds and Ends.

    1 in stock

    £54.99

  • The Complete Guide to Blender Graphics

    Taylor & Francis Ltd The Complete Guide to Blender Graphics

    1 in stock

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

    1 in stock

    £52.99

  • Representation of Disability in Childrens Video

    Taylor & Francis Ltd Representation of Disability in Childrens Video

    1 in stock

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

    1 in stock

    £47.49

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