Digital animation Books

408 products


  • 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

    1 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.

    1 in stock

    £44.99

  • The Science of Esports

    Taylor & Francis The Science of Esports

    1 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

    1 in stock

    £35.99

  • The Game Design Toolbox

    Taylor & Francis Ltd The Game Design Toolbox

    1 in stock

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

    1 in stock

    £44.99

  • 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

  • Working with Sound

    Taylor & Francis Ltd Working with Sound

    1 in stock

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

    1 in stock

    £32.99

  • 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

  • CRC Press The Pocket Mentor for Video Game UX UI

    2 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.

    2 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

    £47.49

  • 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

  • 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

  • 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

  • The Fundamentals of CC Game Programming

    CRC Press The Fundamentals of CC Game Programming

    1 in stock

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

    1 in stock

    £58.89

  • 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

    £34.19

  • 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

  • The Theory and Practice of Motion Design

    Taylor & Francis Ltd The Theory and Practice of Motion Design

    1 in stock

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

    1 in stock

    £37.99

  • Dungeons and Desktops

    Taylor & Francis Ltd Dungeons and Desktops

    1 in stock

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

    1 in stock

    £48.99

  • Media Analytics

    Taylor & Francis Ltd Media Analytics

    1 in stock

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

    1 in stock

    £52.24

  • 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

  • Sketching for Animation

    Bloomsbury Publishing PLC Sketching for Animation

    1 in stock

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

    1 in stock

    £32.29

  • 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

    £74.09

  • Building Science Graphics

    Taylor & Francis Ltd Building Science Graphics

    1 in stock

    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.

    1 in stock

    £38.99

  • Inspiring Walt Disney: The Animation of French

    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

  • The Immersive Worlds Handbook

    CRC Press The Immersive Worlds Handbook

    1 in stock

    Book SynopsisScott Lukas, famed industry expert on designing themed spaces, brings you a book that focuses on the imaginative world of themed, immersive and consumer spaces. Whether or not you are involved in designing a theme park, cultural museum, shop, or other entertainment space, you will benefit from the insider tips, experiences, and techniques highlighted in this practical guide. Make your themed spaces come to life and become true, immersive worlds. The book features informative sidebars addressing possible design issues and current trends; case studies and interviews with real-world designers, and further reading suggestions. The book also includes a companion website, as well as exercises that accompany each chapter, lavish photos, illustrations, and tables.Table of ContentsPrefaceChapter 1: The Nature of Themed and Immersive Spaces Chapter 2: Designing Effective, Immersive, and Creative SpacesChapter 3: Atmosphere, Mood, and Effective SpacesChapter 4: Authenticity, Believability, RealismChapter 5: The Guest, Experience, and ImmersionResearch BreakChapter 6: The Brand and the SensesChapter 7: Material Culture, Technology, and InteractivityChapter 8: Loyalty, Tradition, Change, and the FutureFurther ReadingKey Terms

    1 in stock

    £38.24

  • Adobe Animate Classroom in a Book 2024 Release

    Pearson Education (US) Adobe Animate Classroom in a Book 2024 Release

    2 in stock

    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.

    2 in stock

    £50.39

  • CRC Press Designing Sound for Animation

    Out of stock

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

    Out of stock

    £133.00

  • The Definitive Game Narrative Guide

    CRC Press The Definitive Game Narrative Guide

    1 in stock

    Book Synopsis

    1 in stock

    £49.99

  • 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

  • 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

  • VoiceOver for Animation

    CRC Press VoiceOver for Animation

    1 in stock

    Book SynopsisVoice Over for Animation takes animation and voice-over students and professionals alike through the animated voice-over world. The book provides information, exercises, and advice from professional voice-over artists. Now you can develop your own unique characters, and learn techniques to exercise your own voice gain the versatility you need to compete. You can also learn how to make a professional sounding demo CD, and find work in the field. The accompanying downloadable resources are professionally recorded, and feature: scripts, Animation Talent Agent interviews, Casting Director interviews and Interviews with Animation Voice-Over Artists like Nancy Cartwright (Bart, The Simpsons) and Cathy Cavadini (Blossom, Power Puff Girls) and Bill Farmer (Goofy). This is an invaluable resource for animators and voice-over artists.Trade ReviewMJ Lallo quotes:Nancy Cartwright: "MJ Productions is the coolest VO studio in LA.", Ned Loft (Disney): "MJ is a fun and talented artist and teacher.", Brian Nefsky (Disney Imagineering): "MJ runs great classes and is a great VO talent."New quotes likely from:June Foray (voice-over artist, Natasha, from Rocky and Bullwinkle. Still working regularly today.)Lucille Bliss (Smurfette and many more)Both of these voice-over artists have already agreed to be interviewed for the new book. There will be many more. Women In Animation has a number of animation voice-over artists and recording studio owners as members.Nancy Cartwright: "MJ Productions is the coolest VO studio in LA."Ned Loft (Disney): "MJ is a fun and talented artist and teacher."Brian Nefsky (Disney Imagineering): "MJ runs great classes and is a great VO talent."Table of ContentsChapter OutlineChapter 1: Introduction to Animation Voice-OversChapter 2: Voice Techniques and ExercisesChapter 3: Animation Voice-Over TechniquesChapter 4: DialectsChapter 5: Developing CharactersChapter 6: Your Demo CD Chapter 7: Finding an AgentChapter 8: Voice CastingChapter 9: Recording for CartoonsChapter 10: Recording for Animated Features, Games, Theme Parks, Toys, and NarrationChapter 11: ADR (Automated Dialogue Replacement)Chapter 12: Dubbing

    1 in stock

    £29.99

  • CRC Press How to Make Animated Films

    Out of 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.

    Out of stock

    £999.99

  • CRC Press Digital Sculpting with Mudbox

    Out of stock

    Book SynopsisDigital sculpting is the use of tools to push, pull, smooth, grab, pinch or otherwise manipulate a digital object as if it were made of a real-life substance such as clay. Mudbox is the premier sculpting solution for digital artists, allowing them to naturally and easily sculpt detailed, organic characters and models in a way that feels like traditional sculpting.This book guides CG professionals through the process of creating amazing digital sculptures using the Mudbox arsenal of ground-breaking digital sculpting and 3D painting tools, and porting the models into their Maya or Max work.Artists will explore tried and true, traditional sculpting techniques and learn to apply them to digital sculpting. A series of in-depth tutorials are incluced, each challenging them with progressively more complex models as they go on.Fine art sculptors transitioning from traditional sculpting to digital sculpting will benefit for unique never-before-published guidance on hoTable of ContentsChapter 1 Sculpting Concepts; Chapter 2 Introduction to Mudbox; Chapter 3 Sculpting a Portrait Bust; Chapter 4 Sculpting a Figure; Chapter 5 Painting Sculptures; Chapter 6 Creating Displacement Maps; Chapter 7 Scanning, Printing, and Milling;

    Out of stock

    £999.99

  • The Essential Guide to the Business  Law of

    CRC Press The Essential Guide to the Business Law of

    1 in stock

    Book SynopsisAs esports has grown, the need for professional legal representation has grown with it. Justin's Essential Guide to the Business & Law of Esports & Professional Video Gaming provides a great baseline and will help prevent the legal horror stories of esports in the past. Mitch Reames, AdWeek and Esports InsiderJustinâs exploration of the business and law side of the esports sector fills a gap of knowledge that is an absolute necessity in truly understanding the esports space.Kevin Hitt, The Esports ObserverThe Essential Guide to the Business & Law of Esports & Professional Video Gaming covers everything you need to know about the past, present, and future of esports and professional video gaming. The book is written by one of the foremost attorneys and business practitioners in todayâs esports and professional gaming scene, Justin M. Jacobson, Esq. This guide is meant to provide you with an in-depth look at the business aTable of Contents1 Introduction to Esports & Professional Video Gaming Law 12 Intellectual Property Law and Its Impact on The Esports Business Ecosytem 553 Business and Tax Law and Its Impact on the Esports Business Ecosytem 734 Immigration and Employment Law and Its Impact on the Esports Business Ecosystem 895 Contract Law and Its Impact on the Esports Business Ecosytem 1036 Some Other Ancillary Esports Legal and Business Topics 171

    1 in stock

    £44.64

  • 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

  • Rule of 24

    Peach Elephant Press Rule of 24

    1 in stock

    Book Synopsis

    1 in stock

    £22.49

  • Fëdor Khitruk

    CRC Press Fëdor Khitruk

    1 in stock

    Book SynopsisThis book is a first and long-awaited study of the directorial work of the animation master FÃdor Khitruk (1917â2012), an artist who formed in the tradition of classical cel animation only to break the conventions once he turned into a director; a liaison between artists and authorities; a personality who promoted daring films to be created in the Soviet Union dominated by socialist realism; and a teacher and supporter of young artists that continued to carry on his legacy long after the Soviet empire collapsed.FÃdor Khitruk: A Look at Soviet Animation through the Work of One Master reveals Khitrukâs mastery in the art of the moving image and his critical role as a director of films that changed the look of Soviet animation and its relation to the animation world within and beyond the Eastern Bloc. Based on archival research, personal interviews, published memoirs, and perceptive analyses of Khitrukâs production of films for children and adults, this study is a must-read for scholars in Soviet art and culture as well as readers fascinated by traditional animation art.

    1 in stock

    £18.99

  • Make Toons That Sell Without Selling Out

    Taylor & Francis Ltd Make Toons That Sell Without Selling Out

    1 in stock

    Book SynopsisThe King of Independent Animation has returned with this 10th anniversary edition of Make Toons That Sell Without Selling Out. Delve into the secrets behind creating poignant indie animation without compromising or sacrificing your own ideals and visions. World-renowned animator, author, and Academy Award-nominated Bill Plympton will help guide you in how to make a career in animation. With time-saving techniques, secrets on crafting a good narrative, and more, Plympton will teach you how to breathe life into your own animated films. By studying and deconstructing his lessons from his own works and styles, you too will be able to carve out a career in animation without betraying yourself.Table of ContentsPreface. Acknowledgments. Make Toons That Sell—Intro. Chapter 1 Introduction. Chapter 2 My History. Chapter 3 Making an Animated Film. Chapter 4 Production. Chapter 5 Storytelling. Chapter 6 Character Design. Chapter 7 Storyboarding. Chapter 8 Voices. Chapter 9 Animation. Chapter 10 Postproduction. Chapter 11 Selling Your Film. Chapter 12 Self-Distribution. Chapter 13 Advice to Young Animators. Afterword. Index.

    1 in stock

    £34.99

  • 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

  • Game Audio Fundamentals

    Taylor & Francis Ltd Game Audio Fundamentals

    1 in stock

    Book SynopsisGame Audio Fundamentals takes the reader on a journey through game audio design: from analog and digital audio basics, to the art and execution of sound effects, soundtracks, and voice production, as well as learning how to make sense of a truly effective soundscape.Trade Review"With his Game Audio Fundamentals, Keith Zizza has delivered a solid, hands-on book that touches on all the important aspects of creating sound and music for video games!"Brian Schmidt, Game Composer/Sound Designer, Executive Director of GameSoundConTable of ContentsPART I: Theory and Tools 1. Acoustics and Analog Audio 2. Digital Audio 3. Music Theory for Audio Designers 4. Production Tools PART II: Soundscapes and Disciplines 5. DAW Essentials, Part I: Editing, Workflow, and Rendering 6. DAW Essentials, Part II: An Overview of Plug-ins 7. Understanding Soundscapes for Games 8. Sound Design 9. Music 10. Dialogue PART III: Practice 11. Production and Development 12. Implementation 13. Listening 14. Finding Game Audio Work

    1 in stock

    £39.99

  • 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

    1 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.

    1 in stock

    £42.99

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