Digital animation Books
Taylor & Francis Ltd Data Visualization with Flash Builder
Book SynopsisDesign and create functional applications that interact with remote data sources. You get a thorough introduction to the latest Flash Builder tools learning how you can use the built-in wizards, MXML or pure ActionScript 3 to build information-rich applications for the browser or AIR applications. Hand''s on tutorials guide you through each iteration including building user interaction, charting, incorporating audio and video, customizing the UI; and a code repository provides re-usable code that you can modify and deploy in your own applications.Trade Review"This book gives you a thorough introduction to the latest Flash Builder tools and shows how to use the built-in wizards, MXML, or pure ActionScript 3 to build information-rich applications for the browser or AIR applications. Tutorials guide you through each iteration including building user interaction, charting, incorporating audio and video, customizing the UI; and a code repository provides reusable code that you can modify and deploy in your own applications."--Dr. Dobb's Developer's Reading list"This book gives you a thorough introduction to the latest Flash Builder tools and shows how to use the built-in wizards, MXML, or pure ActionScript 3 to build information-rich applications for the browser or AIR applications. Tutorials guide you through each iteration including building user interaction, charting, incorporating audio and video, customizing the UI; and a code repository provides reusable code that you can modify and deploy in your own applications.-Dr. Dobb's Developer's Reading ListTable of ContentsSection 1Your first Information Rich ApplicationProject 1: Music Store BrowerSection 2: Building User InteractionProject 2: Tweets on a MapSection 3Charting and Multimedia Project 3: YouTube InspectorSection 4Building AIR ApplicationsProject 4: Flickr with Cache Section 5Customizing the User InterfaceProject 5: Customizing Projects Companion website: www.datavisualizationflashbuilder.com
£37.04
Taylor & Francis Ltd Plugin to After Effects Third Party Plugin
Book SynopsisTake your After Effects projects to the next level by mastering its third-party plug-ins. Whether it''s keying and compositing, adding particles of swirling smoke to a composition, or importing XML files from Final Cut Pro, third-party plug-ins can greatly enhance your After Effects capabilities. From sexy effects and graphics enhancements to workflow automation and file conversion, it''s all covered in this lavishly illustrated, full-color book.Coverage of hundreds of essential third-party plug-ins is provided, showing you when, why, and how to use each plug-in. Plug-ins for color, style, effects, distortions, warps, transitions, lens flares, text and graphical elements, and more are all covered in depth.Trade Review"Take your After Effects projects to the next level by mastering its third-party plug-ins. Whether it's keying and compositing, adding particles of swirling smoke to a composition, or importing XML files from Final Cut Pro, third-party plug-ins can greatly enhance your After Effects capabilities. From sexy effects and graphics enhancements to workflow automation and file conversion, it's all covered in this lavishly illustrated, full-color book. Coverage of hundreds of essential third-party plug-ins is provided, showing you when, why, and how to use each plug-in. Plug-ins for color, style, effects, distortions, warps, transitions, lens flares, text and graphical elements, and more are all covered in depth."--Internet Video MagazineTable of ContentsWhat is a Plug-in?; Big Bundles; Blur and Sharpen; Color Corrections; Distortions; Effects; Generators; Keying and Matte; Noise and Grain; Simulation; Templates; Time; Tracking; Transitions; Utilities; Workflow
£47.49
Taylor & Francis Ltd Flash Mobile
Book SynopsisBuild rich media applications for the iOS and Android platforms with this primer to Flash mobile development. You get all of the essentials-from setting up your development environment to publishing your apps to the Google Market Place/Apple iTunes App Store. Develop elementary applications without coding; then realize the power of ActionScript 3 to add rich complexity to your applications. Step-by-step instruction is combined with practical tutorial lessons to deliver a working understanding of the development stages including: *Rapid prototyping *Adding interactivity, audio, and video *Employing iOS and Android Interface Calls *Hardware optimization with AIR *Game development; game engines, controlling physics, and 3D *Designing for iPad, Android tablets, and Google TV *Code optimization, testing, and debugging User interfaces are presented in full color to illustrate their nuances. The companion website, www.visualizetheweb/flashmobile, includes all of the AS3 code, project fTable of ContentsSection 1Setting up Flash CS5 for Android DevelopmentProject 1: Creating Your First App Using Flash CS5Section 2Rapid Android Development in Flash CS5Project 2: Optimizing Animation, Audio, Video, and Component Use in Your AIR for Android AppsSection 3Developing Mobile Apps using ActionScriptProject 3: Building Sprite's 123Section 4Leveraging Custon iPhone and Android Interface Calls with ActionScriptProject 4: Building a Gesture-Driven ApplicationSection 5Building Games with Flash for the Mobile MarketProject 5: Building a Mobile GameSection 6Deploying Mobile Apps with Flash CS5Project 6: Publishing Your Apps into the Many Different App StoresCompanion website: www.visualizetheweb.com/flashmobile
£42.74
Taylor & Francis Ltd 3ds Max Modeling for Games
Book SynopsisWith 18 years under his belt in the game industry, a key contributor to the MotorStorm series, and the creator of the 3ds Max in Minutes video series (at FocalPress.com), Andrew Gahan delivers the expert techniques in 3ds Max Modeling for Games, 2nd edition. This updated edition is packed with new tutorials that will enhance your modeling skills and pump up your portfolio with high-quality work in no time. Along with Anthony O''Donnell and a team of experts, Gahan covers all of the fundamental game modeling techniques, including character and environment modeling, mapping, and texturing. Finally, a bonus section in 3ds Max Modeling for Games offers readers insights and tips on how to get their careers started in the game industry. New, expanded tutorials take readers of all abilities through full character and environment modeling from beginning to end Companion website (3d-for-games.com) offers a robust, sTrade Review"This book is a must-have resource for anyone wanting to learn how to make game art in 3ds Max. It has great support on the forums which is a testament to the author's enthusiasm for the subject. My students would be lost without it. If you want to understand how to really make 3d art for games then this is the book you need"--David Wilson, programme leader, BA (Hons) Computer Games Modelling and Animation, University of Derby, UK "This is a great book covering most aspects of modeling for games including the basics of 3D, Ambient Occlusion, Normal Maps, Character, Vehicle, Scene Creation and much, much more. It covers everything you need to get you started for your career in games"--Andy Manns, lead artist, THQ "An extremely comprehensive book covering all the basic theory and techniques with 3ds Max, currently used within the best game development studios in the industry"--Alex Perkins, art director, Sony Computer Entertainment Europe. "For a beginner, getting to grip with 3ds Max is a daunting prospect, but this book picks on the relevant features and aims to get you producing usable 3D game art quickly and efficiently. It gives you a great understanding of what goes into make good 3D video-game art and will give you the vocabulary needed to talk with confidence about in-game models."--Don Whiteford, creative director THQ Digital UK Ltd. "This book is one of the most comprehensive, straight-forward, and easy to follow guides for modeling precise and efficient 3D game assets and environments. Andrew Gahan has heard everything every educator has said about what a textbook needs to do to meet the broad stroke of students' needs and abilities in learning how to master 3D modeling with 3ds Max. With simple understanding and imagination, this text can be used to transform modeling for games into modeling for animation or modeling for simulation."--Tim Harrington, national assistant dean, Game and Simulation Programming, DeVry University "Author of this book covers what you need to complete each tutorial; it designed to get you up to speed as quickly as possible producing great artwork and is not designed to teach you how to use all aspects of 3ds Max."--Wonderpedia.wetpaint.com Table of ContentsIntroduction to 3ds Max. Creating, Unwrapping, and Texturing Simple Models. Creating Complex Objects from Primitives. Vegetation and Alpha Maps. Low-Poly Vehicle. Creating LODs. Normal Maps. Gallery. Creating a 3D Environment. High-and Low-Poly Characters. Portfolio and Interview.
£44.19
Taylor & Francis Ltd 3ds Max Modeling for Games Volume II
Book SynopsisLearn how to model comic-style à la Pixar with the expert techniques found in 3ds Max Modeling for Games Volume 2: Insider's Guide to Stylized Modeling. This new volume will show you the ins-and-outs of stylized modeling, including characters, vehicles, environments, and much more. Follow the story of cover characters Robert and Robot as their adventure takes you through the world of modeling, vegetation, alpha-maps, and much more! This book is also packed with highly detailed tutorials feared toward enhancing your modeling skills and expanding your portfolio.The companion website (www.3d-for-games.com) is unique - an online forum where readers can post and answer questions about their work. In terms of developing a portfolio, online peer critiques are invaluable, and current readers have made use of this feature, in fact some have happily become the forum responders (along with Andy) to coach and develop new artists at work. Also includeTable of ContentsChapter 1 Introduction to 3ds Max and Basic Modeling Terms; Chapter 2 Planning Your Project Including Making a Plan; Chapter 3 Adapting a Concept; Chapter 4 Vegetation and Alpha Maps; Chapter 5 Introduction to Maya; Chapter 6 Modeling the Robot in Maya; Chapter 7 Gallery; Chapter 8 Modeling the Character Robert Using Zbrush; Chapter 9 Modeling the House; Chapter 10 Polishing Your Scene and Modeling Projects to Complete; Chapter 11 Portfolio and Interview; Chapter 12 Creating the Initial Cover Image;
£37.59
Taylor & Francis Ltd How to Cheat in Maya 2012
Book SynopsisThe Maya guide for animators, How to Cheat in Maya 2012 presents everything you need to know about character animation in Maya. Fully updated for the latest revision of Maya, this book provides you with complete, step-by-step walkthroughs of essential animation techniques to increase your efficiency and speed. This is an animator''s workflow in book form, written by professional animators-not a software book with a few animation pointers thrown in.In addition to all the gold-mine coverage and interviews with expert animators from the previous edition, How to Cheat in Maya 2012 also features a new in-depth chapter on the principles of animation, updated information on camera settings and animation using Maya''s new Camera Sequencer tool, the ins and outs of the brand new Editable Motion Trails tool, new techniques for working with characters in multi-shot animation tests and short films, a new cycles chapter covering actions like flying and walks, time-savingTable of ContentsHow to Cheat in Maya 2012 - Chapter 1 - Animation Principles in Maya Anticipation Overlap and Follow Through Squash and Stretch Staging (Cameras) Arcs Timing Ease In/Ease OutChapter 2 - SplinesAll cheats revised for new interfaceChapter 3 - Graph Editor All cheats revised for new interface Chapter 4 - Techniques smear frames bendy arms Possible material for tools added in Maya 20XX Chapter 5 - Constraints All cheats revised for new interface Chapter 6 - Gimbal Lock All cheats revised for new interface Chapter 7 - Cameras and Layout In-depth cheats on cameras and staging, applicable to multi-shot dialog tests and short films cheats for new Camera Sequence tool Chapter 8 - Blocking New project for the chapter, so all cheats will be revised Chapter 9 - Cycles Shorter examples of walk and run cycles with new character Older walk cycle material will be put on the website Tips for personality walksChapter 10 - Polishing New chapter project, all cheats revised Chapter 11 - Facial Animation New chapter project, all cheats revised Mouth shapes Eye shapes Chapter 12 - Animation Layers New chapter project, all cheats revisedChapter 12 from the first book is retired to the website
£37.99
Taylor & Francis Ltd The Animators Eye
Book SynopsisFirst published in 2011. Enhance your animated features and shorts with this polished guide to channeling your vision and imagination from a former Disney animator and director. Learn how to become a strong visual storyteller through better use of color, volume, shape, shadow, and light - as well as discover how to tap into your imagination and refine your own personal vision. Francis Glebas, the director of Piglet's Big Day, guides you through the animation design process in a way that only years of expertise can provide. Discover how to create unique worlds and compelling characters as well as the difference between real-world and cartoon physics as Francis breaks down animated scenes to show you how and why to layout your animation.Table of ContentsChapter 1: IntroductionChapter 2: Mad Science or Magic?Chapter 3: That Reminds Me of a StoryChapter 4: Why Do We Animate?Chapter 5: Seeing Shapes Drawing LinesChapter 6: The Laws of AnimationChapter 7: It's Alive! Animating Inner LifeChapter 8: Creating WorldsChapter 9: Putting It Together in PostChapter 10: The Evolution of the Animator's EyeChapter 11: Production: Now We're Cooking!Chapter 12: Who Let These Two in Here? The Evolution of Ig and BunnyChapter 13: Conclusion: How I Got Eye
£31.44
Taylor & Francis Ltd RealWorld Flash Game Development How to Follow
Book SynopsisYour deadline just got moved up. Your artist has never worked with Flash before. Your inner programmer is telling you that no OOP is a big Oops! Any Flash developer can share similar tales of woe. This book breaks down the process of Flash game development into simple, approachable steps. Never heard of a game loop before? No idea what a design pattern is? No problem! Chris Griffith gives you real-world expertise, and real-world code that you can use in your own games. Griffith has been building games in Flash long enough to know what works and what doesn't. He shows you what you need to know to get the job done.Griffith covers Flash for the everyday developer. The average Flash developer doesn't have luxurious timelines, employers who understand the value of reusability, or the help of an information architect to design a usable experience. This book helps bridge the gap for these coders who may be used to C++, Java, or C# and want to move over to Flash. Griffith covers real-world scenarios pulled from his own experiences developing games for over 10 years in the industry. The 2nd edition will include: completely new game examples on more advanced topics like 3D; more robust physics and collision detection; and mobile device coverage with Android platform development for us on phones and tablets. Also coverage of the new features available in Flash CS5, Flash Player 10.1, and AIR 2.0 that can be used for game development.The associated web site for the book: www.flashgamebook.com gets close to 1,000 visits a month. On the site, readers can find all the source code for the examples, news on industry happenings, updates and special offers, and a discussion forum to ask questions and share ideas.Trade Review"The volume's 16 chapters (and 3 online bonus chapters) in this new edition (1st ed., 2010) provide a series of discrete challenges: animation, audio and video management, implementing mathematical functions, collision detection, game physics, and creating platformers and iOS games, which gradually build user competence and confidence. Although the examples increase in complexity as the book progresses, it is not necessary to do them in order. The book could be used as a course resource for advanced undergraduates or as a reference for experienced programmers who want t o use Flash. The excellent companion website supplies all the code needed to build the examples, as well as a forum where questions can be posted and answered. The author frequently inserts commentary about best programming practices (what to do and what to avoid), which differentiates this book from many similar titles."--E. Bertozzi, Long Island University"The book could be used as a course resource for advanced undergraduates or as a reference for experienced programmers who want to use Flash. The excellent companion website supplies all the code needed to build the examples, as well as a forum where questions can be posted and answered. The author frequently inserts commentary about best programming practices (what to do and what to avoid), which differentiates this book from many similar titles. Summing Up: Highly recommended. Upper-division undergraduate through researchers/faculty, two-year technical program students, and professionals/practitioners."-- E. Bertozzi, Long Island University, CHOICETable of ContentsChapter 1: Computer Science Isn't For EveryoneChapter 2: The Best Tool for the JobChapter 3: A Plan is Worth a Thousand AspirinChapter 4: //Comments FTW!Chapter 5: The Least You Can Do vs An Architect's ApproachChapter 6: Managing Your Assets/Working With GraphicsChapter 7: Make it Move - ActionScript AnimationChapter 8: Turn it Up to 11: Working with AudioChapter 9: Put the Video Back in "Video Game"Chapter 10: XML and Dynamic ContentChapter 11: Four Letter Words: M-A-T-HChapter 12: Don't Hit Me: Collision Detection TechniquesChapter 13: Mix Up - A Simple EngineChapter 14: Bringing It All Together: A PlatformerChapter 15: Marble Runner : Our First Mobile GameChapter 16: Air Hockey: A Multi-Touch, Multiplayer Tablet GameAfterwordOnline Content:Bonus Chapter: Squash 'Em If You've Got 'Em: The Bug Hunt Bonus Chapter: On Your Guard Bonus Chapter: Introduction to Mobile Development Appendix A: Webcams and Microphones Appendix B: Localization Appendix C: JSFL is JavaScript For Lovers Appendix D: Using AMFPHP with Games
£44.64
CRC Press Getting Started in 3D with Maya
Book SynopsisDeliver professional-level 3D content in no time with this comprehensive guide to 3D animation with Maya. With over 12 years of training experience, plus several award winning students under his belt, author Adam Watkins is the ideal mentor to get you up to speed with 3D in Maya. Using a structured and pragmatic approach Getting Started in 3D with Maya begins with basic theory of fundamental techniques, then builds on this knowledge using practical examples and projects to put your new skills to the test. Prepared so that you can learn in an organic fashion, each chapter builds on the knowledge gained in the previous chapter, showing you all the essentials of 3D in Maya, from modeling and UV layout, to texture creation, rigging animating and rendering. As you go from project to project you'll develop a strong arsenal of skills that combined will form a complete end to end process to creating complete projects in Maya. Table of ContentsPrefaceIntroduction Chapter 1 - Animation Workflow Chapter 2 - Maya Philosophy Chapter 3 - Modeling Chapter 4 - Organic Modeling Chapter 6 - Materials Chapter 7 - Lighting and Rendering Chapter 8 - Rigging and Skinning Chapter 9 - Animation
£36.54
Taylor & Francis Ltd Character Mentor
Book SynopsisYou've researched your character extensively, tailored her to your audience, sketched hundreds of versions, and now you lean back content as you gaze at your final character model sheet. But now what? Whether you want to use her in an animated film, television show, video game, web comic, or children's book, you're going to have to make her perform. How a character looks and is costumed starts to tell her story, but her body language reveals even more. Character Mentor shows you how to pose your character, create emotion through facial expressions, and stage your character to create drama. Author Tom Bancroft addresses each topic with clear, concise prose, and then shows you what he really means through commenting on and redrawing artwork from a variety of student apprentices. His assignments allow you to join in and bring your drawing to the next level with concrete techniques, as well as more theoretical analysis. Character Mentor is an apprenticeship in a book. Trade Review"You've researched your character extensively, tailored her to your audience, sketched hundreds of versions, and now you lean back content as you gaze at your final character model sheet. But now what? Whether you want to use her in an animated film, television show, video game, web comic, or children's book, you're going to have to make her perform. How a character looks and is costumed starts to tell her story, but her body language reveals even more. Character Mentor shows you how to pose your character, create emotion through facial expressions, and stage your character to create drama. Author Tom Bancroft addresses each topic with clear, concise prose, and then shows you what he really means through commenting on and redrawing artwork from a variety of student 'apprentices.' His assignments allow you to join in and bring your drawing to the next level with concrete techniques, as well as more theoretical analysis. Character Mentor is an apprenticeship in a book."--CartoonBrew.com"If, like me, you are always looking to push yourself as a character artist I cannot recommend this book enough... Each chapter is a lesson on a specific topic, ranging from Posing to Shape-based composition. At the end of a chapter [Tom] sets you homework followed by examples of completed tasks by fellow students. Tom himself has gone over each example, annotating and thoroughly explaining each one in order for you to see how to bring your own work up to scratch...The best thing about this book for me, however, is that it doesn’t end. You can never be truly finished with it as the teachings within are always relevant...it’s like having a teacher on your shelf that will never be too busy to help you out and will always give you good advice."--Robin Liebschner, Skwigly.comTable of ContentsChapter 1: Now What: Drawing basics for Posing and Expressions (Assignment #1: Character design: Elroy and Kirby); Chapter 2: The Face: Breaking down the elements of expression (Assignment #2: Drawing "Emma" with different expressions ); Chapter 3: Posing your character: what are you trying to communicate? (Assignment #3: Drawing "Tommy" in three, distinct poses); Chapter 4: Acting: Characters acting and reacting the way you want them to (Assignment #4: Thumbnail sketch a series of poses of "Tommy" to best describe a specific action); Chapter 5: Staging your scene: Using the elements of your scene to create a composition (Assignment #5: Illustrate the same scene from two different points-of-view); Chapter 6: Leading the eye: Prioritizing by design (Assignment #6: Illustrating a specific scene, using the designs provided); Chapter 7: Putting it in action: creating an illustration from start to finish
£38.24
Taylor & Francis Ltd Professional Techniques for Video Game Writing
Book SynopsisThis second edition of Professional Techniques for Video Game Writing is updated with new chapters and new authors, but it's still a no-nonsense guide to the professional craft of writing for video games. Not only does the text cover story and narrative elements, but it also addresses dialogue, documentation, and strategy guides. Seasoned video game writers each address a different topic, including the best way to break into the video game industry, how to be an efficient part of a team, and the principles of narrative design. The book also offers script samples, technical writing advice, effective writing tips, and suggestions for how to innovate in game narrative. Key Features Comprehensive enough for veterans and accessible enough for novices Goes into detail about how to write tutorials, script doctoring, and writing for AAA games Delivers invaluable experiences directly from writers in tTable of ContentsChapter 1 ◾ Getting Writing Jobs in Video Games 1 Wendy Despain, NCSoft, Quantum Content, International Hobo Chapter 2 ◾ Game Script Formatting 11 Wendy Despain, NCSoft, Quantum Content, International Hobo Chapter 3 ◾ Documentation for Writers 21 John Feil, Paizo Chapter 4 ◾ Writing Instructions, Helptext, Walkthroughs, and Manuals: Text to Train the Player 37 John Feil, Paizo Chapter 5 ◾ Writing Tutorials: Write “Start” to Start 53 Andrew S. Walsh, Guerrilla Games, Sony Chapter 6 ◾ Practical Techniques for Productivity: Getting the Work Done 89 Wendy Despain, NCSoft, Quantum Content, International Hobo Chapter 7 ◾ Collaborating with Art, Design, and Engineering 99 Anthony Burch, Santa Monica Studio Chapter 8 ◾ Writing for AAA Games: Playing in the Big Leagues 105 Marek Walton, Crystal Dynamics Chapter 9 ◾ Writing for Indie Games 121 Wendy Despain, NCSoft, Quantum Content, International Hobo Chapter 10 ◾ Game Writing Remotely: How to Pay the Rent Working from Home 127 Tracy A. Seamster, Independent Contractor Chapter 11 ◾ Game Writing On Staff 139 Samantha Wallschlaeger, Monolith Productions Chapter 12 ◾ Keeping Localization in Mind: When Game Narrative Travels Abroad 153 Ross Berger, Electronic Arts, Amazon Chapter 13 ◾ Writers in the Recording Studio 165 Haris Orkin, Independent Contractor Chapter 14 ◾ Writing for Existing Licenses 185 Heidi McDonald, Independent Contractor Chapter 15 ◾ Writing for New IP 197 Rhianna Pratchett, Independent Contractor Chapter 16 ◾ Script Doctoring 219 Richard Dansky, Central Clancy Writer, Ubisoft Chapter 17 ◾ Writing Compelling Game Characters 235 William Harms, Narrative Director, Hangar 13 Chapter 18 ◾ Hiring Philosophies: We Can Do Better 243 Tom Abernathy, Studio Narrative Director, ArenaNet Chapter 19 ◾ If It Works, Break It: Game Narrative Tropes and Innovation 257 Maurice Suckling, Independent Contractor, Professor of Practice, Rensselaer Polytechnic Institute APPENDIX A ◾ CALL OF JUAREZ: GUNSLINGER SCRIPT SAMPLE–SCREENPLAY FORMAT, 271 APPENDIX B ◾ BRATZ: FOREVER DIAMONDZ SCRIPT SAMPLE–MODIFIED SCREENPLAY FORMAT, 289 APPENDIX C ◾ BARKS AND TASK SPREADSHEET, 291 APPENDIX D ◾ CASTING SIDES FOR CALL OF JUAREZ, 301
£42.74
CRC Press Secrets of the Animator
Book SynopsisBased on the author's own notes compiled over 18 years, this work is intended for both animation students and professionals. This manual is a learning tool focusing exclusively on the work of animators. It provides all the keys to understanding the principles of motion and how to transfer them to characters, whether drawn or modeled, 2D or 3D, or human or animal.Julia Peguet explains the principles of physics applicable to any motion (animation curve, momentum, rebound, etc.) and provides practical tips for stabilizing a puppet, animating a character's mouth and eyes, or even making a character stand out with a particular gait.Sketches and photographs illustrate technical recommendations step by step. Exercises and boxes containing tips and notes are also provided.Table of ContentsChapter 1 Fundamental Principles of AnimationChapter 2 Understanding and Depicting MotionChapter 3 Working Puppets and Air SupportsChapter 4 Animation of Human CharactersChapter 5 Animation of non-human Characters
£33.24
CRC Press C Game Programming Cookbook for Unity 3D
Book SynopsisThis second edition of C# Game Programming Cookbook for Unity 3D expounds upon the first with more details and techniques. With a fresh array of chapters, updated C# code and examples, Jeff W. Murray's book will help the reader understand structured game development in Unity unlike ever before.New to this edition is a step-by-step tutorial for building a 2D infinite runner game from the framework and scripts included in the book. The book contains a flexible and reusable framework in C# suitable for all game types. From game state handling to audio mixers to asynchronous scene loading, the focus of this book is building a reusable structure to take care of many of the most used systems.Improve your game''s sound in a dedicated audio chapter covering topics such as audio mixers, fading, and audio ducking effects, or dissect a fully featured racing game with car physics, lap counting, artificial intelligence steering behaviors, and game management. Use this book tTable of ContentsAcknowledgments. Introduction. Prerequisites. 1. Making Games in a Modular Way. 2. Making a 2D Infinite Runner Game. 3. Building the Core Game Framework. 4. Player Structure. 5. Recipes: Common Components. 6. Player Movement Controllers. 7. Weapon Systems. 8. Waypoints Manager. 9. Recipe: Sound and Audio. 10. AI Manager. 11. Menus and User Interface. 12. Saving and Loading Profiles. 13. Loading Level Scenes. 14. Racing Game. 15. Blaster Game Example. Index.
£54.14
CRC Press Cooperative Gaming
Book SynopsisDescriptionCooperative Gaming provides context and practical advice regarding diversity in the games industry. The book begins with a deep dive into research literature and the history of diversity in the games industry to provide context around what diversity is and why it is a topic worth considering. The book looks at the different facets of diversity and games, exploring the issues and solutions within game development, studio management, event planning, and more. It provides people with practical advice about being a marginalized person in the games industry and how to be heard, how studios can support inclusive practices, and events can actively become more accessible to a diverse audience.Key Featuresâ Explores the history of diversity in gamesâ Provides important information around what it is like to be a marginalized person in the industryâ Gives practical steps to improve the inclusivity of the industry that are designed to aid in contextualizing and upskilling new developersAuthor BiosAlayna Cole is the managing director of Queerly Represent Me, a not-for-profit championing queer representation in games. Alayna is also a producer at Sledgehammer Games, co-chair of the IGDA LGBTQ+ special interest group, and an award-winning games journalist and game developer. She was featured on the 2016 and 2017 Develop Pacific 30 Under 30 lists and the 2017 and 2019 Develop Pacific Women in Games lists, and she has received several other accolades in the industry.Jessica Zammit started writing in 2013 for Start Select Media, and for the next five years she followed her interest in writing about representations of mental health, diversity, and particularly, sexuality in video games. Jessica has been speaking about diversity in games at conventions such as PAX Australia since 2016 and has been featured on several other discussions in and around the topic of representation in games and games criticism. Along with her co-author, she is co-chair of the IGDA LGBTQ+ special interest group, and she was featured on the 2018 Develop Pacific 30 Under 30 and Women in Games lists.Table of ContentsChapter 1 ◾ Being Marginalized 1Chapter 2 ◾ Development and Representation 11Chapter 3 ◾ Company Culture 45Chapter 4 ◾ Events 63Chapter 5 ◾ Future of Diversity and Games 71
£32.29
Taylor & Francis Ltd The Foley Grail
Book SynopsisThis book teaches you how to master classic and cutting edge Foley techniques in order to create rich and convincing sound for any medium, be it film, television, radio, podcasts, animation, or games.Award-winning Foley artist Vanessa Theme Ament demonstrates how Foley is designed, crafted, and edited for any project, down to the nuts and bolts of spotting, cueing, and performing sounds. Various renowned sound artists provide a treasure trove of indispensable shortcuts, hot tips, and other valuable tricks of the trade.This updated third edition features the following: New chapters dedicated to Foley in games, television, broadcasting, and animation, as well as what is new in sound for media education A multitude of sound recipes that include proven Foley methods you can immediately use on your own projects A diverse range of case studies from well-known films, shows, games, and animation Trade ReviewPraise for the third edition "Ms. Ament has written an engaging and useful guide to both teaching and performing the art of Foley. The book thoroughly covers all aspects of the craft: its history and evolution, the minutiae of recording footsteps and props, prepping and mixing. It is an excellent guide for both teachers and people who want to learn this largely unknown part of the post-production process." - Harry Cheney, Professor, Lawrence and Kristina Dodge College of Film and Media Arts, Chapman University Praise for the second edition "This book is entertaining, informative and an absolute must-read for everyone who wants to make a career in sound, as well as being a very handy lesson for anyone involved in production on whatever level – and a particularly valuable aid for 'media' course tutors." -- Wendy Laybourn, Network Nine News "Thanks to this publication, sound is appraised as a subjective art form. So whether you’re a novice (i.e. "what even is Foley?") or a whizz ("pfft, why do I need to read about Jack?"), there truly is much to learn from this book. Seek the Foley Grail." - Matt Howsam, Raindance.org "Comprising a virtual master class on leading-edge Foley techniques, The Foley Grail covers just about everything a practitioner or observer of the Foley process would need to create convinving sounds for a variety of film and television...a must-have test for any post professional's bookshelf." - Mel Lambert, CineMontagePraise for the third edition "Ms. Ament has written an engaging and useful guide to both teaching and performing the art of Foley. The book thoroughly covers all aspects of the craft: its history and evolution, the minutiae of recording footsteps and props, prepping and mixing. It is an excellent guide for both teachers and people who want to learn this largely unknown part of the post-production process." Harry Cheney, Professor, Lawrence and Kristina Dodge College of Film and Media Arts, Chapman University Praise for the second edition "This book is entertaining, informative and an absolute must-read for everyone who wants to make a career in sound, as well as being a very handy lesson for anyone involved in production on whatever level—and a particularly valuable aid for 'media' course tutors."Wendy Laybourn, Network Nine News "Thanks to this publication, sound is appraised as a subjective art form. So whether you’re a novice (i.e. 'what even is Foley?') or a whizz ('pfft, why do I need to read about Jack?'), there truly is much to learn from this book. Seek The Foley Grail."Matt Howsam, Raindance.org "Comprising a virtual master class on leading-edge Foley techniques, The Foley Grail covers just about everything a practitioner or observer of the Foley process would need to create convinving sounds for a variety of film and television . . . a must-have test for any post professional's bookshelf." Mel Lambert, CineMontage Table of ContentsPreface to the Third Edition Introduction Part 1: What Foley Artists Do and Why: The History, Theory, and Methods of Foley 1. Holy Foley: The Evolution of a Craft 2. The Progression of an Art: International Foley Practices 3. Aesthetics of Foley: Noise, Sound, Single, Married Part 2: How Foley Artists Work: Protocols, Conventions, and Hierarchy of Foley 4. Fire in the Hole: The Players and Their Responsibilities 5. Let’s Go Ahead and Go Back: Spotting, Cueing, and Editing Foley 6. Scene Change: The Foley Stage 7. Mix and Match: The Foley and Rerecording Mixers Part 3: The Practical Concerns: The Art and Craft of Foley 8. Walking in Their Shoes: Performing the Footsteps 9. Manipulation Techniques: Performing the Props 10. Hang It as a Unit: The Knack for Sync 11. Adaptive Sound: Sound in Animation, Games, Radio Plays, and Movie Trailers 12. Chef or Cook: Ingredients and Recipes 13. Magic Wind: Unusual Foley Requests Part 4: Past, Present, and Future: Connecting the Foley Dots 14. Professional Panorama 15. Foley Reflections: Final Thoughts of Experts 16. Glossary
£36.09
Taylor & Francis Ltd Fundamentals of Computer Graphics
Book SynopsisDrawing on an impressive roster of experts in the field, Fundamentals of Computer Graphics, Fifth Edition offers an ideal resource for computer course curricula as well as a user-friendly personal or professional reference.Focusing on geometric intuition, this book gives the necessary information for understanding how images get onto the screen by using the complementary approaches of ray tracing and rasterization. It covers topics common to an introductory course, such as sampling theory, texture mapping, spatial data structure, and splines. It also includes a number of contributed chapters from authors known for their expertise and clear way of explaining concepts.HIGHLIGHTS Major updates and improvements to numerous chapters, including shading, ray tracing, physics-based rendering, math, and sampling Updated coverage of existing topics The absorption and reworking of several chapters to create a morTable of Contents 1 Introduction 2 Miscellaneous Math 3 Raster Images 4 Ray Tracing 5 Surface Shading 6 Linear Algebra 7 Transformation Matrices 8 Viewing 9 The Graphics Pipeline 10 Signal Processing 11 Texture Mapping 12 Data Structures for Graphics 13 Sampling 14 Physics-Based Rendering 15 Curves Michael Gleicher 16 Computer Animation Michael Ashikhmin 17 Using Graphics Hardware Peter Willemsen 18 Color Erik Reinhard and Garrett Johnson 19 Visual Perception William B. Thompson 20 Tone Reproduction Erik Reinhard 21 Implicit Modeling Brian Wyvill 22 Computer Graphics in Games Naty Hoffman 23 Visualization Tamara Munzner
£143.31
CRC Press Creating Games with Unreal Engine Substance
Book SynopsisDescription: This tutorial-based book allows readers to create a first-person game from start to finish using industry-standard (and free to student) tools of Maya, Substance Painter, and Unreal Engine. The first half of the book lays out the basics of using Maya and Substance Painter to create game-ready assets. This includes polygonal modeling, UV layout, and custom texture painting. Then, the book covers rigging and animation solutions to create assets to be placed in the game including animated first-person assets and motion-captured NPC animations. Finally, readers can put it all together and build interactivity that allows the player to create a finished game using the assets built and animated earlier in the book.â Written by industry professionals with real-world experience in building assets and games.â Build a complete game from start to finish.â Learn what the pros use: construct all assets using the tools used at industries across the world.Table of ContentsChapter 1 Maya Modeling ... 1Chapter 2 Maya Set UV ... 57Chapter 3 Set Texturing ... 91Chapter 4 Level Asset Creation ... 133Chapter 5 Level Creation ... 189Chapter 6 Lighting and Baking ... 243Chapter 7 Character Modeling ... 265Chapter 8 Character UV mapping ... 321Chapter 9 Texture Painting ... 343Chapter 10 Rigging ... 391Chapter 11 Animation in Maya ... 435Chapter 12 Unreal Character Asset Creation ... 463Chapter 13 Basics of Programming ... 487Chapter 14 Player Character ... 527Chapter 15 Weapons ... 551Chapter 16 Health and Damage ... 615Chapter 17 Inventory and UI ... 635Chapter 18 Security Camera ... 681Chapter 19 Patrolling AI ... 717Chapter 20 Boss ... 751Chapter 21 Audio and VFX ... 769Chapter 22 Packaging ... 785
£52.24
CRC Press The Essential Guide to the Business Law of
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
£44.64
Taylor & Francis Ltd The Game Music Toolbox
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
£33.99
Taylor & Francis Ltd Hybrid Drawing Techniques Design Process and
Book SynopsisHybrid Drawing Techniques: Design Process and Presentation reaffirms the value of traditional hand drawing in the design process by demonstrating how to integrate it with digital techniques; enhancing and streamlining the investigative process while at the same time yielding superior presentation images. This book is a foundations guide to both approaches: sketching, hardline drawing, perspective drawing, digital applications, and Adobe Photoshop; providing stepbystep demonstrations and examples from a variety of professional and student work for using and combining traditional and digital tools. Also included are sections addressing strategies for using color, composition and light to further enhance one's drawings. An eResource offers copyright free images for download that includes: tonal patterns, watercolor fields, people, trees, and skies.Trade Review‘Gorski conducts a masterclass in situating digital and analog methods of drawing in this richly illustrated paean to the art of representation in contemporary times. From the scratch of a pen to the click of a mouse, this book teaches not only proven technique but strategic thinking about the new ways of rendering the image. This is a must-have manual for all those wrestling with the transformative role of hand drawing in a digital age.’ – Gil Snyder, Department of Architecture, University of Wisconsin-Milwaukee, USA'Gilbert Gorski's pioneering work in combining traditional and digital media, elucidated in this timely and important book, places him at the forefront of contemporary visualization.' - Paul Stevenson Oles, FAIA, Principal, Interface Architects, New Mexico, USA'One of the finest architectural illustrators practicing today, Gilbert Gorski commands an exceptional talent for creating beautiful, powerful, and enlightening images. And he is a pathfinder. In your hands, you hold a brilliantly drawn map, a dedicated course, designed to empower digital innovation to evoke the sublime—building on the best of the old masters.' - Henry E. Sorenson, Jr., Professor, School of Architecture, Montana State University, USA'With the keen sense of the artistic genius, Gorski uninhibitedly and passionately mates hand-drawn architectural drawing with the boundless possibilities of computer generated methods, resourcefully proving what interdisciplinary stands for. With this simple, yet fundamental, credo this volume is a standard reference for all students of architectural representation.' - Sergei Tchoban, Architekt BDA, Germany'Gilbert Gorski presents an invaluable treatise acknowledging that great architecture is inextricable to a mastery of techné invoked in multiple delineation processes of great design. That is to say, because what we draw is in fact what we build – how we draw becomes a critical modality of aesthetic intelligence implicit to the way by which great design is crafted, evaluated and made. I believe masterful drawing is our most useful tool in building well once again.' - Duncan McRoberts, Principal, Duncan McRoberts Associates, USATable of ContentsAcknowledgements Preface: Architecture in the Age of Digitalism 1. Getting Started 2. Traditional Drawing Techniques 3. Perspective Drawing 4. Digital Scanning Techniques 5. Digital Coloring 6. Hybrid Coloring Techniques 7. Process: Hybrid Design Techniques 8. Light and Shadow 9. Composition Strategies 10. Color Strategies 11. Collection of Illustrations Bibliography Index
£73.14
Taylor & Francis Ltd VRay My Way
Book SynopsisV-Ray My Way: A Practical Designers Guide to Creating Realistic Imagery Using V-Ray & 3ds Max is a practical, hands-on guide to creating some of the most stunning computer-generated images possible. It caters to the design masses; architects, engineers, interior designers, industrial designers, photographers, and enthusiasts will find this book essential in their quest to express themselves through visual communication. V-Ray My Way is an accumulation of 13 years of experimental experience and will have you creating content within minutes, help grow your company, help develop your portfolio, and help you make that career leap. Additional resources and exercises are available at the bookâs companion website, http://routledgetextbooks.com/textbooks/_author/wylde-9780415709637/Table of ContentsChapter 1: My Experience and Background StoryChapter 2: Methodology (How to use this book)Chapter 3: Introduction to My WorkflowChapter 4: Interior Daytime ScenesChapter 5: Interior Evening ScenesChapter 6: Interior Mockup ScenesChapter 7: Exterior Daytime ScenesChapter 8: Exterior Evening ScenesChapter 9: Automotive ScenesChapter 10: Shooting HDRI’s
£54.14
Taylor & Francis Ltd iOS Game Programming with Xcode and Cocos2d
Book SynopsisThis book is written by a professional instructor and founder of CartoonSmart.com, a company specializing in new media tutorials for nearly a decade. The book is a start-to-finish guide for anyone looking to begin iOS development using Cocos2d and Xcode and submit their finished app to Apple. Even if you haven't read code before, you can begin with this book. This book is a handy reference guide, with easy to look-up sections of code snippets, pictures and links to video examples.Features: Code Video examples 5 hours of tutorial videos on Box2d, which can take the reader even further beyond what they learned in the book Table of ContentsChapter 1: The Hardest Part: StartingChapter 2: Objective-C BasicsChapter 3: Cocos2d BasicsChapter 4: Create Your Own ClassChapter 5: Collisions, Touches & GesturesChapter 6: Accelerometer and ActionsChapter 7: Animation & Particle FXChapter 8: Menus, Sounds, Scenes & TextChapter 9: Game StructureChapter 10: Extending Cocos2dChapter 11: The Back
£50.34
Taylor & Francis Ltd Creating Visual Effects in Maya
Book SynopsisProduce mind-blowing visual effects with Autodesk Maya. Gain the practical skills and knowledge you need to recreate phenomena critical to visual effects work, including fire, water, smoke, explosions, and destruction, as well as their integration with real-world film and video.In Creating Visual Effects in Maya, Maya master Lee Lanier has combined the latest studio techniques with multi-chapter, hands-on projects and professionally-vetted workflows to bolster your CG toolkit. Engaging, full-color tutorials cover: Creating foliage, fire, and smoke with Paint Effects Growing Maya Fur and nHair on clothing, characters, and sets Replicating water, smoke, sparks, swarms, bubbles, and debris with nParticles and nCloth Controlling scenes and simulations with expressions and MEL, Python, and PyMEL scripting Adding dust, fog, smoke, rippling water, and fireballs with Fluid Effects contTrade Review"Lee Lanier is a fantastic artist and teacher. These techniques for creating destruction using simulations are a critical part of the VFX workflow and should be in every artist's toolbox!" - Rob Garrott, Content Manager, Video Segment, lynda.com "Lee Lanier is a fantastic artist and teacher. These techniques for creating destruction using simulations are a critical part of the VFX workflow and should be in every artist's toolbox!" -- Rob Garrott, Content Manager, Video Segment, lynda.com "Wow! What an exceptional book full of meticulously organised information. Lee Lanier is obviously not only a very talented Visual Effects artist but also a very intuative tutor." -- Wendy Laybourn, Network Nine Table of ContentsPaint Effects; Fur and Hair; Particles and nParticles; Cloth and nCloth; Soft and Rigid Bodies; Fluid Dynamics; Ponds and Oceans; Motion Tracking; Expressions and Scripting; Render Passes;
£45.59
Taylor & Francis Ltd How to Cheat in 3ds Max 2014
Book SynopsisWhy take months to learn every button in 3ds Max when you can create great visuals with just a few key tools? Utilize the tool of choice, 3ds Max 2014, for generating realistic environments, seamless CG effects, and jaw dropping games in a matter of hours. You can use the memory-hogging methods that choke your display and take forever to render, or you can get it done quickly and efficiently. Michael McCarthy offers a goldmine of artistic inspiration, timesaving tips & tricks, and step-by-step walkthroughsâyouâll wonder how you every got by without it! Start animating today with detailed tutorials, source files, bitmaps, and video demonstrationsâall featured on the companion website.This new edition has been completely revamped for 3ds Max 2014. You will find coverage on brand new features and tools such as Scene Management, iRay, Nitrous, Mass FX, and particles and physics. How to Cheat in 3ds Max 2014 features interviews with industry professionals thTrade ReviewPraise for How to cheatin 3dsMax 2010:"My first impression was 'WOW!' and my second impression was, 'This is what reference material should look like!' The balance between illustration and text is just right for visual people-aspiring 3D artists will love it. -Borislav "Bobo Petrov, Technical Director, Frantic Films VFX "This excellent book will inspire anyone to dig a little deeper into this incredible piece of software. -Stefan Vittori, Managing Director Tangram 3DS "Moving past what a tool does, Michele details various combinations of features in the application and their importance to completing commonly requested, real-world tasks for visual effects, games, and design visualization alike. -Gary M. Davis, 3ds Max Master 2007, autodesk Media & Entertainment "Michele is at it again with updated workflow techniques in a format that makes the tips and tricks readily accessible as an essential desktop companion. If working smartly can be called 'cheating,' then this is cheating at its best. There is a lot here for beginners and advanced users alike. Good luck and have fun. -Ted Boardman, independent 3ds Max instructor and author "This newly updated version conveys the fun and fast side of 3ds Max. Bousquet has packed the pages with colorful and quick tutorials that help you master all of 3ds Max's main concepts. -Jim lammers, President, Trinity animation inc. "In addition to the excellent tips and tricks uncovered in this book, I found the illustrations easy to follow, informative, and fun. I highly recommend this book to 3ds Max users of all levels. -Jeff Patton, Freelance Digital artist Table of ContentsIntroductionGraphite tools (ribbon) Modeling Character Modeling Materials & Mapping Lighting Shadows Reflection Glass Animation Character Animation Rendering Wiring & Scripting Special Effects AppendixIndex
£37.99
Penguin Young Readers Minecraft Epic Bases
Book SynopsisDiscover new and exciting Minecraft base builds, with construction tips, blueprint spreads, and fun locations—written in official partnership with the experts at game-creator Mojang.Are you an expert builder? Looking for inspiration for your next epic build? Then the search is over!Visit the legendary bases of The Twelve, a guild of expert builders, who are ready to showcase their most stunning creations, including flying airships and underwater lairs. Learn their top tips and tricks for making incredible bases in a variety of themes, and follow their expert advice to create challenging structures and complex redstone mechanisms.Full of thematic builds and unique features, this book of exceptional bases will spark the imagination of Minecrafters young and old.
£16.14
Random House USA Inc Minecraft Guide to Redstone Updated
Book SynopsisThis classic Minecraft game guide is now completely revamped with 100% new information for the latest version of the game! Discover all the insider tips and tricks in this definitive, fully illustrated guide to creating with redstone in Minecraft.Learn the art of redstone and become a master engineer with Minecraft: Guide to Redstone, and put theory into practice to construct intricate contraptions in Minecraft.Pick up the basics of the redstone components and their uses, discover how to make working circuits, and create incredibly complex builds using your new skills, taught by game-creator Mojang.
£11.69
Random House USA Inc Minecraft BiteSize Builds
Book SynopsisDiscover new and exciting Minecraft builds made easy, broken down into manageable pieces—written in official partnership with the experts at game-creator Mojang.Learn how to design, build and customize 20 mini-projects in Minecraft, from firefighter planes and deep-sea submarines to hidden bunkers and mini arcade games. There's even a superhero flying school! Each build is accompanied by exploded views and step-by-step, fully-illustrated guides and detailed instructions to show you how to complete each build from start to finish. Informative text will help you with your construction understanding and encourage you to use your new knowledge to create your very own builds.
£12.34
Random House USA Inc Minecraft Amazing BiteSize Builds Over 20 Awesome
Book SynopsisLearn how to design, build and customize 20 mini-projects in Minecraft, from firefighter planes and deep-sea submarines to hidden bunkers and arcade games. There’s even a superhero flying school! With detailed instructions, block hacks and build tips, this book will teach you new tricks and help you practice old skills as you create bite-size builds to impress your friends in Minecraft.
£11.69
Random House USA Inc Minecraft Legends A Heros Guide to Saving the
Book Synopsis
£11.69
Penguin Young Readers Minecraft Epic Inventions
Book SynopsisTwelve mind-blowing Minecraft builds to spark your imagination.Epic Inventions contains twelve incredible builds to inspire you to construct the most inventive builds in Minecraft. There's an intergalactic space station, an ancient temple, a kawaii waterways course, a giant meeple bedroom, an animal sanctuary, plus many more. Each build is presented to you by its builder—a construction expert eager to share their tips with you. As well as learning how to choose blocks and construct amazing builds, you'll also learn some excellent pro builder tips like how to terraform the landscape.
£16.14
Random House Worlds Minecraft Mega BiteSize Builds Over 20 Incredible
Book Synopsis
£9.62
O'Reilly Media ActionScript 3.0 Cookbook
Book SynopsisActionScript 3.0 is an object-oriented language, whose code executes up to 10 times faster than code from other versions. This book offers solutions that enable ActionScript developers of all levels to work with the version right away. It concentrates on the practical application of ActionScript, with more than 300 solutions.Table of ContentsPreface 1. ActionScript Basics 1.1 Creating an ActionScript Project 1.2 Customizing the Properties of an Application 1.3 Where to Place ActionScript Code 1.4 How to Trace a Message 1.5 Handling Events 1.6 Responding to Mouse and Key Events 1.7 Using Mathematical Operators 1.8 Checking Equality or Comparing Values 1.9 Performing Actions Conditionally 1.10 Performing Complex Conditional Testing 1.11 Repeating an Operation Many Times 1.12 Repeating a Task over Time 1.13 Creating Reusable Code 1.14 Generalizing a Method to Enhance Reusability 1.15 Exiting a Method 1.16 Obtaining the Result of a Method 1.17 Handling Errors 2. Custom Classes 2.1 Creating a Custom Class 2.2 Determining Where to Save a Class 2.3 Creating Properties That Behave As Methods 2.4 Creating Static Methods and Properties 2.5 Creating Subclasses 2.6 Implementing Subclass Versions of Superclass Methods 2.7 Creating Constants 2.8 Dispatching Events 3. Runtime Environment 3.1 Detecting the Player Version 3.2 Detecting the Operating System 3.3 Checking the Player Type 3.4 Checking the System Language 3.5 Detecting Display Settings 3.6 Scaling the Movie 3.7 Changing the Alignment 3.8 Hiding the Flash Player's Menu Items 3.9 Detecting the Device's Audio Capabilities 3.10 Detecting the Device's Video Capabilities 3.11 Prompting the User to Change Player Settings 3.12 Dealing with System Security 4. Numbers and Math 4.1 Representing Numbers in Different Bases 4.2 Converting Between Different Number Systems 4.3 Rounding Numbers 4.4 Inserting Leading or Trailing Zeros or Spaces 4.5 Formatting Numbers for Display Without a Mask 4.6 Formatting Currency Amounts 4.7 Generating a Random Number 4.8 Simulating a Coin Toss 4.9 Simulating Dice 4.10 Simulating Playing Cards 4.11 Generating a Unique Number 4.12 Converting Angle Measurements 4.13 Calculating the Distance Between Two Points 4.14 Determining Points Along a Circle 4.15 Converting Between Units of Measurement5. Arrays 5.1 Adding Elements to the Start or End of an Array 5.2 Looping Through an Array 5.3 Searching for Matching Elements in an Array 5.4 Removing Elements 5.5 Inserting Elements in the Middle of an Array 5.6 Converting a String to an Array 5.7 Converting an Array to a String 5.8 Creating a Separate Copy of an Array 5.9 Storing Complex or Multidimensional Data 5.10 Sorting or Reversing an Array 5.11 Implementing a Custom Sort 5.12 Randomizing the Elements of an Array 5.13 Getting the Minimum or Maximum Element 5.14 Comparing Arrays 5.15 Creating an Associative Array 5.16 Reading Elements of an Associative Array 6. Display List 6.1 Adding an Item to the Display List 6.2 Removing an Item from the Display List 6.3 Moving Objects Forward and Backward 6.4 Creating Custom Visual Classes 6.5 Creating Simple Buttons 6.6 Loading External Images at Runtime 6.7 Loading and Interacting with External Movies 6.8 Creating Mouse Interactions 6.9 Dragging and Dropping Objects with the Mouse 7. Drawing and Masking 7.1 Setting a Line Style 7.2 Setting Gradient Line Styles 7.3 Drawing a Line 7.4 Drawing a Curve 7.5 Drawing an Arc 7.6 Drawing a Rectangle 7.7 Drawing a Circle 7.8 Drawing an Ellipse 7.9 Drawing a Triangle 7.10 Drawing Regular Polygons 7.11 Drawing a Star 7.12 Filling a Shape with a Solid or Translucent Color 7.13 Filling a Shape with a Gradient 7.14 Filling a Shape with a Bitmap 7.15 Scripting Masks 8. Bitmaps 8.1 Creating a BitmapData Object 8.2 Adding a Bitmap to the Display List 8.3 Drawing a Display Object to a Bitmap 8.4 Loading an External Image into a Bitmap 8.5 Manipulating Pixels 8.6 Creating Rectangular Fills 8.7 Creating a Flood Fill 8.8 Copying Pixels 8.9 Copying Channels 8.10 Creating Noise 8.11 Creating Perlin Noise 8.12 Using Threshold 8.13 Applying a Filter to a Bitmap 8.14 Dissolving Between Two Bitmaps 8.15 Scrolling a Bitmap 9. Text 9.1 Creating an Outline Around a Text Field 9.2 Creating a Background for a Text Field 9.3 Making a User Input Field 9.4 Making a Password Input Field 9.5 Filtering Text Input 9.6 Setting a Field's Maximum Length 9.7 Displaying Text 9.8 Displaying HTML-Formatted Text 9.9 Condensing Whitespace 9.10 Sizing Text Fields to Fit Contents 9.11 Scrolling Text Programmatically 9.12 Responding to Scroll Events 9.13 Formatting Text 9.14 Formatting User-Input Text 9.15 Formatting a Portion of Existing Text 9.16 Setting a Text Field's Font 9.17 Embedding Fonts 9.18 Creating Text That Can Be Rotated 9.19 Displaying Unicode Text 9.20 Assigning Focus to a Text Field 9.21 Selecting Text with ActionScript 9.22 Setting the Insertion Point in a Text Field 9.23 Responding When Text Is Selected or Deselected 9.24 Responding to User Text Entry 9.25 Adding a Hyperlink to Text 9.26 Calling ActionScript from Hyperlinks 9.27 Working with Advanced Text Layout 9.28 Applying Advanced Anti-Aliasing 9.29 Replacing Text 9.30 Retrieving a List of System Fonts 10. Filters and Transforms 10.1 Applying Color Changes 10.2 Applying Color Tints 10.3 Resetting Color 10.4 Shearing 10.5 Applying Basic Filters 10.6 Applying Advanced Filter Effects (Emboss, etc.) 10.7 Embossing 10.8 Detecting Edges 10.9 Sharpening 10.10 Making a Digital Negative 10.11 Applying Grayscale 10.12 Changing Saturation 10.13 Changing Brightness 10.14 Changing Contrast 11. Programmatic Animation 11.1 Moving an Object 11.2 Moving an Object in a Specific Direction 11.3 Easing 11.4 Acceleration 11.5 Springs 11.6 Using Trigonometry 11.7 Applying Animation Techniques to Other Properties 12. Strings 12.1 Joining Strings 12.2 Using Quotes and Apostrophes in Strings 12.3 Inserting Special Whitespace Characters 12.4 Searching for a Substring 12.5 Extracting a Substring 12.6 Parsing a String into Words 12.7 Removing and Replacing Characters and Words 12.8 Retrieving One Character at a Time 12.9 Converting Case 12.10 Trimming Whitespace 12.11 Reversing a String by Word or by Character 12.12 Converting Between Strings and Unicode or ASCII 13. Regular Expressions 13.1 Understanding Regular Expression Patterns 13.2 Testing Regular Expressions 13.3 Looking for Pattern Matches 13.4 Removing and Replacing Characters and Words Using Patterns 13.5 Creating a Nongreedy Pattern 13.6 Validating User Input with Common Patterns 14. Dates and Times 14.1 Finding the Current Date and Time 14.2 Retrieving the Date Values 14.3 Retrieving the Day or Month Name 14.4 Formatting the Date and Time 14.5 Formatting Seconds or 17. Storing Persistent Data 17.1 Creating and Opening a Local Shared Object 17.2 Writing Data to a Shared Object 17.3 Saving a Local Shared Object 17.4 Reading Data from a Shared Object 17.5 Removing Data from a Shared Object 17.6 Serializing Custom Classes 17.7 Sharing Data Between Flash Applications 17.8 Controlling the Size of Local Shared Objects 18. Communicating with Other Movies 18.1 Creating Local Connections 18.2 Sending Data 18.3 Validating Receipt of Communication over Local Connections 18.4 Accepting Local Communications from Other Domains 19. Sending and Loading Data 19.1 Loading Variables from a Text File 19.2 Loading Variables from a Server-Side Script 19.3 Loading a Block of Text (Including HTML and XML) 19.4 Checking Load Progress 19.5 Accessing Data Being Downloaded 19.6 Sending Data to a Server-Side Script 19.7 Sending Variables and Handling a Returned Result 20. XML 20.1 Understanding XML Structure (Reading and Writing XML) 20.2 Creating an XML Object 20.3 Adding Elements to an XML Object 20.4 Adding Text Nodes to an XML Object 20.5 Adding Attributes to an XML Element 20.6 Reading Elements in an XML Tree 20.7 Finding Elements by Name 20.8 Reading Text Nodes and Their Values 20.9 Reading an Element's Attributes 20.10 Removing Elements, Text Nodes, and Attributes 20.11 Loading XML 20.12 Loading XML from Different Domains 20.13 Sending XML 20.14 Searching XML 20.15 Using HTML and Special Characters in XML 21. Web Services and Flash Remoting 21.1 Calling Web Services Methods 21.2 Handling Web Services Responses 21.3 Handling Web Services Errors 21.4 Calling Flash Remoting Methods 21.5 Handling Flash Remoting Responses 22. Building Integrated Applications 22.1 Calling JavaScript Functions 22.2 Calling ActionScript Functions 22.3 Passing Parameters from HTML 23. File Management 23.1 Downloading Files 23.2 Detecting When a User Selects a File to Upload 23.3 Monitoring Download Progress 23.4 Browsing for Files 23.5 Filtering Files That Display in the Browser Window 23.6 Detecting When the User Has Selected a File to Upload 23.7 Uploading Files 23.8 Monitoring File Upload Progress 24. Socket Programming 24.1 Connecting to a Socket Server 24.2 Sending Data 24.3 Receiving Data 24.4 Handshaking with a Socket Server 24.5 Disconnecting from a Socket Server 24.6 Handling Socket Errors Appendix. Unicode Escape Sequences for Latin 1 Characters Index
£23.99
McFarland and Company, Inc. Anime and the Visual Novel
Book Synopsis This book describes the thematic and structural traits of a recent and popular development within the realm of anime: series adapted from visual novels. Visual novels are interactive fiction games in which players creatively control decisions and plot turning points. Endings alter according to the player''s choices, providing a motivation to replay the game and opt for alternative decisions each time. Pictorial sumptuousness, plot depth and subtle characterization are vital aspects of the medium. Anime based on visual novels capitalizes on the parent games'' attributes, yielding thought-provoking yarns and complex personalities.
£20.89
CRC Press Eat Drink Animate
Book SynopsisTom Sito (the legendary animator behind Who Framed Roger Rabbit, Beauty and the Beast, and other classic works) brings together the perfect fusion of culinary skill and animation in his cookbook, Eat, Drink, Animate: An Animator's Cookbook. Sitoâs book is a celebration of the works from legendary animation artists from around the world. Twelve Academy Award winners, five Emmy Award winners. From legendary animators from Hollywoodâs Golden Age, to modern masters. Not only does he demonstrate examples of their works, but he also includes their favorite personal recipe, and an anecdote from their professional lives that relates to food.Key Features:A rare look behind the scenes of some of animation's most memorable films.Usable recipes you canmake yourself, tested and adapted by Rebecca Bricetti, former editor for Stewart, Tabori, & Chang (Glorious Food ) and Robert Lence animator and gourmet (Toy Story, Shrek).<Table of Contentschapter 1 Life in an Animation Studio chapter 2 Cocktails and Beverageschapter 3 Breakfast and Brunchchapter 4 Joe Grant chapter 5 Joneschapter 6 Thomas chapter 7 Main Disheschapter 8 Aragones chapter 9 Arriola chapter 10 Azadanichapter 11 Baer chapter 12 Batchelor chapter 13 Beaumont chapter 14 Blairchapter 15 Bozzetto chapter 16 Canemaker chapter 17 Celestri chapter 18 Chanchapter 19 Chasen’s Chillichapter 20 Chibaschapter 21 Davidchapter 22 Creamy Salsa Dip (Davis) chapter 23 del Carmen chapter 24 Disneychapter 25 Docter chapter 26 Freleng chapter 27 Garciachapter 28 Giacchino chapter 29 Grillo chapter 30 Halas chapter 31 Hanna chapter 32 Kaplanchapter 33 Kausler chapter 34 Keane chapter 35 Kimballchapter 36 Bill Kroyerchapter 37 Sue Kroyerchapter 38 Kugel chapter 39 Kurtzchapter 40 Lambertchapter 41 Lence chapter 42 Luckeychapter 43 Mackchapter 44 Miyazaki chapter 45 Moore chapter 46 Natwickchapter 47 Partch chapter 48 Plymptonchapter 49 Quinn chapter 50 Scribnerchapter 51 Sitochapter 52 Tartakowskychapter 53 Tobin chapter 54 Toomey chapter 55 Washam chapter 56 Williams chapter 57 Wizig chapter 58 Practical Jokeschapter 59 Ink & Paint Tea-time chapter 60 Chapman chapter 61 Davis chapter 62 Clampett chapter 63 Deja Delights chapter 64 Goldberg dishchapter 65 Sofian
£42.74
John Libbey & Co Mary Ellen Bute
Book Synopsis
£22.49
Peach Elephant Press Rule of 24
Book Synopsis
£26.99
Taylor & Francis Ltd Fedor Khitruk
Book SynopsisThis book is a first and long-awaited study of the directorial work of the animation master Fëdor Khitruk (19172012), an artist who formed in the tradition of classical cel animation only to break the conventions once he turned into a director; a liaison between artists and authorities; a personality who promoted daring films to be created in the Soviet Union dominated by socialist realism; and a teacher and supporter of young artists that continued to carry on his legacy long after the Soviet empire collapsed.Fëdor Khitruk: A Look at Soviet Animation through the Work of One Master reveals Khitruk's mastery in the art of the moving image and his critical role as a director of films that changed the look of Soviet animation and its relation to the animation world within and beyond the Eastern Bloc. Based on archival research, personal interviews, published memoirs, and perceptive analyses of Khitruk's production of films for children and adults, this studyTable of ContentsAcknowledgments. Preface. Introduction: Khitruk the Man and the Animator. 1 A Turning Point in the Profession: Story of a Crime (1962), Man in the Frame (1966). 2 Films for Children: Toptyzhka (1964), Bonifatius’s Vacation (1965), and Vinni Pukh (1969–72). 3 Art and Society: Othello 67 (1967) and Film, Film, Film (1968). 4 Individual and Society: The Island (1973), I’ll Give You a Star (1974), and Icarus and the Wisemen (1976). 5 In Search for Unconventional Sources: The Young Friedrich Engels (1970), A Day Before Our Era (1977), and Olympics (1982). 6 The Last Torch: The Lion and the Bull (1983). Conclusion: Khitruk – The Teacher. Films Cited. Films Directed by Fëdor Khitruk and Awards. Selected Bibliography. Appendix: Films Animated by Khitruk at Soyuzmultfilm. Index.
£42.74
Taylor & Francis Ltd Making it HUGE in Video Games
Book SynopsisMaking it HUGE in Video Games recounts the astonishing journey of an unassuming, middle-of-the-bell-curve young man, rising from mundane beginnings to scale the dizzying heights of artistic distinction and financial success in the worldwide video game industry.This is the story of Chance Thomas, a moderately talented musician who struggled and grew to compose original scores for some of the most well-known entertainment properties in the world. Detailed personal accounts and instructive side bars carry readers across the jagged peaks and valleys of an absolutely achievable career in video games. World-famous IP's get personal treatment here The Lord of the Rings, Marvel, Avatar, Dungeons & Dragons, Warhammer, DOTA 2, King Kong, The Settlers, and many more.Readers will discover unvarnished true stories about starting out, pitching and pursuing gigs, negotiating contracts, composing anTable of ContentsIntroductionAcknowledgementsChapter 01. Music Degree... What Now?Chapter 02. Quest for Glory and Grammy AwardsChapter 03. The Lord of the Rings, Part OneChapter 04. King KongChapter 05. Left BehindChapter 06. Academy AwardChapter 07. The Lord of the Rings, Part TwoChapter 08. EA GamesChapter 09. AvatarChapter 10. GDC, GANG, and GSCChapter 11. Warcraft and Other Peripheral Life SaversChapter 12. DOTA 2Chapter 13. Faeria and RoguebookChapter 14. Might & Magic and Combat of GiantsChapter 15. Rise and Fall of HUGEsoundChapter 16. WarhammerChapter 17. Swinging For The FencesChapter 18. Avatar 2Chapter 19. The SettlersChapter 20. Church MusicChapter 21. Securing the Future
£28.49
CRC Press Fëdor Khitruk
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.
£18.99
Taylor & Francis Ltd Motion Design Toolkit
Book SynopsisThis book offers a comprehensive overview of techniques, processes, and professional practices in the area of Motion Design, from fundamental building blocks of organizing time and space in production to managing workflow, budgets, and client relationships. The authors provide insight into the production process from concept through execution in areas as diverse as social media to large-scale projection mapping for events and festivals. Readers will learn through real-world examples, case studies, and interviews how to effectively use their skills in various areas of Motion Design. Industry professionals provide unique perspectives on different areas of Motion Design while showcasing their outstanding and inspiring work throughout. This is a valuable resource to students who aspire to work in a broad range of visual communication disciplines and expand their practice of Motion Design.Table of ContentsForeword; Introduction; Chapter 1: Focus and Flow; Chapter 2: Between the Keyframes; Chapter 3: Masking, Type, & Project Structures; Chapter 4: 2D Character Rigging; Chapter 5: Z Space & Virtual Cameras; Chapter 6: Physical Cameras; Chapter 7: Editing for Motion; Chapter 8: Animation Techniques; Chapter 9: Compositing; Chapter 10: Motion Design Production; Chapter 11: Audio and Motion; Chapter 12: Motion Design Systems; Chapter 13: Projection Mapping and Immersive Media; Chapter 14: Professional Practices; Chapter 15: Business Tools
£42.74
Taylor & Francis Ltd Understanding Virtual Reality
Book SynopsisThis book provides critical commentary on key issues around virtual reality, using media technology as a tool to challenge perspectives for learning and understanding cultural diversities.With a focus on empathy, embodiment and ethics, the book interrogates the use of immersive technologies for formal and informal educational contexts. Taking a critical approach to discourses around emerging technology and learning, the book presents the idea that a new literacy is emerging and an emphasis on media and technology is needed in the context of education to explore and experience cultural diversities. Employing a personal reflexive narrative, the chapters highlight key issues through research and interviews with leading practitioners in the field.Understanding Virtual Reality will be of great interest to academics and students interested in the effects of immersive realities on the education experience, and to anyone keen on exploring the paradigm shift from entertaTable of ContentsList of Contributors; Preface; Acknowledgements; Introduction; Part I: Introducing Reality; 1. The Virtual Archives; 2. The Virtual Space; 3. A Multitude of Literacies; Part II: Understanding VR; 4. Understanding VR; 5. Virtual Encounters; 6. Understanding VR Audiences; 7. Teaching XR: Digital Inequalities and Education; 8. How to Use Social VR in Higher Education: Case Study of JUXYR Campus in Finland; 9. The Moral Metaverse: Establishing an Ethical Foundation for XR Design; 10. “Unruly Encounters”: Literacies of Error in Immersive Virtual Environments; 11. A Virtual Journey Towards New Literacies; Part III: An Immersive Literacy; 12. Presenting New Literacies; 13. Into the Metaverse
£33.24
Taylor & Francis Ltd Make Toons That Sell Without Selling Out
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.
£33.24
Taylor & Francis Ltd On the Evolution of Media
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
£128.25
CRC Press Independent Animation
Book SynopsisWith the advent of advanced hand-held technology and the widespread nature of the Internet, the world of animated filmmaking is more exciting and accessible than ever. Due to this cultural and technological development, the success of independent animated film makers is on the rise. Independent Animation: Developing, Producing and Distributing Your Animated Films, Second Edition showcases some of the greatest, most innovative giants in the field and helps guide readers through the artistic process and production techniques. Story development, casting, color theory, distribution and the intimidating aspects of production are elucidated using various examples of acclaimed, viral and award-winning animated films from all over the world. Readers will also explore the changing nature of audiences, festivals and distributorsâ relationships with animation and be granted first-hand guidance in navigating the diverse fields of animated filmmaking.Key Features: Table of Contents Acknowledgments. Author Biography. 1 Introduction. 2 Story Development. 3 The Visual Storyteller. 4 Consider the Source. 5 The Beat of a Different Drum. 6 Going Webisodic. 7 The Animated Documentarian. 8 Going Long. 9 Funding. 10 Keeping It Real. 11 Getting Comfortable. 12 Casting and Performance. 13 Thinking Outside the Lightbox. 14 Keeping Up. 15 Combining Your Efforts. 16 Audience Interaction. 17 Reinventing the Wheel. 18 Perseverance. 19 Your Two Most Important Characters. 20 Putting Yourself Out There. 21 Distribution: A Brave New World. Recommended Further Reading. Index.
£42.74
Taylor & Francis Ltd The Business of Indie Games
The Business of Indie Games provides exceptional insight into how the video games industry works. It shares valuable information on how to successfully self-publish and secure publisher support. Whether you're making your first game or tenth, this book is a must read. Paul Baldwin, Curve DigitalThe video game industry is a tough business and anyone looking to succeed in indie development should give The Business of Indie Games a read. Graham Smith, Co-Founder of DrinkBox StudiosThis book is a fast track to success for anyone managing a game launch and looking to raise funding for their projects. It shares knowledge that you only learn after years of triumphs and failures within this industry. Scott Drader, Co-Founder of Metalhead Software There's nothing like The Business of Indie Games taught in school. You learn how to make a game, but not how to conduct business, market, and laun
£44.64
Taylor & Francis Ltd Drawn to Life 20 Golden Years of Disney Master
Book SynopsisDrawn to Life is a two-volume collection of the legendary lectures of long-time Disney animator Walt Stanchfield. For over 20 years, Walt mentored a new generation of animators at the Walt Disney Studios and influenced such talented artists such as Tim Burton, Brad Bird, Glen Keane, and Andreas Deja. His writing and drawings have become must-have lessons for fine artists, film professionals, animators, and students looking for inspiration and essential training in drawing and the art of animation.Written by Walt Stanchfield (1919â2000), who began work for the Walt Disney Studios in the 1950s. His work can be seen in films such as Sleeping Beauty, The Jungle Book, 101 Dalmatians, and Peter Pan.Edited by Disney Legend and Oscar -nominated producer Don Hahn, whose credits include the classic Beauty and the Beast, The Lion King, and Hunchback of Notre Dame.Trade ReviewFor nearly thirty years, the artists that passed through the gates of Disney Animation, and even non-artists like myself, were influenced by the craft, skill, wisdom, writings and sketches of Walt Stanchfield.— Roy DisneyWalt was a kind of Mark Twain for us at Disney. He always taught with humor and skill. You learned to see the world through his eyes. I remember him one day encouraging us to leap into our drawings with boldness and confidence, " Don’t be afraid to make a mistake. We all have 10,000 bad drawings in us so the sooner you get them out the better! " Sitting in Walt’s class was as much a psychology course as it was a drawing class. One couldn’t help walk away with your mind and soul a little more open than when you entered.— Glen Keane, Walt Disney Animation StudiosWalt Stanchfield’s classes and writings were little distillations of the man: quirky, strongly stated in a genial voice, and brimming with a lifetime of sharp observations about story telling and graphic communication. Whether he drew with a ball point pen or painted with a brush dipped in his coffee cup, he got to the essence of things and was eager to share what he learned with his eager disciples, myself among them. He was grizzled and he was great and proof that there was more than one Walt at the Disney Studio that could inspire a legion of artists.— John Musker, Walt Disney Animation StudiosWalt Stanchfield was one of Disney Animation’s national treasures. His classes and notes have inspired countless animation artists, and his approach to drawing of caricature over reality, feeling over rote accuracy, and communication over photographic reproduction gets to the heart of what great animation is all about. Huzzah to Don Hahn for putting it all together for us!— Eric Goldberg, Walt Disney Animation StudiosDuring the Animation Renaissance of the 1990s, one of the Walt Disney Studio’s best kept secrets was Walt Stanchfield. Once a week after work, this aged but agile figure jumped from drawing board to drawing board, patiently teaching us the principles behind the high baroque style of Walt Disney Animation drawing. Being in a room with Walt made you feel what it must have been like to have been taught by Don Graham. Having one of your life drawings be good enough to be reproduced in one of his little homemade weekly bulletins was akin to getting a Distinguished Service medal! Senior animators vied with trainees for that distinction.— Tom Sito, Animator/Filmmaker/Author of Drawing The Line: The Untold Story of the Animation Unions from Bosko to Bart SimpsonThis exciting collection of master classes by the great teacher Walt Stanchfield is destined to become a classic on the order of Kimon Nicolaides ’ exploration of the drawing process. Stanchfield (1919 – 2000) inspired several generations of Disney animators and those of us outside the studio fortunate enough to happen upon dog-eared copies of his conversational notes, which we passed around like Leonardo’s Codex Leicester. Stanchfield beautifully communicates the essence and joy of expressing ideas through the graphic line and accumulating a visual vocabulary. Drawn to Life is a treasure trove of cogent, valuable information for students, teachers and anyone who loves to draw.— John Canemaker, NYU professor and Academy Award ® -winning animation filmmakerWalt Stanchfield, in his own unique way, taught so many of us about drawing, caricature, motion, acting, and animation. Most important to me was how Walt made you apply what you had observed in his life drawing class to your animation. Disney Animation is based on real life, and in that regard Walt Stanchfield’s philosophy echoed Walt Disney’s: " We cannot caricature and animate anything convincingly until we study the real thing first. "— Andreas Deja, Walt Disney Animation StudiosWalt Stanchfield’s renewed emphasis on draftsmanship at the Disney Studios transformed the seemingly moribund art of animation. His students were part of a renaissance with The Little Mermaid and Who Framed Roger Rabbit, a renaissance that continues with films ranging from The Iron Giant to Lilo and Stitch to Wall-E.— Charles Solomon, Animation Historian For nearly thirty years, the artists that passed through the gates of Disney Animation, and even non-artists like myself, were influenced by the craft, skill, wisdom, writings and sketches of Walt Stanchfield.— Roy DisneyWalt was a kind of Mark Twain for us at Disney. He always taught with humor and skill. You learned to see the world through his eyes. I remember him one day encouraging us to leap into our drawings with boldness and confidence, " Don’t be afraid to make a mistake. We all have 10,000 bad drawings in us so the sooner you get them out the better! " Sitting in Walt’s class was as much a psychology course as it was a drawing class. One couldn’t help walk away with your mind and soul a little more open than when you entered.— Glen Keane, Walt Disney Animation StudiosWalt Stanchfield’s classes and writings were little distillations of the man: quirky, strongly stated in a genial voice, and brimming with a lifetime of sharp observations about story telling and graphic communication. Whether he drew with a ball point pen or painted with a brush dipped in his coffee cup, he got to the essence of things and was eager to share what he learned with his eager disciples, myself among them. He was grizzled and he was great and proof that there was more than one Walt at the Disney Studio that could inspire a legion of artists.— John Musker, Walt Disney Animation StudiosWalt Stanchfield was one of Disney Animation’s national treasures. His classes and notes have inspired countless animation artists, and his approach to drawing of caricature over reality, feeling over rote accuracy, and communication over photographic reproduction gets to the heart of what great animation is all about. Huzzah to Don Hahn for putting it all together for us!— Eric Goldberg, Walt Disney Animation StudiosDuring the Animation Renaissance of the 1990s, one of the Walt Disney Studio’s best kept secrets was Walt Stanchfield. Once a week after work, this aged but agile figure jumped from drawing board to drawing board, patiently teaching us the principles behind the high baroque style of Walt Disney Animation drawing. Being in a room with Walt made you feel what it must have been like to have been taught by Don Graham. Having one of your life drawings be good enough to be reproduced in one of his little homemade weekly bulletins was akin to getting a Distinguished Service medal! Senior animators vied with trainees for that distinction.— Tom Sito, Animator/Filmmaker/Author of Drawing The Line: The Untold Story of the Animation Unions from Bosko to Bart SimpsonThis exciting collection of master classes by the great teacher Walt Stanchfield is destined to become a classic on the order of Kimon Nicolaides ’ exploration of the drawing process. Stanchfield (1919 – 2000) inspired several generations of Disney animators and those of us outside the studio fortunate enough to happen upon dog-eared copies of his conversational notes, which we passed around like Leonardo’s Codex Leicester. Stanchfield beautifully communicates the essence and joy of expressing ideas through the graphic line and accumulating a visual vocabulary. Drawn to Life is a treasure trove of cogent, valuable information for students, teachers and anyone who loves to draw.— John Canemaker, NYU professor and Academy Award ® -winning animation filmmakerWalt Stanchfield, in his own unique way, taught so many of us about drawing, caricature, motion, acting, and animation. Most important to me was how Walt made you apply what you had observed in his life drawing class to your animation. Disney Animation is based on real life, and in that regard Walt Stanchfield’s philosophy echoed Walt Disney’s: " We cannot caricature and animate anything convincingly until we study the real thing first. "— Andreas Deja, Walt Disney Animation StudiosWalt Stanchfield’s renewed emphasis on draftsmanship at the Disney Studios transformed the seemingly moribund art of animation. His students were part of a renaissance with The Little Mermaid and Who Framed Roger Rabbit, a renaissance that continues with films ranging from The Iron Giant to Lilo and Stitch to Wall-E.— Charles Solomon, Animation Historian Table of ContentsForeword. Acknowledgements. Basics. 1. Enthusiasm. 2. Principles of Animation. 3. Consider Anatomy Alone. 4. Anatomy Continued. 5. Consider Weight. 6. Squash and Stretch — I. 7. Squash and Stretch — II. 8. Stretch and Squash — III. 9. Line and Silhouette. 10. Basic Shapes versus Details. 11. Using Basic Shapes as Aid in Difficult Drawings. 12. Simplify Where Possible. 13. Straights and Curves. 14. Overlap, Follow-through, and Drag. 15. Eyes. 16. Avoiding Tangent Lines. 17. Some Simple Rules of Perspective. 18. Some Ways to Create Space and Depth. 19. Some Principles of Drawing. 20. Great Performance or Just a Drawing? 21. Drawing Calories. 22. Sketching. 23. Animation and Sketching. 24. Simplicity for the Sake of Clarity. 25. Construction Observations Useful in Animation. 26. The Opposing Force. Gesture. 27. Anatomy vs. Gesture. 28. Mental and Physical Preparation. 29. Dividing the Body Into Units. 30. Dimensional Drawing. 31. The Value of an Action/Gesture Analysis Study. 32. Using a Simple (But Logical) Approach to Drapery. 33. Drapery — Its Role in Drawing. 34. The Seriousness of Head Sketching/A New Phrase: "Body Syntax". 35. The Head in Gesture. 36. From the Living Model to the Living Gesture. 37. A Little More on Heads. 38. Feeling the Pose. 39. The Pose Is an Extreme. 40. Pose and Mood. 41. Pose and Mood Plus Timing and Phrasing and Texture. 42. Symbols for Poses. 43. Positive and Negative. 44. Silhouette. 45. P.S. The Metaphysical Side. 46. Draw Verbs Not Nouns. 47. Osmosis. 48. Drawing and Caricature. Seeing. 49. What Not to See. 50. A Bit of Introspection. 51. It Ain’t Easy. 52. A Good First Impression. 53. Stick to the Theme. 54. Sometimes I Wonder Why I Spend the Lonely Hours… 55. Cleanup — General. 56. Cleanup. 57. Inbetweening. 58. Problems with Drawing in Line. 59. Superficial Appearance vs. Creative Portrayal. 60. Creative Energy. 61. More Meanderings. 62. Those Who Cannot Begin Do Not Finish. 63. Body Language. 64. Note Taking and Sketching. 65. Using the Rules of Perspective. 66. Applying the Rules of Perspective. 67. Copy the Model…Who Me? 68. Talk to Your Audience — Through Drawing. 69. Getting at the Root of the Problem. 70. Doodling vs. Drawing. 71. Purpose in Drawing. 72. When Acting (Drawing) is an Art. Analysis. 73. Action Analysis Class I. 74. Action Analysis Class II. 75. Using Cylinders. 76. Action Analysis — Hands and Feet. 77. Angles, Angles, Angles. 78. Using Angles. 79. Angles and Tension. 80. Applying Angles and Tension in Our Drawings. 81. Tennis, Angles, and Essences. 82. More on the Same. 83. More on "Essence" Drawing. 84. Driving Force Behind the Action. 85. A Drawing Style Appropriate for Animation. 86. A Drawing Style for Animation, Part II. 87. Learn to Cheat. 88. One Picture Worth A Thousand Words? 89. Double Vision. 90. Lazy Lines. 91. Spot It for Yourself. 92. Do You Promise to Draw the Action, The Whole Action,and Nothing But the Action? 93. The Pose — A One-Drawing Story. 94. My Eye Is in Love. 95. Become the Director. 96. Hone Up or Bone Up. 97. The Illustrated Handout. Creativity. 98. Drawing on the Artist Within. 99. Fine Tuning the Gesture. 100. For a Better Gesture, Adverbs. 101. Omni — on Creativity. 102. Metamorphosis. 103. Mime. 104. True Gesture Drawing. 105. A Second Chance to Make a First Impression. 106. A Good Sketch Is Like a Good Joke. 107. Opposition. 108. Elastic Band Tension. 109. Get Out of the Way. 110. Play-Acting. 111. A Storytelling Drawing. 112. Drawing Techniques. 113. Step Into It. 114. It Could Be That… 115. A First Impression — Your Intended Goal. 116. Gallery of Class Drawings. 117. Think First… 118. Piles of Nuts. 119. A Meaningful Assembly. 120. The Time has Come, The Walrus Said… 121. Clarity. 122. Action or Reaction? Thinking. 123. Be Transformed. 124. Be Relentless. 125. Adjust Your Crystal. 126. A Love for Drawing. 127. A New Slant on Drawing. 128. Think Gesture. 129. Precious Instruments. 130. Gesture Drawing, Enthusiasm, and Stuff Like that. 131. Shape — A Multi-Form Drawing Tool. 132. Deciphering and Defining Gestures. 133. The Decisive Moment. 134. Relationship of Character to Prop. 135. Drawing. 136. Words That Help in Drawing. 137. A Simple Approach to Drawing. 138. Vocalizing. 139. Abstracting the Essence. 140. Common vs. Uncommon Gestures. 141. A Thinking Person’s Art. 142. Lines, Lines, Lines. 143. Feel, as Well as See, the Gesture. 144. Savvy Sayin’s. 145. The Inner Force. 146. The Power of "mmm". 147. Gestural Symbolism. 148. Some Left Over Thoughts. 149. The Right Way? Afterword/Bonus Material. Credits — Volume I.
£37.04
CRC Press Drawn to Life 20 Golden Years of Disney Master
Book SynopsisDrawn to Life is a two-volume collection of the legendary lectures of long-time Disney animator Walt Stanchfield. For over 20 years, Walt mentored a new generation of animators at the Walt Disney Studios and influenced such talented artists such as Tim Burton, Brad Bird, Glen Keane, and Andreas Deja. His writing and drawings have become must-have lessons for fine artists, film professionals, animators, and students looking for inspiration and essential training in drawing and the art of animation.Written by Walt Stanchfield (1919â2000), who began work for the Walt Disney Studios in the 1950s. His work can be seen in films such as Sleeping Beauty, The Jungle Book, 101 Dalmatians, and Peter Pan.Edited by Disney Legend and Oscar -nominated producer Don Hahn, whose credits include the classic Beauty and the Beast, The Lion King, and Hunchback of Notre Dame.Trade ReviewFor nearly thirty years, the artists that passed through the gates of Disney Animation, and even non-artists like myself, were influenced by the craft, skill, wisdom, writings and sketches of Walt Stanchfield.— Roy DisneyWalt was a kind of Mark Twain for us at Disney. He always taught with humor and skill. You learned to see the world through his eyes. I remember him one day encouraging us to leap into our drawings with boldness and confidence, " Don’t be afraid to make a mistake. We all have 10,000 bad drawings in us so the sooner you get them out the better! " Sitting in Walt’s class was as much a psychology course as it was a drawing class. One couldn’t help walk away with your mind and soul a little more open than when you entered.— Glen Keane, Walt Disney Animation StudiosWalt Stanchfield’s classes and writings were little distillations of the man: quirky, strongly stated in a genial voice, and brimming with a lifetime of sharp observations about story telling and graphic communication. Whether he drew with a ball point pen or painted with a brush dipped in his coffee cup, he got to the essence of things and was eager to share what he learned with his eager disciples, myself among them. He was grizzled and he was great and proof that there was more than one Walt at the Disney Studio that could inspire a legion of artists.— John Musker, Walt Disney Animation StudiosWalt Stanchfield was one of Disney Animation’s national treasures. His classes and notes have inspired countless animation artists, and his approach to drawing of caricature over reality, feeling over rote accuracy, and communication over photographic reproduction gets to the heart of what great animation is all about. Huzzah to Don Hahn for putting it all together for us!— Eric Goldberg, Walt Disney Animation StudiosDuring the Animation Renaissance of the 1990s, one of the Walt Disney Studio’s best kept secrets was Walt Stanchfield. Once a week after work, this aged but agile figure jumped from drawing board to drawing board, patiently teaching us the principles behind the high baroque style of Walt Disney Animation drawing. Being in a room with Walt made you feel what it must have been like to have been taught by Don Graham. Having one of your life drawings be good enough to be reproduced in one of his little homemade weekly bulletins was akin to getting a Distinguished Service medal! Senior animators vied with trainees for that distinction.— Tom Sito, Animator/Filmmaker/Author of Drawing The Line: The Untold Story of the Animation Unions from Bosko to Bart SimpsonThis exciting collection of master classes by the great teacher Walt Stanchfield is destined to become a classic on the order of Kimon Nicolaides ’ exploration of the drawing process. Stanchfield (1919 – 2000) inspired several generations of Disney animators and those of us outside the studio fortunate enough to happen upon dog-eared copies of his conversational notes, which we passed around like Leonardo’s Codex Leicester. Stanchfield beautifully communicates the essence and joy of expressing ideas through the graphic line and accumulating a visual vocabulary. Drawn to Life is a treasure trove of cogent, valuable information for students, teachers and anyone who loves to draw.— John Canemaker, NYU professor and Academy Award ® -winning animation filmmakerWalt Stanchfield, in his own unique way, taught so many of us about drawing, caricature, motion, acting, and animation. Most important to me was how Walt made you apply what you had observed in his life drawing class to your animation. Disney Animation is based on real life, and in that regard Walt Stanchfield’s philosophy echoed Walt Disney’s: " We cannot caricature and animate anything convincingly until we study the real thing first. "— Andreas Deja, Walt Disney Animation StudiosWalt Stanchfield’s renewed emphasis on draftsmanship at the Disney Studios transformed the seemingly moribund art of animation. His students were part of a renaissance with The Little Mermaid and Who Framed Roger Rabbit, a renaissance that continues with films ranging from The Iron Giant to Lilo and Stitch to Wall-E.— Charles Solomon, Animation Historian For nearly thirty years, the artists that passed through the gates of Disney Animation, and even non-artists like myself, were influenced by the craft, skill, wisdom, writings and sketches of Walt Stanchfield.— Roy DisneyWalt was a kind of Mark Twain for us at Disney. He always taught with humor and skill. You learned to see the world through his eyes. I remember him one day encouraging us to leap into our drawings with boldness and confidence, " Don’t be afraid to make a mistake. We all have 10,000 bad drawings in us so the sooner you get them out the better! " Sitting in Walt’s class was as much a psychology course as it was a drawing class. One couldn’t help walk away with your mind and soul a little more open than when you entered.— Glen Keane, Walt Disney Animation StudiosWalt Stanchfield’s classes and writings were little distillations of the man: quirky, strongly stated in a genial voice, and brimming with a lifetime of sharp observations about story telling and graphic communication. Whether he drew with a ball point pen or painted with a brush dipped in his coffee cup, he got to the essence of things and was eager to share what he learned with his eager disciples, myself among them. He was grizzled and he was great and proof that there was more than one Walt at the Disney Studio that could inspire a legion of artists.— John Musker, Walt Disney Animation StudiosWalt Stanchfield was one of Disney Animation’s national treasures. His classes and notes have inspired countless animation artists, and his approach to drawing of caricature over reality, feeling over rote accuracy, and communication over photographic reproduction gets to the heart of what great animation is all about. Huzzah to Don Hahn for putting it all together for us!— Eric Goldberg, Walt Disney Animation StudiosDuring the Animation Renaissance of the 1990s, one of the Walt Disney Studio’s best kept secrets was Walt Stanchfield. Once a week after work, this aged but agile figure jumped from drawing board to drawing board, patiently teaching us the principles behind the high baroque style of Walt Disney Animation drawing. Being in a room with Walt made you feel what it must have been like to have been taught by Don Graham. Having one of your life drawings be good enough to be reproduced in one of his little homemade weekly bulletins was akin to getting a Distinguished Service medal! Senior animators vied with trainees for that distinction.— Tom Sito, Animator/Filmmaker/Author of Drawing The Line: The Untold Story of the Animation Unions from Bosko to Bart SimpsonThis exciting collection of master classes by the great teacher Walt Stanchfield is destined to become a classic on the order of Kimon Nicolaides ’ exploration of the drawing process. Stanchfield (1919 – 2000) inspired several generations of Disney animators and those of us outside the studio fortunate enough to happen upon dog-eared copies of his conversational notes, which we passed around like Leonardo’s Codex Leicester. Stanchfield beautifully communicates the essence and joy of expressing ideas through the graphic line and accumulating a visual vocabulary. Drawn to Life is a treasure trove of cogent, valuable information for students, teachers and anyone who loves to draw.— John Canemaker, NYU professor and Academy Award ® -winning animation filmmakerWalt Stanchfield, in his own unique way, taught so many of us about drawing, caricature, motion, acting, and animation. Most important to me was how Walt made you apply what you had observed in his life drawing class to your animation. Disney Animation is based on real life, and in that regard Walt Stanchfield’s philosophy echoed Walt Disney’s: " We cannot caricature and animate anything convincingly until we study the real thing first. "— Andreas Deja, Walt Disney Animation StudiosWalt Stanchfield’s renewed emphasis on draftsmanship at the Disney Studios transformed the seemingly moribund art of animation. His students were part of a renaissance with The Little Mermaid and Who Framed Roger Rabbit, a renaissance that continues with films ranging from The Iron Giant to Lilo and Stitch to Wall-E.— Charles Solomon, Animation Historian Table of ContentsForeword. Acknowledgements. Basics. 1. Enthusiasm. 2. Principles of Animation. 3. Consider Anatomy Alone. 4. Anatomy Continued. 5. Consider Weight. 6. Squash and Stretch — I. 7. Squash and Stretch — II. 8. Stretch and Squash — III. 9. Line and Silhouette. 10. Basic Shapes versus Details. 11. Using Basic Shapes as Aid in Difficult Drawings. 12. Simplify Where Possible. 13. Straights and Curves. 14. Overlap, Follow-through, and Drag. 15. Eyes. 16. Avoiding Tangent Lines. 17. Some Simple Rules of Perspective. 18. Some Ways to Create Space and Depth. 19. Some Principles of Drawing. 20. Great Performance or Just a Drawing? 21. Drawing Calories. 22. Sketching. 23. Animation and Sketching. 24. Simplicity for the Sake of Clarity. 25. Construction Observations Useful in Animation. 26. The Opposing Force. Gesture. 27. Anatomy vs. Gesture. 28. Mental and Physical Preparation. 29. Dividing the Body Into Units. 30. Dimensional Drawing. 31. The Value of an Action/Gesture Analysis Study. 32. Using a Simple (But Logical) Approach to Drapery. 33. Drapery — Its Role in Drawing. 34. The Seriousness of Head Sketching/A New Phrase: "Body Syntax". 35. The Head in Gesture. 36. From the Living Model to the Living Gesture. 37. A Little More on Heads. 38. Feeling the Pose. 39. The Pose Is an Extreme. 40. Pose and Mood. 41. Pose and Mood Plus Timing and Phrasing and Texture. 42. Symbols for Poses. 43. Positive and Negative. 44. Silhouette. 45. P.S. The Metaphysical Side. 46. Draw Verbs Not Nouns. 47. Osmosis. 48. Drawing and Caricature. Seeing. 49. What Not to See. 50. A Bit of Introspection. 51. It Ain’t Easy. 52. A Good First Impression. 53. Stick to the Theme. 54. Sometimes I Wonder Why I Spend the Lonely Hours… 55. Cleanup — General. 56. Cleanup. 57. Inbetweening. 58. Problems with Drawing in Line. 59. Superficial Appearance vs. Creative Portrayal. 60. Creative Energy. 61. More Meanderings. 62. Those Who Cannot Begin Do Not Finish. 63. Body Language. 64. Note Taking and Sketching. 65. Using the Rules of Perspective. 66. Applying the Rules of Perspective. 67. Copy the Model…Who Me? 68. Talk to Your Audience — Through Drawing. 69. Getting at the Root of the Problem. 70. Doodling vs. Drawing. 71. Purpose in Drawing. 72. When Acting (Drawing) is an Art. Analysis. 73. Action Analysis Class I. 74. Action Analysis Class II. 75. Using Cylinders. 76. Action Analysis — Hands and Feet. 77. Angles, Angles, Angles. 78. Using Angles. 79. Angles and Tension. 80. Applying Angles and Tension in Our Drawings. 81. Tennis, Angles, and Essences. 82. More on the Same. 83. More on "Essence" Drawing. 84. Driving Force Behind the Action. 85. A Drawing Style Appropriate for Animation. 86. A Drawing Style for Animation, Part II. 87. Learn to Cheat. 88. One Picture Worth A Thousand Words? 89. Double Vision. 90. Lazy Lines. 91. Spot It for Yourself. 92. Do You Promise to Draw the Action, The Whole Action,and Nothing But the Action? 93. The Pose — A One-Drawing Story. 94. My Eye Is in Love. 95. Become the Director. 96. Hone Up or Bone Up. 97. The Illustrated Handout. Creativity. 98. Drawing on the Artist Within. 99. Fine Tuning the Gesture. 100. For a Better Gesture, Adverbs. 101. Omni — on Creativity. 102. Metamorphosis. 103. Mime. 104. True Gesture Drawing. 105. A Second Chance to Make a First Impression. 106. A Good Sketch Is Like a Good Joke. 107. Opposition. 108. Elastic Band Tension. 109. Get Out of the Way. 110. Play-Acting. 111. A Storytelling Drawing. 112. Drawing Techniques. 113. Step Into It. 114. It Could Be That… 115. A First Impression — Your Intended Goal. 116. Gallery of Class Drawings. 117. Think First… 118. Piles of Nuts. 119. A Meaningful Assembly. 120. The Time has Come, The Walrus Said… 121. Clarity. 122. Action or Reaction? Thinking. 123. Be Transformed. 124. Be Relentless. 125. Adjust Your Crystal. 126. A Love for Drawing. 127. A New Slant on Drawing. 128. Think Gesture. 129. Precious Instruments. 130. Gesture Drawing, Enthusiasm, and Stuff Like that. 131. Shape — A Multi-Form Drawing Tool. 132. Deciphering and Defining Gestures. 133. The Decisive Moment. 134. Relationship of Character to Prop. 135. Drawing. 136. Words That Help in Drawing. 137. A Simple Approach to Drawing. 138. Vocalizing. 139. Abstracting the Essence. 140. Common vs. Uncommon Gestures. 141. A Thinking Person’s Art. 142. Lines, Lines, Lines. 143. Feel, as Well as See, the Gesture. 144. Savvy Sayin’s. 145. The Inner Force. 146. The Power of "mmm". 147. Gestural Symbolism. 148. Some Left Over Thoughts. 149. The Right Way? Afterword/Bonus Material. Credits — Volume I.
£109.25
Taylor & Francis Ltd What UX is Really About
Book SynopsisIn this not-too-long and easy-to-read book, author Celia Hodent presents a clear overview of the challenges, demands, and rewards of becoming a user experience professional. If this field interests you, thereâs no better place to start than with the volume you now hold in your hand. Alan Cooper, Ancestry Thinker, Software Alchemist, Regenerative Rancher, Author of The Inmates Are Running the Asylum: Why High Tech Products Drive Us Crazy and How to Restore the SanityThe main objective of What UX is Really About: Introducing a Mindset for Great Experiences is to provide a quick introduction to user experience (UX 101) for students, professionals, or simply curious readers who want to understand this trendy yet commonly misunderstood practice better. Readers will learn that UX is much more than a set of techniques, guidelines, and tools. It is a mindset; a philosophy that takes the perspective of the humans that will use a product. It is about solving their problems, offering them a pleasurable experience, and building a win-win, long-lasting relationship between them and the company developing the product. Above all, it is about improving peopleâs lives with technology. What UX is Really About is informative, concise, and provides readers with a high-level overview of the science, design, and methodologies of UX. KEY FEATURES: â The most approachable and concise introduction book about UX. â Easy to read and aims to popularize the UX mindset while debunking its main misconceptions. â Small format size makes it easy to carry around. â Includes content relatable and meaningful to the readers by taking many examples from everyday life with a conversational and light writing style. â Tackles the psychology, design, research, process, strategy, and ethics behind offering the best experience with products, systems, or services.â Includes a glossary.Celia Hodent holds a PhD in psychology, and is a leading expert in the application of cognitive science and psychology to product development, with over 13 years of experience in the development of UX strategy in video game studios, such as Ubisoft, LucasArts, and Epic Games (Fortnite). She currently leads an independent UX consultancy, working with a wide range of international media and enterprise companies to help ensure their products are engaging, successful, and respectful of users. Celia conducts workshops and provides guidance on the topics of game-based UX, playful learning (gamification), ethics, implicit biases, and inclusion in tech. Celia is the author of The Gamerâs Brain: How Neuroscience and UX Can Impact Video Game Design and The Psychology of Video Games.Trade Review"In this not-too-long and easy-to-read book, author Celia Hodent presents a clear overview of the challenges, demands, and rewards of becoming a user experience professional. If this field interests you, there’s no better place to start than with the volume you now hold in your hand." Alan Cooper, Ancestry Thinker, Software Alchemist, Regenerative Rancher, Author of The Inmates Are Running the Asylum: Why High Tech Products Drive Us Crazy and How to Restore the Sanity"This is a clear and compelling introduction to a topic that affects us all--UX and how it shapes the technology experiences we have every day. I can see using this in my general education HCI introduction course--it covers key aspects of the field and also raises important questions of ethics and of inclusion."Katherine Isbister, Professor of Computational Media, Jack Baskin School of Engineering, University of California Santa Cruz, Author of How Games Move Us: Emotion by Design“In this approachable book, Celia Hodent distills her decades of knowledge and experience into a practical guide. She gives her voice to typical topics, such as the importance of understanding human capability and limitations, but also to rare ones, such as ethics in design. Light on jargon and heavy on practical questions, this is an ideal book for anyone exploring the possibility of a career in UX.”Anne Collins McLaughlin, PhD Professor, North Carolina State UniversityCo-author of Aging, Technology and HealthTable of ContentsChapter 1 What Is UX?Chapter 2 What UX Is NotChapter 3 The Science behind UXChapter 4 The Process and Methodologies of UXChapter 5 Ethics and the UX MindsetChapter 6 Conclusion
£19.99