Digital animation Books
Taylor & Francis Ltd Building Science Graphics
Book SynopsisBuilding Science Graphics: An illustrated guide to communicating science through diagrams and visualizations is a practical guide for anyoneâregardless of previous design experience and preferred drawing toolsâinterested in creating science-centric illustrated explanatory diagrams. Starting with a clear introduction to the concept of information graphics and their role in contemporary science communication, it then outlines a process for creating graphics using evidence-based design strategies. The heart of the book is composed of two step-by-step graphical worksheets, designed to help jump-start any new project. The author website, featuring further resources and links, can be found here: https://www.buildingsciencegraphics.com/. This is both a textbook and a practical reference for anyone that needs to convey scientific information in an illustrated form for articles, poster presentations, slide shows, Trade Review"This book is a masterclass in the field of scientific visualization. Ms. Christiansen’s approach is insightful, approachable, thorough, and inclusive. There is something here for everyone, from the true novice to those who have been practicing scientific visualization for years. Each page is bursting with useful and interesting content. As an unsurprising bonus, the book’s design is a delight; it is a pleasure to read and peruse the images and layout. I strongly recommend this book for anyone interested in what it takes to create visuals that effectively and beautifully communicate science."-- Jill K Gregory, MFA, CMI; President, Association of Medical Illustrators; Associate Director of Instructional Technology, Icahn School of Medicine at Mount Sinai."Much like a successful science graphic, Building Science Graphics delivers compelling information on many different levels. From quick tips to deep dives, Christiansen shares well researched, clear examples, as well as actionable workflows and memorable anecdotes from her career. A great read and valuable resource for designers and researchers alike."-- Beth Rakouskas, Creative Director, Science"Whenever Jen Christiansen was the art director for an article I was editing, I knew that no matter how imposing the illustrative challenge, she would find a visually stunning way to bring it to glorious, lucid life. In her hands, explanatory illustrations sing out a tale of discovery, one that inspires with the grace and elegance of its comprehension. With this marvellous book, Jen generously shares her approach to beautiful, informative design, and it does something I once wouldn’t have imagined was possible: It makes me appreciate and love her work even more."-- John Rennie, Deputy editor, Quanta Magazine; Former editor-in-chief, Scientific American; Adjunct instructor, Arthur L. Carter Journalism Institute, New York University."This beautifully illustrated book is like a Swiss Army Knife— all the necessary tools of the trade are there, and they fit together seamlessly. Communicating science visually has unique challenges and considerations, which makes this book a must-read for creators of science visuals. The step-by-step approach is accessible to all levels, from students to researchers to professional artists and designers."-- Kelly Krause, Creative Director, Nature."This book will help readers and practitioners understand how to apply design principles during the process of developing and producing information graphics for diverse audiences, and offers perspectives about the design processes employed by graphics editors."-- Spencer Barnes, Associate Professor, Hussman School of Journalism and Media, University of North Carolina at Chapel Hill."I love this approach—it’s as methodical as good science. Breaking it down into manageable chunks is one thing, turning those chunks into an actual workflow is much more important and that is in here. Trying to find resources that go through a methodical approach to designing information graphics is difficult. Trying to find ones that go beyond basic charts and into in-depth illustrations is even harder."-- Mark E. Johnson, Senior lecturer, Grady College of Journalism and Mass Communication, University of Georgia."Working with scientists and researchers myself, one of the many questions I get asked is where and how to start—this book will help to answer some of those questions and concerns. The fact that it is written by Jen Christiansen adds real value. The book is explained in a cohesive and logical way. This will allow the reader to follow the process, as you would for real, building an infographic from scratch—step-by-step."-- Nigel Hawtin, information design consultant; former Graphics Editor, New Scientist."Jen Christiansen’s book is a compelling resource with helpful visual strategies and suggestions to create effective scientific illustrated explanatory diagrams. The extended step-by-step visual worksheets are must-haves for both expert and non-specialist audiences interested in visually communicating science. Her clarity and level of detail to articulate each step combined with her specialized guidance on how to work with design principles make this book one of its kind."--Sheila Pontis, Sense Information Design, and Massachusetts Institute of Technology, USA."The book provides a practical guide targeted at individuals without an explicit art/design background and tailored towards the need of science communication. I consider this a very worthwhile endeavor and believe that many scientists (including my graduate students and myself) will draw considerable utility from this book."--Stefan Bruckner, Professor of visualization, Department of Informatics of the University of Bergen."Meticulously written and intricately designed... Building Science Graphics will be most valuable in education establishments. It should be on the reading list of every science communication MSc and every communication design BA course.”-- Book Review, Eye Magazine, 14 December, 2023"An excellent resource for scientific illustration students, scientists who want to improve their visual-creation skills, and science communication enthusiasts. It would make an excellent introductory textbook for any visual science communication or illustration course/program, and it certainly belongs in the library of any sci-artist."-- Book Review, Journal of Natural Science Illustration, Vol. 55, No. 2"Building Science Graphics is a very clear and accessible guide to visual science communication that still honours the complexity of this field."-- Book Review, Journal of Science Communication, 22 (05)"Many of the ideas and frameworks are applicable to data visualization. I especially recommend this book as a resource to anyone in the field of science communication—it’s a very comprehensive guide with beautiful examples and clear guidance from an author whose expertise clearly comes through along with her deep reflections on design, process, and the field as a whole."-- Book Review, Nightingale Magazine, February 16, 2023Table of ContentsPart 1. Underpinning. 1. Introduction. 2. What are Science Graphics. 3. Science Communication Fundamentals. 4. Graphic Design Fundamentals. 5. Perception Science. 6. Making Sense of Visual Complexity. 7. Organization and Emphasis. 8. Color. 9. Typography. 10. Visual Style. 11. Storytelling Strategies. 12. Practicalities. Part 2. Illustrating Science. 13. Special Considerations for Science Graphics. 14. Types of Science Graphics. Part 3. D.I.Y. (do it yourself). 15. The Process of Building Graphics. 16. Step-by-Step Guide for Building. 17. Step-by-Step Guide for Adapting. Part 4. Joint Efforts. 18. Collaborations.
£37.04
Taylor & Francis Ltd Game Audio Fundamentals
Book SynopsisGame Audio Fundamentals takes the reader on a journey through game audio design: from analog and digital audio basics, to the art and execution of sound effects, soundtracks, and voice production, as well as learning how to make sense of a truly effective soundscape.Trade Review"With his Game Audio Fundamentals, Keith Zizza has delivered a solid, hands-on book that touches on all the important aspects of creating sound and music for video games!"Brian Schmidt, Game Composer/Sound Designer, Executive Director of GameSoundConTable of ContentsPART I: Theory and Tools 1. Acoustics and Analog Audio 2. Digital Audio 3. Music Theory for Audio Designers 4. Production Tools PART II: Soundscapes and Disciplines 5. DAW Essentials, Part I: Editing, Workflow, and Rendering 6. DAW Essentials, Part II: An Overview of Plug-ins 7. Understanding Soundscapes for Games 8. Sound Design 9. Music 10. Dialogue PART III: Practice 11. Production and Development 12. Implementation 13. Listening 14. Finding Game Audio Work
£39.99
Taylor & Francis Ltd Game Design Tools
Book SynopsisThis book provides a series of transdisciplinary tools to help game designers improve their design pipeline and design output. Using approaches from psychology, anthropology, and sociology, it offers practical tools for all the main aspects of game design from conception through to testing.Drawing on game design theory, the book looks at the relationship between game design and other disciplines to create a toolbox of modern tools for game designers. It covers archetypes, praxeology, behavioural game design, and emotional game design. Covering a wide breadth of content, the book includes chapters on: Documentation Production Evaluation Analysis and Marketing tools This book will be of great interest to students on game design courses, as well as early-career game designers and those looking to break into the industry. It will also be of interest to more experienced game designers looking for new game design tools.Table of ContentsSection One - IntroductionChapter 1 - How to Use This BookChapter 2 - Book IntroductionSection Two - Analysis ToolsChapter 3 - Design and AnalysisChapter 4 - Target Audience ToolsChapter 5 - Data ToolsSection Three - Game Design ToolsChapter 6 - Introduction to Game Design ToolsChapter 7 - Brainstorming TechniquesChapter 8 - PraxeologyChapter 9 - Self-Determination TheoryChapter 10 - Habit Loop and Operant ConditioningChapter 11 - Game Design PatternsChapter 12 - MDA FrameworkChapter 13 - NudgesChapter 14 - Behavioural Game DesignChapter 15 - Emotional Game DesignChapter 16 - Emotional TheoriesSection Four - DocumentationChapter 17 - Introduction to DocumentationChapter 18 - Golden RulesChapter 19 - Pivotal DocumentsSection Five - ConclusionChapter 20 - Games, Cakes, and LoveChapter 21 - The Cake Is Real
£40.84
Taylor & Francis Ltd Chinese Animated Film and Ideology 1940s1970s
Book SynopsisThis book examines animated propaganda produced in mainland China from the 1940s to the 1970s. The analyses of four puppet films demonstrate how animation and Maoist doctrine became tightly but dynamically entangled.The book firstly contextualizes the production conditions and ideological contents of The Emperor's Dream (1947), the first puppet film made at the Northeast Film Studio in Changchun. It then examines the artistic, intellectual, and ideological backbone of the puppet film Wanderings of Sanmao (1958). The book presents the means and methods applied in puppet animation filmmaking that complied with the ideological principles established by the radical supporters of Mao Zedong in the first half of the 1960s, discussing Rooster Crows at Midnight (1964). The final chapter discusses The Little 8th Route Army (1973), created by You Lei in the midst of the Cultural Revolution.This book will be of great interest to those in Table of ContentsAcknowledgments. INTRODUCTION. Part I Echoes of the National Salvation Movement, 1940s–1950s. Chapter 1.1 Denouncing Chiang Kai-shek: The Emperor’s Dream by Chen Bo’er. Chapter 1.2 Unity in Resistance: Wanderings of Sanmao by Zhang Chaoqun. Part II Calls of the Continuous Revolution, 1960s–1970s: Films of You Lei. Chapter 2.1 "To Live is to Serve the People": Rooster Crows at Midnight. Chapter 2.2 "Bombard the Headquarters": The Little 8th Route Army. FINAL NOTES. GLOSSARY. INDEX.
£42.74
CRC Press Nordic Animation
Book SynopsisThis book examines the state of the animation industry within the Nordic countries. It looks at the success of popular brands such as Moomins and The Angry Birds, studios such as Anima Vitae and Qvisten, and individuals from the Nordics who have made their mark on the global animation industry.This book begins with some historical findings, before moving to recount stories of some of the most well-known Nordic animation brands. A section on Nordic animation studios examines the international success of these companies and its impact on the global animation industry. This book is forward-thinking in scope and places these stories within the context of what the future holds for the Nordic animation industry.This book will be of great interest to those in the fields of animation and film studies, as well as those with a general interest in Nordic animation.Table of ContentsChapter 1 ◾ Historical FindingsChapter 2 ◾ Brands and Industry BeginnersChapter 3 ◾ Studio StoriesChapter 4 ◾ Beyond Games: Tech-Savvy MythsChapter 5 ◾ Making New HeroesEPILOGUEAPPENDIX A: NOMAD STORIES: Virpi Kettu in the UK and Canada APPENDIX B: NOMAD YEARS: Rölli in Russia and Lisa Limone in Estonia APPENDIX C: NOMAD STORIES: Veronica Wallenberg – a cosmopolitan APPENDIX D: NOMAD YEARS: Antonia Ringbom and “Tjejmafian”
£42.74
CRC Press Virtual Reality Usability Design
Book SynopsisThe development of effective and usable software for spatial computing platforms like virtual reality (VR) requires an understanding of how these devices create new possibilities (and new perils) when it comes to interactions between humans and computers. Virtual Reality Usability Design provides readers with an understanding of the techniques and technologies required to design engaging and effective VR applications.The book covers both the mechanics of how human senses and the mind experience immersive virtual environments, as well as how to leverage these mechanics to create human-focused virtual experiences. Deeply rooted in principles of human perception and computational interaction, the current and future limitations of these replacements are also considered. Full of real-world examples, this book is an indispensable guide for any practising VR developer interested in making efficient and effective interfaces. Meanwhile, explorations of concrete theory in their practical application will be useful for VR students and researchers alike.Table of Contents1. What Makes Virtual Reality Remarkable? 2. Making the Virtual Seem Real 3. Sensation and Perception 4. Supporting Primary Senses 5. Supporting Peripheral Senses 6. Perceiving Space and Scale 7. Further Psychological Effects of Inhabiting a Virtual Environment 8. Experience Usability 9. Fictions of Physics 10. Locomotion and Navigation 11. Activities and Interactions 12. Information Display 13. Translating Traditional Interfaces for VR
£47.49
Taylor & Francis Ltd Chinese Animated Film and Ideology
Book SynopsisThis book presents a contextualized overview of the history of Chinese animated film, pointing out the most influential self-definitions of Chinese culture employed in animation art of Mao Zedong's rule (19491976) but largely focusing on the representation strategies created in the times of reforms and opening-up under Deng Xiaoping (19781989/1992).Deeply grounded in cultural studies, the book employs an interdisciplinary approach, interlacing the reflection with the perspectives of political science, film studies, and film festival studies. It focuses on phenomena anchored to the paradigms of nationalization, reform, and internationalization: among them, nuanced understanding of the minzu (national) category (including the classic style of Chinese animation); invention of wash-and-ink painting animation (shuimo donghua); renewal of film theory and animated film language; soft power and cultural diplomacy; and regular access and co-creation of the internatioTable of Contents1. Nationalization of Animation 2. Animation Reformed 3. Sino-European Opening-Up in the Area of Art-House Animation
£46.54
Taylor & Francis Ltd Mad Eyed Misfits
Book SynopsisOne of the most stylistically original and provocative writers in animation returns with this informal sequel to his previous books on indie animation, Unsung Heroes of Animation and Animators Unearthed.In this collection, award-winning writer Chris Robinson looks at a wide range of films and filmmakers, including cult favourites Don Hertzfeldt, Adam Elliot, Masaaki Yuasa, Wong Ping, Bruce Bickford, Jodie Mack, Rosto, Suzan Pitt, Clyde Henry and Cartoon Saloon.Eclectic, opinionated, passionate and personal, Robinson's writing will amuse, confuse, infuriate and enlighten while introducing readers to some of the most astonishing and important animation artists from around the world.Table of ContentsChapter 1 ◾ Masaaki Yuasa Speaks in Many Colors Chapter 2 ◾ 52 Films, 1 Year: Meet John Morena Chapter 3 ◾ Passing on by Us: Clyde Peterson Talks Torrey Pines Chapter 4 ◾ Marcel, the King of Tervuren Chapter 5 ◾ "People Are Finally Listening": Indigenous Animation Rises Up Chapter 6 ◾ Fight! Fight! Fight!: Malcolm Sutherland’s Bout Chapter 7 ◾ Ghosts of a Different Dream: The Films of Mariusz WilczynskiChapter 8 ◾ Wondering Boy Poet: Bruce Bickford Chapter 9 ◾ The Burden of Dreams Chapter 10 ◾ Unity by Tobias Stretch Chapter 11 ◾ Don Hertzfelt’s Beautiful DaysChapter 12 ◾ Don Herzfeldt Talks World of Tomorrow II Chapter 13 ◾ Joy Street: Remembering Suzan Pitt Chapter 14 ◾ Nightlights in the Forest: Cartoon Saloon Chapter 15 ◾ Beautiful Maladies: The Uncanny World of Rosto Chapter 16 ◾ Špela Cˇadež’s Nighthawk Chapter 17 ◾ Kaspar Jancis’ Motel of Fools Chapter 18 ◾ The Moneygoround: Liu Jian’s Have a Nice DayChapter 19 ◾ Clyde Henry Talks GymnasiaChapter 20 ◾ The Crushed Dreams of a Magnificent Cake Chapter 21 ◾ The Frog, The Dog and The Devil: The Ballad of Bad WhiskeyChapter 22 ◾ Consuming Chris Sullivan Chapter 23 ◾ It’s a Good Life , If You Don’t Weaken: Luc Chamberland and Seth’s Dominion Chapter 24 ◾ Yield by Caleb WoodChapter 25 ◾ Visiting Ville Neuve With Felix Dufour-Laperrière Chapter 26 ◾ Where Is Here: Felix Dufour- Laperrière’s Archipelago Chapter 27 ◾ Laughing at Chaos: Alex Boya Talks Turbine Chapter 28 ◾ Banana Skins and Cigarette Butts: The Films of Adam Elliot Chapter 29 ◾ Pineapple Calamari Chapter 30 ◾ The Joys of Jodie Mack Chapter 31 ◾ Moving on With Ainslie HendersonChapter 32 ◾ Peeping Wong PingChapter 33 ◾ On the Weave of Construction: RISD Animation Chapter 34 ◾ Lesley the Pony Has an A+ Day
£18.99
Taylor & Francis Ltd Women Comedians in the Digital Age
Book SynopsisThis book offers a thorough examination of digital work by women comedians in the US, exploring their use of digital media to perform jokes, engage with fans, remake their reputations, and become political activists. This book argues that despite its many adverse effects, digital work is changing comedy, empowering women to create new comic forms and negotiate the contentious political climate incited by former President Donald. J. Trump. Chapters are focused on video podcasting, TikTok, Twitter, Instagram, YouTube, and the streaming platform Netflix each containing informative case studies on significant women comedians who use them, including Sarah Silverman, Amy Schumer, Leslie Jones, Mindy Kaling, Colleen Ballinger, Lilly Singh, Ms. Pat, Whitney Cummings, Issa Rae, and others. To understand their strategies, this book examines the popularity of their digital content, their career outcomes in television and film, as well as the ups and downs of their critical reputations Table of Contents1. Advantages and Adverse Effects: How Digital Work Empowers Women Comedians in Trump’s America 2. Women Comedians’ Video Podcasting on YouTube: How Complex Authenticity Cultivates Fans 3. Women Comedians Trapped on TikTok: The Opportunities and Limitations of Cringey, Intersectional Comedy 4. Witty Women on Twitter: Collaborative Reputation Making, Anti-Fandom, and Harnessing the Trolls 5.Conformity with Comic Subversion: How Women Comedians Shape their Reputations using Instagram 6.Women Comedians’ Working Practices on YouTube: The Sometimes-Difficult Transition to Television 7. Netflix’s Calculated Risks in Comedy: Unlikely Women’s First Stand-up Specials 8. Trump’s War with Women Satirists on Television: How Carnivalesque Comedy Generates Digital Redistribution 9. Participatory Audiences in Trump’s Cancel Culture: How Women Comedian-Activists Survive and Earn Prestige 10. Conclusions
£31.49
CRC Press A Practical Guide to Level Design
Book SynopsisWritten by an AAA industry expert with over 20 years of experience, this book offers comprehensive coverage of the practical skills that all successful level designers need to have. It covers everything from practical production skills to the social and soft skills required to thrive in the gaming industry.This book begins with a theoretical and abstract approach that sets a common language for the later hard-skill applications and practical examples. These later chapters cover a wealth of practical skills for use during the concept phase, while creating layouts, scripting, and working with AI. This book includes essential chapters on topics such as social skills, soft skills, world-building, level design direction, production, as well as how to gain employment in the industry.This book will be of great interest to all level designers, content leads, and directors looking to enhance their skillset. It will also appeal to students of level and game design looking for tips on how to break into the industry.Trade ReviewBen Bauer is one of the top-level designers in the business. His deep knowledge of flow, game space and environment creation and refinement has resulted in some of the most exciting experiences in games. This book gives readers a look into what makes a level great and how to do it the right way.--Jack Mamais, Director, Impeller Studios. Mr. Bauer has achieved something truly rare in a book on specialized game development methodology: He delivers a rigorous framework for the various interconnected practices of Level Design and does it with a witty conversational style that makes you feel like Ben is there coaching you in person. He also takes the time to bring our collective attention to some oft-neglected aspects of the LD’s craft. An outstanding primer for new designers and experienced game devs alike.--Patrick Redding, Creative Director, Warner Bros. Games.This book will be a fantastic read for level designers of all skill sets and experience. Entertainingly written, it shows great insights into how to practically develop levels, but also covers how level designers can excel within a larger game development environment, with many anecdotes from Ben's own work experience in his 20+ years in the industry. "--Sten Huebler, Senior Level Designer, Microsoft. Table of ContentsSection I: Book and Level Design Introduction. Chapter 1: Book Introduction. Chapter 2: Definition of Level Design and Level Designers. Section II: Production and Social Skills. Chapter 3: Level Design Production. Chapter 4: Diplomacy of Level Design. Chapter 5: Teamwork and Leadership Tools. Section III. Level Design Theory. Chapter 6: About Vision, Pillars, and Direction. Chapter 7: Abstract Level Design. Chapter 8: The Big Picture. Chapter 9: High-Level Layouts. Chapter 10: Connective Tissue. Section IV: Practical: How to Get Started. Chapter 11: Concept Phase. Chapter 12: First Steps. Section V: Practical: Layouts. Chapter 13: Cover, Flow, and Player Leading. Chapter 14: Scenarios and Location Types. Section VI: Practical: Technical Aspects and Game Design. Chapter 15: Scripting and Technical. Chapter 16: Working with Ingredients. Section VII: Closing Topics. Chapter 17: Closing and Shipping. Chapter 18: Becoming a Level Designer.
£40.84
CRC Press Embedding Culture Into Video Games and Game
Book SynopsisThis book will help game designers and those interested in games thoughtfully embed culture into video games and the game design process.This book raises the issue of how some cultures and communities are misrepresented in various video games. In response to this problem, designers can bring cultural considerations and practices into the centre focus of the game design process. The book advocates that designers put different measures in place to better prevent misrepresentations and engage with deeper understandings of culture to build culturally richer and more meaningful game worlds. The book uses the Torres Strait Virtual Reality project as a primary example, in addition to other game projects, to explore cultural representation in game design. Torres Strait culture is also explored and discussed more broadly throughout the book. No prior knowledge of culture studies is needed, and the book deals with higher level game design with little reference to the technical eTrade ReviewThis book is a standout contribution to Indigenous video game development and exemplifies what can happen when Design Research, Indigenous Studies, and Game Studies meet. Rhett Loban cleverly weaves between theory and practice while upholding the Torres Strait community, giving us heartfelt insights and a guide to future related work.Dr Elizabeth LaPensée, Narrative Director at Twin Suns, International Video Game Studio.This book is a brilliant and innovative piece of work, beautiful to read, and a project painstakingly consulted and developed, to present a range of processes and cultural practices that have rarely been discussed before in public. It sensitively guides game designers through reciprocal work with community.Associate Professor Neil Harrison, Associate Professor at Faculty of Arts, Macquarie University, Australia.Narratives on the Torres Straits Island culture makes the book an intriguing read. The culturally-centred game design captures the cultural connections and representations within the community. Coupled with a methodology which allows for community-participation, the book is engaging and provides the stimulus for discussions on comparative studies.Associate Professor Dr. Dorothy DeWitt, Associate Professor at Faculty of Education, University of Malaya, Malaysia.Table of ContentsPrologue: The recent passing of a relative or community member. 1. Cultural representations in video games. 2. Knowing the context: A Torres Strait perspective. Interlude: Preparing for the Tombstone Opening. 3. The palm and the Dogai. 4. Culturally centred game design. 5. Community participation in game design. Interlude: The Tombstone Opening. 6. Cultural immersion, rigorous research and ethics in game design. 7. Designing to produce deep representations. Epilogue: Caring for the tombstone site.
£117.00
Taylor & Francis Ltd The Game Writing Guide
Book SynopsisThis comprehensive guide walks readers through the entire process of getting and keeping a writing job in the games industry. It outlines exactly what a beginner needs to know about education requirements, finding opportunities, applying for roles, and acing studio interviews. Professional writers will learn how to navigate studio hierarchies, transfer roles and companies, work overseas, and keep developing their careers.Written by an experienced games writer with nearly two decades of industry knowledge, this book contains a wealth of interviews and perspectives with industry leaders, hiring managers, and developers from marginalized communities, all offering their tips and insights. Included are examples of materials such as job posts, writing samples, and portfolios, as well as chapter-end challenges for readers to directly apply the skills they have learnt.This book will be of great interest to all beginner and aspiring games writers and narrative designers, as welTrade Review"The Game Writing Guide is the book I wish I’d had when I was starting out. It goes beyond the obvious advice to give you the nitty gritty you need to be able to do the job. It's like getting a year of extra work experience. I’m buying it for all my friends who want to become game writers."Lisa Hunter, Narrative Director, Compulsion Games."There is no one true path into getting a job in the game industry. Chock full of invaluable advice and knowledge only an industry veteran could offer, this book is a definitive insider's guide on how to get your foot in the door while leveraging the very best of yourself in the process."Ann Lemay, Narrative Director, WB Games, Montréal.Table of ContentsIntroduction 1 Definitions 2 Education3 Finding Work4 Applications5 Resumes6 Cover Letters7 Samples and Portfolios8 Interviews9 Writing Tests10 Contracts and Negotiations11 First Day12 Moving Up13 Steps and Obstacles14 Leadership15 Moving On16 International Work17 Strategies for Marginalized CommunitiesConclusion
£40.84
CRC Press The Pocket Mentor for Video Game Writers
Book SynopsisWant to become a writer in the games industry? Then this is the book is for you. Award-winning game writer Anna Megill provides all the essential information and guidance you need to understand the industry and get your foot on the ladder.The book explains in simple, clear language exactly what a beginner needs to know about education requirements, finding job opportunities, applying for roles, and acing studio interviews. Professional writers will learn how to run a writers' room, manage a team, create documentation for various project phases, and navigate studio politics.The Pocket Mentor is designed to be a just-the-facts companion to The Game Writing Guide: Get Your Dream Job and Keep It, but it stands on its own as an invaluable go-anywhere resource for beginners and seasoned pros alike.Table of ContentsMeet Your Mentor. Chapter 1: The Basics. Chapter 2: Wise Up. Chapter 3: On the Hunt. Chapter 4: Introduce Yourself. Chapter 5: Resume Speaking. Chapter 6: Showcase Your Work. Chapter 7: In the Spotlight. Chapter 8: Time to Shine. Chapter 9: The Dotted Line. Chapter 10: Press Start. Chapter 11: Hurdles. Chapter 12: Running the Show. Chapter 13: Making the Team. Chapter 14: Document Everything. Chapter 15: Exit Stage Right. Chapter 16: On the Road. Chapter 17: Wrap It Up.
£29.99
Taylor & Francis Ltd Michel Ocelot
Book SynopsisThis unique book examines the career of Michel Ocelot, from his earliest works to his latest research and productions, including an interview regarding his latest film Le Pharaon, le Sauvage et la Princesse (2022). The book highlights the directorâs role in the panorama of contemporary animated cinema and his relationship with the tradition, both artistic and cinematographic.The book carefully analyses the ethical and social nature of Ocelotâs work to underscore the duality of the directorâs oeuvre, both artistic and social, using an interdisciplinary approach that blends film and aesthetic criticism with gender studies and decolonial thought. Particular attention will be given to the themes of multiculturalism, discrimination, and treatment of women, which are at the centre of many current cultural debates.The book will be of interest to an audience of experts, animation enthusiasts, and film scholars, as well as to a wider readership interested in learning about the poetics of Kirikouâs father.Table of ContentsIntroduction. CHAPTER 1 Ars Animativa. CHAPTER 2 Silhouette Films: A Magical Night Where Anything Can Happen. CHAPTER 3 Once Upon a Time, Kirikou. CHAPTER 4 A Beautiful Stranger: Azur & Asmar. CHAPTER 5 Dilili à Paris, or Beauty Will Save Us. Appendix 1. Appendix 2. Bibliography. Index.
£46.50
CRC Press Level Design
Book SynopsisIn this book, veteran game developers, academics, journalists, and others provide their processes and experiences with level design. Each provides a unique perspective representing multiple steps of the process for interacting with and creating game levels â experiencing levels, designing levels, constructing levels, and testing levels. These diverse perspectives offer readers a window into the thought processes that result in memorable open game worlds, chilling horror environments, computer-generated levels, evocative soundscapes, and many other types of gamespaces. This collection invites readers into the minds of professional designers as they work and provides evergreen topics on level design and game criticism to inspire both new and veteran designers.Key Features: Learn about the processes of experienced developers and level designers in their own words Discover best-practices for creating levels for persuasive play and designing Table of ContentsChapter 1. Kamuro Nights: A Personal Retrospective of the Yakuza Series Gavin Greene Chapter 2. Cracking the Resident Evil Puzzle Box Daniel Johnson Chapter 3.From Construction to Perception: Three Views of Level Design for Story-Driven Games Huaxin Wei and Chaoguang Wang Chapter 4. Everything I Learned About Level Design at an Orlesian Ball Heidi McDonald Chapter 5. Hell, Hyboria, and Disneyland; The Origins and Inspirations of Themed Video Game Level Design Scott Rogers Chapter 6. Level Design Practices for Independent Games Fares Kayali and Josef Ortner Chapter 7. Making the Most of Audio in Characterization, Narrative Structure, and Level Design Chanel Summers Chapter 8. Procedural Content Generation: An Overview Gillian Smith Chapter 9. P.T. and the Play of Stillness Brian Upton Chapter 10. The Illusion of Choice – How to Hide the Linearity of Levels from Players Joao Raza and Benjamin Carter Chapter 11. Integrating Procedural and Handmade Level Design Dr. Mark R. Johnson Chapter 12. Level Design Planning for Open World Games Joel Burgess PART 4: TESTING LEVELS Chapter 13. Play-Personas: Mental Tools for Player-Centered Level Design Alessandro Canossa Chapter 14. Evaluating Level Design Using Public Events Jonathan Moriarty Chapter 15. The Rule of 27’s: A Comparative Analysis of 2D Screenspace and Virtual Reality Environment Design Hadar Silverman Chapter 16. Expression vs. Experience: Balancing Art and Usability Needs in Level Design Christopher W. Totten
£46.54
Taylor & Francis Introduction to Game Analysis
Book SynopsisThis accessible, third edition textbook gives students the tools they need to analyze games, using strategies borrowed from textual analysis.As game studies has become an established academic field, writing about games needs the language and methods that allow authors to reflect the complexity of a game and how it is played in a cultural context. This volume provides readers with an overview of the basic building blocks of game analysisâexamination of context, content and distinctive features, and formal qualitiesâas well as the vocabulary necessary to talk about the distinguishing characteristics of a game. Examples are drawn from a range of games, non-digital and digital, and across historyâfrom Pong to Fortniteâand the book includes a variety of examples and sample analysis, as well as a wealth of additional sources to continue exploring the field of game studies. This third edition revision brings the book firmly up to date, pulling in new examples and sourc
£37.04
Taylor & Francis Ltd Designing Games Meant for Sharing
Book SynopsisThis book talks about the importance of social mechanics in games and how these mechanics evolved over time to accommodate new technologies and new social contexts. It looks at the innovation happening in the field of new-age social games, discussing in detail what has been learnt from designing for the younger generation, how these findings can inform game design philosophy and how this can be applied to game development more broadly.Part 1 of this book provides a brief history of games as social interaction and discusses the differences between online and offline social gaming. Part 2 covers Facebook social gaming and design lessons from first-generation social games. Part 3 introduces design philosophies for the hyper-social genre and includes an important chapter on design ethics. Finally, Part 4 looks ahead to the future of social games and how game designers can incorporate learnings from this book in their own work.This book will appeal to game designers an
£42.74
CRC Press The Fundamentals of Tabletop Miniatures Game
Book SynopsisThis book presents a much-needed framework for the critical examination of miniatures games and their design. It provides the reader with both a conceptual model for understanding how these games work as well as a toolbox of mechanical approaches to achieving a range of design outcomes and assessing the fit of any given approach within a specific design.Though dating back to the 1820s, tabletop miniatures games have been little explored critically and lack a conceptual vocabulary for their discussion. Active practitioners in the miniature games design community, Glenn Ford and Mike Hutchinson explore what defines these games, proposing the term ânon-discrete miniatures gamesâ to encapsulate the essence of these open and immersive hobby gaming experiences. Discarding the term âwargameâ, they argue against limiting conceptions of these games to direct armed conflict, and champion their diverse narrative potential.The book provides a fresh conceptual framework for miniatu
£42.74
Taylor & Francis Ltd Visualizations of Urban Space
Book SynopsisThis book explores environments where art, imagination, and creative practice meet urban spaces at the point where they connect to the digital world. It investigates relationships between urban visualizations, aesthetics, and politics in the context of new technologies, and social and urban challenges toward the Sustainable Development Goals.Responding to questions stemming from critical theory, the book focuses on an interdisciplinary actualization of technological developments and social challenges. It demonstrates how art, architecture, and design can transform culture, society, and nature through artistic and cultural achievements, integration, and new developments. The book begins with the theoretical framework of social aesthetics theories before discussing global contemporary visual culture and technological evolution. Across the 12 chapters, it looks at how architecture and design play significant roles in causing and solving complex environmental transformatioTrade Review"Designing an urban environment aimed at a smart city between physical and virtual spaces means visualizing the future. Christiane Wagner’s book, Visualizations of Urban Space, discusses the digital resources and the limits of human perception in the face of artificial intelligence applications and the Internet of Things, regarding automating various processes, simulations, and realities involved in the function of an urban city. Furthermore, it is an aesthetic-social approach to the effects of the fourth industrial revolution, focusing on sustainable development." Lars Christian Grabbe, Dean, Professor Theory of Perception, Communication and Media, Münster School of Design, University of Applied Sciences Münster, Germany "Christiane Wagner’s sensible and powerful book Visualizations of Urban Spaces provides a welcome new consideration of the use of art and technology in designing inclusive urban spaces. Beyond being a brilliant read, this think-piece is a compelling guide through which cities can connect with their citizens in order to advance the global public good." Frank-Jürgen Richter, Chairman, Horasis: The Global Visions Community, Switzerland"Visualizing the city is part of the everyday aesthetic experience in which past, present, and future converge. In Visualizations of Urban Space, Christiane Wagner addresses the urban transformation related to the arts and architectural spaces as part of cities’ material and immaterial heritage. Overall, this is a valuable contribution to the challenges of a more inclusive society, considering education, culture, and new technologies." Edson Leite, Professor and President of the Research Commission at the Museum of Contemporary Art, University of Sao Paulo (MAC USP), Brazil"Visualizations of Urban Space by Christiane Wagner is a timely contribution to the expanding literature on the dual role art and technology can play as positive forces in the way we see and experience urban space." Gary Bratchford, President of the Visual Sociology Research Committee, Editor of Visual Studies Journal (Routledge), Senior Lecturer at the University of Central Lancashire, United Kingdom"One of the most significant characteristics of modernity is urbanization, enormous and high-tech cities where people exchange not only economic goods and services but also culture. Visualizations of Urban Space by Christiane Wagner contains a deep analysis of how twenty-first-century cities become new environments that allow the speechless to have a voice, the invisible to have a presence and the oppressed to state their commands. This could be possible thanks to the intersection of technology, education, art and culture, resources that approach each other, to let societies become more democratic in these new urban spaces."Omar Cerrillo Garnica, Director of the School of Humanities, Education, Architecture, Art and Design, at Tecnológico de Monterrey, Campus Cuernavaca, México Table of Contents1. Cultural Images: Real and Imagined Experiences 2. Urban Space and Collective Consciousness 3. The Arts and Traces of the Ideal City 4. Democratization of Art and Culture 5. Visual Media Effects 6. Urban Resilience: Toward Postcolonial Aesthetics 7. Sociopolitical Facts, Art, and Technology 8. Technicization and Aestheticization of Social and Urban Structures 9. The Urban Image in Motion and Connection 10. The Arts’ Function: Social Inclusion and Sustainability 11. Designing for Sustainability 12. Aesthetic, Social, and Urban Solutions for a New World View
£32.39
Taylor & Francis Ltd Meaningful Game Design
Book SynopsisThis book provides readers with the tools and methods with which to create effective tabletop games. It covers the design and development process thoroughly, guiding readers through the necessary mechanics, messages, and motivations of games that must be understood in order to build successful tabletop games, including serious educational games for teaching or training.Through a range of learning activities and methodologies, readers will develop an understanding of games and an appreciation for the creating and testing of game play whilst critically exploring the relationship between games, motivation, and learning. It includes chapters on design methodology, narrative, accessibility, playtesting, and more.This book will be of great interest to students of game design and serious game design courses. It will also appeal to designers, educators, and hobbyists interested in designing and developing their own tabletop games, educational or otherwise.Table of ContentsAcknowledgements. About the Authors. Chapter 1 Introduction. Chapter 2 Serious Games. Chapter 3 Psychology and Pedagogy. Chapter 4 Design Methodology. Chapter 5 Accessibility. Chapter 6 Game Categories and Mechanics. Chapter 7 Narrative. Chapter 8 Deconstructing a Game. Chapter 9 Technology. Chapter 10 Visual Design. Chapter 11 Prototyping and Playtesting. Chapter 12 Taking Your Game to Market. Chapter 13 Evaluating and Writing about Your Serious Game. Chapter 14 Conclusion. References. Index.
£42.74
Taylor & Francis Ltd Game AI Uncovered
Book SynopsisGame AI Uncovered: Volume Two continues the series with the collected wisdom, ideas, tricks and cuttingâedge techniques from 22 of the top game AI professionals and researchers from around the world.The techniques discussed in these pages cover the underlying development of a wide array of published titles, including The Survivalists, Wheelman, Plants vs. Zombies: Battle for Neighborville, Dead Space, Zombie Army 4, Evil Genius 2, Sniper Elite 5, Sonic & AllâStars Racing Transformed, DiRT: Showdown, and more.Contained within this volume are overviews and insights covering a host of different areas within game AI, including generalised planners, player imitation, awareness, dynamic behaviour trees, decisionâmaking architectures, agent learning for automated playthroughs, utility systems, machine learning for cinematography, directed acyclic graphs, environment steering, difficulty scenarios, environmental cues through voxels, automated testing approaches, dumbing down your AI, synchronized path following, and much more.Beginners to the area of game AI, along with professional developers, will find a wealth of knowledge that will not only help in the development of your own games but also spark ideas for new approaches.This volume includes chapters written by Nuno Vicente Barreto, Steve Bilton, Andy Brown, Dr Allan Bruce, Richard Bull, Phil Carlisle, Sarah Cook, Michele CondÃ, Steven Dalton, Rodolfo Fava, Jonas Gillberg, Dominik Gotojuch, Dale Green, Tobias Karlsson, Jonathan Keslake, Fernando Penousal Machado, Ivan Mateev, Dr Nic Melder, Dr Bram Ridder, Paul Roberts, LicÃnio Roque, and Andrea Schiel.
£42.74
Taylor & Francis Ltd Game AI Uncovered
Book SynopsisGame AI Uncovered: Volume One kicks off a brand-new series of books that focus on the development of artificial intelligence in video games. This volume brings together the collected wisdom, ideas, tricks, and cutting-edge techniques from 20 of the top game AI professionals and researchers from around the world.The techniques discussed in these pages cover the underlying development of a wide array of published titles, including Hood: Outlaws and Legends, The Escapists 2, Sackboy: A Big Adventure, Call of Duty: Strike Team, GTI+ Club, Split/Second, Sonic All Stars Racing Transformed, Luna Abyss, Medal of Honor Heroes I & II, Age of Empires IV, Watch Dogs, Battlefield 2042, Plants vs. Zombies: Battle for Neighborville, Dead Space, and more.Contained within this volume are overviews and insight covering a host of different areas within game AI, including situational awareness, pathfinding, tethering, squad behaviours, coordination, auto-generating navigation link data, fluid movement, combining behaviour and animation systems, pedal control for cars, tactical positioning, level of detail, infinite axis utility systems, hierarchical state machines, bots for testing, reactive behaviour trees, and more.Beginners to the area of game AI, along with professional developers, will find a wealth of knowledge that will not only help in the development of your own games but will also spark ideas for new approaches.This volume includes chapters written by Andy Brown, Dr Allan Bruce, Richard Bull, Laurent Couvidou, Steven Dalton, Michele Ermacora, Jonas Gillberg, Dale Green, Johan Holthausen, Dr Aitor SantamarÃa Ibirika, Dr Nic Melder, Sarat Rallabandi, Bruno Rebaque, John Reynolds, Paul Roberts, David Rogers, Andrea Schiel, Huw Talliss, Dr Tommy Thompson, and David Wooldridge.
£42.74
Taylor & Francis The Science of Esports
Book SynopsisThe Science of Esports draws from contemporary research and coach expertise to examine esports athlete health and performance from a range of disciplinary perspectives, including physiology, psychology, sociology, and nutrition. The rapid expansion of the esports industry has elevated competitive video gaming into the realm of high performance, requiring players, coaches, and practitioners to implement interdisciplinary approaches to performance support.The book covers key topic areas such as: What esports is and similarities and differences to sport Game-specific training Physiological and psychological consideration for esports athletes Social aspects of player performance and the social environment of esports Esports coaching and structure of esports performance environments Technology and its use in esports Safeguarding, cheating, and gambling<Table of Contents1. What is Esports? 2. Aspects of Game-Specific Training 3. Physiological Considerations for E-athletes 4. Psychological Considerations for Esports Athletes 5. Nutrition, Supplementation, and Regulation 6. Social Aspects of E-Athletes Performance 7. Structure of Esports Performance Environments 8. Esports Coaching and Support 9. Talent Identification and Development 10. Technology in Esports 11. Social Environment and Health in Esports 12. Safeguarding, Cheating, and Gambling 13. Key Considerations for the Future
£34.19
Taylor & Francis Ltd Animation Masterclasses
Book SynopsisToday, it is commonly believed that if you learn software, you can become an animator. Yet nothing could be further from the truth. Master animators are trained and not born. Software, as is the humble pencil, is merely yet another tool through which an animator can apply their knowledge. However, neither software nor pencils give you that knowledge, nor do they do the work for you. If you place a fully trained master animator on a computer, or give them a pencil, they'll astound you with their mastery. However, if you put a nontrained animator on a computer, all you will have is a technician creating moving objects as you'll see all over YouTube and other video platforms.This book teaches you exactly how to become aMaster Animator--whether you ultimately plan to use pencils, computers, drawing tablets or rigged characters. It's a complete course, being a collection of 48 masterclasses gleaned from the author's 50 years of experience of top-level animating, teaching, Table of ContentsAuthor. Acknowledgements. Introduction. SECTION I: THE CORE PRINCIPLES OF MOVEMENT – TRADITIONAL TECHNIQUES. 1 MASTERCLASS 01: Getting to Know You. 2 MASTERCLASS 02: Squash, Stretch and Bouncing Balls. 3 MASTERCLASS 03: Keys, Breakdowns and Inbetweens. 4 MASTERCLASS 04: More on "Squash & Stretch". 5 MASTERCLASS 05: More on Slow-In and Slow-Out. 6 MASTERCLASS 06: Timing and Placement. 7 MASTERCLASS 07: Generic Walk Action 01. 8 MASTERCLASS 08: Generic Walk Action 02. 9 MASTERCLASS 09: Generic Walk Action 03. 10 MASTERCLASS 10: Personality Walk Action 01 – "Double Bounce". 11 MASTERCLASS 11: Personality Walk Action 02 – "Sneak". 12 MASTERCLASS 12: Personality Walk Action 03 – "Front Walk". SECTION II: FURTHER CORE PRINCIPLES OF MOVEMENT – RIGGED DIGITAL TECHNIQUES. 13 MASTERCLASS 13: Introduction to Moho. 14 MASTERCLASS 14: The Full Rigged Character. 15 MASTERCLASS 15: Character Walk 1. 16 MASTERCLASS 16: Character Walk 2. 17 MASTERCLASS 17: "Arnie" Generic Walk. 18 MASTERCLASS 18: Generic Walk Variations. 19 MASTERCLASS 19: New Year Greeting. 20 MASTERCLASS 20: Double Jump. 21 MASTERCLASS 21: Slow Sneak Animation. 22 MASTERCLASS 22: Throwing Action. 23 MASTERCLASS 23: Digital Coloring. 24 MASTERCLASS 24: Working with Color. SECTION III: PERSONAL PROJECT – PRE-PRODUCTION. 25 MASTERCLASS 25: Storytelling. 26 MASTERCLASS 26: Concept Art. 27 MASTERCLASS 27: Character Design. 28 MASTERCLASS 28: Storyboarding & Film Language. 29 MASTERCLASS 29: More on Storyboarding & Film Language. 30 MASTERCLASS 30: Audio Record and Breakdown. 31 MASTERCLASS 31/Storyboard Animatic. 32 MASTERCLASS 32: Character Rigging 1. 33 MASTERCLASS 33: Character Rigging 2. 34 MASTERCLASS 34: Layout 1. 35 MASTERCLASS 35: Anatomy of a Sequence. 36 MASTERCLASS 36: Final Pose Test Animatic. SECTION IV: PERSONAL PROJECT – PRODUCTION. 37 MASTERCLASS 37: Key Pose Animation 1. 38 MASTERCLASS 38: Key Pose Animation 2. 39 MASTERCLASS 39: Breakdown Position 1. 40 MASTERCLASS 40: Breakdown Position 2. 41 MASTERCLASS 41: Inbetweening 1. 42 MASTERCLASS 42: Inbetweening 2. 43 MASTERCLASS 43: Cleanup 1. 44 MASTERCLASS 44: Cleanup 2. 45 MASTERCLASS 45: Background Art. 46 MASTERCLASS 46: Inking. 47 MASTERCLASS 47: Coloring. 48 MASTERCLASS 48: Post Production and Distribution. SECTION V: NOT AN END – BUT A BEGINNING! Index.
£42.74
Taylor & Francis Ltd Game Audio Programming 4
Welcome to the fourth volume of Game Audio Programming: Principles and Practices the first series of its kind dedicated to the art, science, and craft of game audio programming. This volume contains 17 chapters from some of the top game audio programmers in the industry and dives into subjects that apply to diverse game genres and from low-level topics such as thread-safe command buffers and pitch detection to high-level topics such as object management, music systems, and audio tools.With such a wide variety of topics, game audio programmers of all levels will find something for them in this book. The techniques presented in this book have all been used to ship games, including some large AAA titles, so they are all practical and many will find their way into your audio engines. There are chapters about timed ADSRs, data-driven music systems, background sounds, and more.This book collects a wealth of advanced knowledge and wisdom about gam
£42.74
Taylor & Francis Ltd The Game Design Toolbox
Book SynopsisThis book presents 71 practical game design tools that readers can use to solve real-world game design problems. Written to be a toolbox for game designers, it offers a hands-on approach with clear and easy-to-use tools so that readers can quickly find the right solution to the problem they are facing.This book is divided into six game design phases: ideation, exploration, commitment, problem solving, balancing, and tuning. Each category contains an array of relevant tools, and the accompanying indexes offer suggestions for tools to use for specific problems. Support Materials for this book offer further teaching materials, exercises, and complementary FAQs.Written to be a practical resource, this book will be a useful toolbox for junior and veteran game designers alike.Table of ContentsINTRODUCTION. Chapter 1 Game Design. Chapter 2 Ideation. Chapter 3 Exploration. Chapter 4 Commitment. Chapter 5 Problem Solving. Chapter 6 Balancing. Chapter 7 Tuning. REFERENCES. INDEX.
£42.74
Taylor & Francis Ltd The Ludotronics Game Design Methodology
Book SynopsisThis book supports readers to transition to more advanced independent game projects by deepening their understanding of the concept development process. It covers how to make concepts sufficiently viable, ambitious, and innovative to warrant the creation of a polished prototype in preparation of a publisher pitch.The book is divided into six sections. After a brief tutorial (Preliminary Phase), readers embark on a journey along the book's methodology. They travel through successive conceptual phases (Preparations, Procedures, Processes, and Propositions); advance through levels and action beats in each of these phases; master challenges (conceptual tasks) and overcome level bosses (design decisions) that become successively harder; collect items (fulfilled documentation tasks); and win the game by having progressed from a raw, initial idea to a full-fledged, polished game treatment. Additional resources for the bookare available at Table of ContentsPhase 01: Preliminaries. 1. Level One: The Thing. 2. Level Two: The Map. 3. Level Three: The Stage. Phase 02: Preparations. 1. Level One: Spawning Ideas. 2. Level Two: Panning for the Core. 3. Level Three: Tough Investigations. 4. Level Four: An Army of Avatars. 5. Level Five: Enter the Value Matrix. 6. Level Six: Serve with Distinction. Phase 03: Procedures. 1. Level One: The Enchanted Theme. 2. Level Two: The Design-Driven Goal. 3. Level Three: The Desire-Driven Goal. Phase 04: Processes. 1. Level One: Integral Perspectives I. 2. Level Two: Interactivity. 3. Level Three: Plurimediality. 4. Level Four: Narrativity. 5. Level Five: Architectonics. 6. Level Six: Integral Perspectives II. Phase 05: Propositions. 1. Level One: Prototyping. 2. Level Two: Polishing. 3. Level Three: Presenting. Phase 06: Postmortems. 1. Level One: References. 2. Level Two: Rightsholders. 3. Level Three: Responses.
£42.74
CRC Press The Board Game Designers Guide to Careers in the
Book SynopsisAre you thinking about working in the board game industry? Hereâs what you need to know.There are so many jobs and roles that need to be filled in the board game industry. You might just have the right skills and experience to excel. But first you need to know what opportunities exist and what the hardest gaps are to fill!In this book, youâll discoverâ What jobs are really in demandâ How you can get your foot in the door with a publisherâ Jobs in the industry youâve never even thought ofâ What other opportunities exist for people with skills just like yoursWith insights from over 40 industry pros, as well as the authorâs many years of experience, youâll be able to put your own skills and experience to great use in an amazing, growing industry.Table of ContentsOther Books by Joe Slack. Acknowledgements. About the Author. Introduction. Section I Game Creation. 1 Game Design. 2 Game Development. Section II Publishing 3 Becoming a Board Game Publisher. 4 Working for a Board Game Publisher. 5 Product Development & Project Management. 6 Communications/Marketing/Sales. 7 Other Roles Within a Publishing Company. Section III Freelancing. 8 True Stories of How Being Helpful Landed Paying Gigs. 9 Graphic Designer. 10 Artist/Illustrator. 11 Writer/Editor (or Rulebook Creator). Section IV Everything You Wanted to Know about Other Roles but were Too Afraid to Ask. 12 Help Games Get to Customers. 13 Marketing, Consulting, and Video Production. 14 Content Creation. 15 Ancillary Jobs and Other Outside-the-Box Ideas. 16 Making Games Part of Your Own Job. 17 Conclusion. Suggested Resources. Endnotes. Thank You!
£33.24
Taylor & Francis Ltd Interactive Storytelling
Book SynopsisTaking a cross-media approach to the ever-changing field of digital storytelling, this book offers an essential introduction to producing and editing interactive storytelling content, and to the platforms that host it.Table of ContentsContents Acknowledgments Preface Where to start? How this volume is organized Chapter 1: Introduction 1.1 Preliminary definitions 1.1.1 The fascination for interactivity 1.1.2 Digital, virtual, interactive 1.1.3 Interacting, participating, collaborating 1.2 Telling stories through actions 1.2.1 Dramatic media 1.2.2 Actions and events 1.2.3 Dramatic action 1.2.4 Narrative action 1.2.5 Sequence of actions 1.2.6 Generating events 1.3 Last general issues 1.3.1 Author, authorship, control 1.3.2 Characters or stories 1.3.3 The field of investigation 1.3.4 Database, narrative and video contents 1.3.5 Delimiting the field 1.4 A general model of analysis Chapter 2 - Dynamic Elements: the Units 2.1. What are the units 2.2 The logical relationship between the units 2.3 Organising the Multilinear Project 2.4. What separates the units 2.5. Tagging the units: metadata 2.6 Exercises 2.6.1 The flow chart of dynamic elements 2.6.2 The user actions Chapter 3 - Dynamic elements: the Agents 3.1 Agents and audience 3.2 Intelligent agents 3.2.1 Planning as improvisation 3.2.2 Planning as directing 3.2.3 Scripting as planning 3.3 Emotions and agents 3.3.1 The (mental) reality of emotions 3.3.2 The social component of emotions 3.3.3 Emotions as a behavioural drive 3.4 Exercises 3.4.1 Describing the state of the world 3.4.2 Writing the actions 3.4.3 Writing Preconditions and Effects 3.4.4 Simulating the execution 3.4.5 Starting from the goal state 3.4.6 Reusing the plan Chapter 4 - Display: audience, system, emotions 4.1 Participation 4.1.1 Narratology vs Ludology 4.1.2. Interaction vs Narration 4.1.3. Balancing the agency 4.1.4. Intensity of process 4.1.5. User’s action 4.1.6. Intelligible actions 4.2 Writing the interaction through the units 4.2.1. Interaction by navigating the map 4.2.2. Interaction by dialogues and behaviours 4.2.3. Interaction by physical actions 4.3 Emotions in computational systems 4.3.1 Coding characters’ emotions 4.3.2 The emotions of the audience 4.4. Cross media contents’ communication 4.5 Exercises Chapter 5 - Engines and systems: supporting creativity and dramatic tension 5.1 Systems and automation 5.2 System classification 5.3 Fully manual authorship 5.4 Manually authored database and automation for plot generation 5.4.1 Plot grammars 5.4.2 Constraints on plot generation 5.4.3 Planning for plot generation 5.4.4 Plot generation based on dramatic tension 5.5 Database and automation 5.6 Emergent narratives: joint automation of plot and database 5.6.1 Constraints on the plot and modifications of database elements 5.6.2 Plot and database modelled with constraints 5.6.3 Full plot automation and database simulation 5.7 General Considerations on Storytelling Systems 5.8 Exercises 5.8.1 The form to the story, or the application of a template 5.8.2 The constrained plot generation: preconditions and effects annotation 5.8.3 The dramatic tension of the story Chapter 6. Examples to know 6.1. 1966: Eliza 6.2. 1976: Adventure 6.3. 1978: Aspen Movie Map 6.4. 1987: Afternoon a story 6.5. 1987: City in transition: New Orleans 1983-86 6.6 1911: Angels 6.7 1993: Myst 6.8 1996: Pokémon 6.9 1999. Desert rain 6.10 2001:Can you see me now? 6.11 2003: Facade 6.12 2005: FearNot! 6.13 2006: DramaTour 6.14 2012: The Walking Dead 6.15 2013: Nothing for Dinner 6.16 2018:. Black mirror Bandersnatch 61.7 2029: The Invisible Guardian 6.18 2020: Down the Rabbit Hole Index .
£32.29
Taylor & Francis Ltd The Pocket Mentor for Animators
Book SynopsisWant to work as an animator in the video games industry? Then this is the book for you. This is a friendly guide to understanding the industry that offers practical advice and guidance to prepare you for the challenge!This book covers every step of the way, from picking universities through to your first year on the job. Outlining the whole job application process, with essential dos and don'ts, it also includes helpful animator-specific tips that might come in handy in those early years! Drawing from personal experience, along with interviews with ten incredibly talented people within the industry, this book ensures you feel supported and ready to enter the industry. From lessons learned to mistakes made, tackling imposter syndrome to finding friends, this book shares plenty for the reader to take away with them even if that is just a bunch of things they know not to do . . .A beginner's guide to life as an animator, this book is an invaluable resource for aspiring a
£28.49
Taylor & Francis Ltd The Animation Textbook
Book SynopsisThis introductory textbook provides practical exercises to help students and beginner animators get to grips with the basics of creating animated films. It covers both traditional 2D and 3D animated film, as well as experimental and computer animation.The first part of the book includes exercises colour-coded by difficult, to guide readers through the activities as they become more challenging. The second part of the book focuses on development, pre-production, production, and post-production to assist you with making your animated films feel more professional. The book also includes information and guidance on how to easily create animation using only a mobile phone.This book will be helpful to all students and newcomers looking to gain a grounding in the basics of animated film.Trade Review"This is just such a wonderful and useful book that will appeal to both children, adults and anyone with a light or deep interest in animation. Animation Textbook should be used in film and art classes in all levels of school. Even your grandmother would dig it. It's just that good."Chris Robinson, Artistic Director, Ottawa International Animation Festival.Table of ContentsPart 1: Let’s Make an Animated Film Ourselves. About Animation. Types of Animated Film. Two-Dimensional Animated Film. Animation of Objects. Cut-Out Puppet Film. Spatial Cut-Out Puppets. Plasticine Cut-Out Puppets. Sand Animation. Animated Film. Painting on Glass. Rotoscopy. Dissolving. Three-Dimensional Animated Film. Animation of Objects. Plasticine Animation. Puppet Film. Pixilation. Time Lapse Filming. Experimental Animated Film. Film Stock Processing. Computer Animation. Part 2: Making Animated Films. Development Period. Idea. Script. Director. Producer. Preproduction Period. Preparation of Puppets and Sets. Production Period. Animation. Cameraman. Connecting the Camera to the Computer. MonkeyJam Programme. Postproduction. Editing. Movie Maker Editing Programme. VideoPad Video Editor. Sound Production. Credits. Film print. Premiere.
£40.84
Taylor & Francis Ltd Collaborative Worldbuilding for Video Games
Book SynopsisThis book is a theoretical and practical deep dive into the craft of worldbuilding for video games, with an explicit focus on how different job disciplines contribute to worldbuilding. In addition to providing lenses for recognizing the various components in creating fictional and digital worlds, the author positions worldbuilding as a reciprocal and dynamic process, a process which acknowledges that worldbuilding is both created by and instrumental in the design of narrative, gameplay, art, audio, and more. Collaborative Worldbuilding for Video Games encourages mutual respect and collaboration among teams and provides game writers and narrative designers tools for effectively incorporating other job roles into their own worldbuilding practice and vice versa.Features: Provides in-depth exploration of worldbuilding via respective job disciplines Deep dives and case studies into a variety of games, both AAA and indie <Table of Contents Author. Acknowledgments. Introduction: Being in Awe. Chapter 1 Overview of Worldbuilding. Chapter 2 A Cross-Discipline Breakdown of Worldbuilding. Chapter 3 How to Get Started Creating a World. Chapter 4 Collaboration in Worldbuilding: A Series of Deeper Dives. Chapter 5 Identity, World Systems, and Responsibility. Chapter 6 Conclusion: It’s in the Details. INDEX.
£37.04
CRC Press Introduction to Game Programming using Processing
Book SynopsisThis is an introductory textbook focusing on games (specifically interaction and graphics) as a pathway into programming. It empowers readers to do basic programming, prototyping, game creation, and other highly interactive applications, all from scratch and without any prior programming knowledge.Using the popular programming language Processing, this book describes, explains, and demonstrates the basic and general programming principles and mechanisms used in typical game algorithms and concrete game projects. Chapters cover basic graphics, text output, loops, data types and variables, movement, time, audio and sound, debugging, classes and objects, event-based programming, real-time input controls, computer speed compensation, animation, tiling, scrolling, collision detection, basic AI, and much more. Additional support materials such as code examples and demo programs are available to download from the book's webpage:
£42.74
CRC Press Anatomy of Game Design
Book SynopsisPeople have played games forever, but itâs only in the past few decades that people really started thinking about what games are, how they work, and how to make them better.Anatomy of Game Design takes some of the most popular and beloved games of all time and dissects them to see what makes them tick. By breaking down the systems and content of each game, the underlying systems of game design are laid bare.Eight games are analyzed â including Settlers of Catan; Centipede; Candy Crush Saga; Papers, Please; Magic: The Gathering; and more â each representing a different genre or era of game design. Each game is discussed in detail, using the same methods for each game. What are the verbs of the game that give the player agency? How do those verbs fit together to form a core loop that makes the game engaging? What are the systems that power the gameplay? What is the larger flow that makes the game interesting over
£35.14
CRC Press Game Audio Programming 2
Book SynopsisWelcome to the second volume of Game Audio Programming: Principles and Practices the first series of its kind dedicated to the art of game audio programming! This volume features more than 20 chapters containing advanced techniques from some of the top game audio programmers and sound designers in the industry. This book continues the tradition of collecting more knowledge and wisdom about game audio programming than any other volume in history.Both audio programming beginners and seasoned veterans will find content in this book that is valuable, with topics ranging from extreme low-level mixing to high-level game integration. Each chapter contains techniques that were used in games that have shipped, and there is a plethora of code samples and diagrams. There are chapters on threading, DSP implementation, advanced middleware techniques in FMOD Studio and Audiokinetic Wwise, ambiences, mixing, music, and more.This book has something for everyone who is programming audTable of ContentsChapter 1: Lifecycle of Game AudioChapter 2: A Rare Breed: The Audio ProgrammerSection 1: Low-Level TopicsChapter 3: Multithreading for Game AudioChapter 4: Designing a Channel-Agnostic Audio Engine Chapter 5: Audio ResamplingChapter 6: Introduction to DSP PrototypingChapter 7: Practical Applications of Simple FiltersSection 2: MiddlewareChapter 8: Advanced FMOD Studio TechniquesChapter 9: Understanding Wwise Virtual VoicesSection 3: Game IntegrationChapter 10: Distance-Delayed SoundsChapter 11: Designs for Ambiences in Open-World GamesChapter 12: Approximate Position of Ambient Sounds of Multiple SourcesChapter 13: Techniques for Improving Data-Drivability of Gameplay Audio CodeChapter 14: Data-Driven Sound Limitation SystemChapter 15: Realtime Audio MixingChapter 16: Using Orientation to Add Emphasis to a MixChapter 17: Obstruction, Occlusion, and PropagationChapter 18: Practical Approaches to Virtual AcousticsChapter 19: Implementing Volume SlidersSection 4: MusicChapter 20: Note-Based Music SystemsChapter 21: Synchronizing Action-Based Gameplay to Music
£42.74
Taylor & Francis Ltd Working with Sound
Book SynopsisWorking with Sound is an exploration of the ever-changing working practices of audio development in the era of hybrid collaboration in the games industry. Through learnings from the pre-pandemic remote and isolated worlds of audio work, sound designers, composers, and dialogue designers find themselves equipped uniquely to thrive in the hybrid, remote, and studio-based realms of today's fast-evolving working landscapes. With unique insights into navigating the worlds of isolation and collaboration, this book explores ways of thinking and working in this world, equipping the reader with inspiration to sustainably tackle the many stages of the development process. Working with Sound is an essential guide for professionals working in dynamic audio teams of all sizes, as well as the designers, producers, artists, animators, and programmers who collaborate closely with their colleagues working on game audio and sound.Trade Review'This is a much needed book and I can think of no one better or more appropriate than Rob Bridgett to have written it. Working with Sound is essential reading in its field for students, audio professionals and anyone with an interest in how sound creates narrative and emotional pictures in the mind. After all, as Bridgett reminds us, "sound is the invisible art department".'Seán Street, Emeritus Professor of Radio, Bournemouth University'Rob Bridgett’s book paints an amazingly detailed, broadly informed and inspiring vision of the future for anyone working with sound in the interactive world of entertainment…This outstanding book is an invaluable resource for both seasoned professionals and emerging sound designers and directors.'Wieslaw Woszczyk, Distinguished James McGill Professor, McGill University'While providing a wealth of practical tips and tricks, Bridgett looks beyond the day-to-day tasks and envisions a paradigm shift where audio becomes integral to game design and development. Acknowledging that this fundamental change needs to come from the inside, Bridgett suggests a plethora of strategies in Working with Sound that game audio practitioners can adopt to inspire and cultivate collaboration with other disciplines, leading to a future with more meaningful game audio.'Martin Stig Andersen, Composer, Audio Director (LIMBO, INSIDE, Control)Table of ContentsPart I: Introduction 1. Continual Change 2. Forever Changes Part II: Remote Revolutions 3. Working with Sound: The (Present) Future of Development 4. L-Levels 5. Live Reviews: Time to Listen 6. Diversity of Work 7. Integrated Audio and The Double Edged Sword of Audio Quality 8. Guerilla-Style Remote 9. The Pendulum Shift 10. The Evolving Role of Audio Leadership Part III: Understanding Sound Work: Cinematization 11. First-Principles: Genre and Style 12. Three Factors: Game Genre, Entertainment Genre, and Style 13. The Long Shadows of Cinema 14. Hollywood Sound Part IV: Understanding Creative Work 15. Sound Images: Ambiguity and Clarity 16. Sound Motifs 17. Ambiguity: Language in Collaboration 18. Designing a Game for Sound 19. Creative Techniques 20. Audio Tools 21. Quality 22. Emotional Parameters 23. Why we Might be Doing 66% Too Much Work 24. Long-Term Pillars for Audio Quality 25. Working with Future-Aware Structures 26. Working in a Post-Silo Era 27. Breaking Down the Walls: New Terrains 28. Social Sound Design 29. Haptic Design Part V: Spatial Work 30. Surround and Spatial Sound 31. First Wave Consumer Integration into Surround 32. IMAX 33. Ride Film: Shock and Awe 34. Pushing the Consumer Sound Envelope 35. Spatial Music 36. A Positive Future for Spatial Audio in Games 37. Off-Screen Sound in Games 38. Diegetic Devices: Music and Voice in Third-Person Listener Perspectives Part VI: Planning Sound Work 39. Time 40. Money 41. In The Loop Part VII: The Mix 42. Working with the Mix 43. Creative Principles 44. Techniques 45. Standards 46. Planning 47. Roles and Responsibilities 48. Outreach and Communication 49. Thinking Beyond the Technical 50. Plan to Mix 51. Tools, Techniques and Pipelines 52. Fresh Ears 53. Consistency 54. Dynamic Range Part VIII: The Continual Work of Sound 55. Good Enough - Isn’t 56. The Ubiquity of Entertainment
£31.34
Taylor & Francis Ltd Directing Game Animation
Book SynopsisThe best character animation has a strong creative intent, driving a compelling performance. With the addition of interactivity, game animation adds complexity to the craft of how best to balance art, design and technology to realize a character's performance. As a director, you are responsible for not only defining a vision for how those should balance but also being a leader, mentor and advocate for your team. But in a field of rapid iteration of ideas and techniques, that strong creative intent can be easily lost or sacrificed if not properly fostered and defined.Directing Game Animation: Building a Vision and a Team with Intent breaks down the process of creating an intentional animation vision that can be both unique and flexible. From defining the high-level experience to breaking down tech needs, projecting a team size and empowering everyone to work together, this book will help you to wrap your mind around a project's animation needs.Animation, l
£37.99
CRC Press Paper Time Machines
Book SynopsisJames Dunniganâs memorable phrase serves as the first part of a title for this book, where it seeks to be applicable not just to analog wargames, but also to board games exploring non-expressly military history, that is, to political, diplomatic, social, economic, or other forms of history. Donât board games about history, made predominantly out of (layered) paper, permit a kind of time travel powered by our imagination? Paper Time Machines: Critical Game Design and Historical Board Games is for those who consider this a largely rhetorical question; primarily for designers of historical board games, directed in its more practice-focused sections (Parts Two, Three, and Four) toward those just commencing their journeys through time and space and engaged in learning how to deconstruct and to construct paper time machines.More experienced designers may find something here for them, too, perhaps to refresh themselves or as an aid to instruction to mentees in whatever capacity. But it is also intended for practitioners of all levels of experience to find value in the surrounding historical contexts and theoretical debates pertinent to the creation of and the thinking around the making of historical board games (Parts One and Five). In addition, it is intended that the book might redirect some of the attention of the field of game studies, so preoccupied with digital games, toward this hitherto generally much neglected area of research.Key Features: Guides new designers through the process of historical board game design Encapsulates the observations and insights of numerous notable designers Deeply researched chapters on the history and current trajectory of the hobby Chapters on selected critical perspectives on the hobby
£42.74
Taylor & Francis Ltd VRay 5 for 3ds Max 2020
Book SynopsisRevitalize your architectural visualizations by bringing new levels of realism to your day and night interior scenes. This book features full-color, step-by-step tutorials to develop a firm understanding of the processes and techniques involved in creating jaw-dropping 3d visualizations for top marketing agencies.This second volume includes day and night lighting of an atrium scene using seasoned tools and techniques to deploy V-Ray 5 and 3ds Max 2020. It has never been quicker and easier to create the industry's top-of-the-range 3d marketing visuals.The book starts with an overview of the best techniques to approach clients via emails, calls, meetings, and social media. There are also key insights into the best practices of handling projects, pricing, contracts, invoices, pre-production, production, post-production, etc.The subsequent step takes users through the installation of V-Ray 5 and the process of accessing the V-Ray Material browseTable of ContentsPreface. Acknowledgments. Author. 1 Using Resource Files. 2 Creating Materials and Shaders in V-Ray 5. 3 Cameras and Lighting in V-Ray. 4 Rendering in V-Ray. 5 Tips and Tricks. 6 anima® from AXYZ design®. 7 Daylight Scene Pre-Production. 8 Scene, Camera and Lights. 9 Materials and Final Render. 10 Daylight Scene Post-Production. 11 Night Scene Pre-Production. 12 Night Scene Lighting/Rendering. 13 Night Scene Post-Production. 14 Verified Views for Planning Applications. Index.
£114.00
Taylor & Francis Ltd An Artistic Approach to Virtual Reality
Book SynopsisA special quality about the medium of virtual reality is its immersive nature, allowing users to disengage from the physical world around them in order to fully interact with a digital environment. An Artistic Approach to Virtual Reality traces the lineage of artist/technologists who have worked with virtual reality in its infancy to the interactive virtual work of contemporary artists such as Laurie Anderson.Interlaced within a survey of artists whose works fit in the boundary of the interactive virtual medium, this book teases out what qualifies as interactive virtual artworks. The authors discuss the theories behind basic mechanics required to enter the virtual reality space and investigate theories around visual and embodied conceptual space.Key Features: Explores theoretical and practical aspects of using virtual reality for artistic practice Includes examples and discussion of virtual reality artworks from award-winning artistsTable of ContentsDedication Author Biographies Preface Chapter One: Introduction Chapter Two: Early Predecessors Chapter 3: Artists Working in Virtual Reality pre-2010 Chapter Four: Mechanics, Input, and Output Chapter Five: Artist Gallery- Lawrence Lek, Mohsen Hazarati, Sandrine Deumier Chapter 6: The Visual Conceptual Space Chapter Seven: Artist Gallery- Ian Cheng, Matteo Zamagni, and Rebecca Allen Chapter Eight: Virtual Reality as a Medium Chapter Nine: Artist Gallery- Jacolby Satterwaite and Rachel Rossin Chapter Ten: The Embodied Conceptual Space Chapter Eleven: Artist Gallery - Lori Anderson and Hsin-Chien Huang Chapter Twelve: Output and Access of Artistic Virtual Reality Content Chapter Thirteen: Conclusion
£42.74
CRC Press Animation Craft
Book SynopsisThis book is for those who want to learn the craft or mechanics of animation, how to actually animate a scene from start to finish, or take their animation to the next level. Using over 600 examples, this book answers the questions about the craft of animation that are often not taught in schools or books.Each chapter contains step-by-step examples explaining the principles of animation and how to avoid common problems that occur when animating. This book also teaches you how to critique an animated scene objectively, rather than subjectively â then fix whatâs wrong with it.Animation Craft for 3D and 2D Animators will be a great resource for any beginner looking to learn the fundamentals of animation, or more experienced animators looking to hone their craft.
£50.34
CRC Press The Pocket Mentor for Video Game UX UI
Book SynopsisWant to work in UI/UX in the video games industry? Then this is the book for you. This book provides all the essential information and guidance you need to understand the industry and get your foot on the ladder.This book provides those both familiar and unfamiliar with the wonderful world of UX and UI in video games with a concise but informative breakdown of the disciplines. It discusses the different career paths and how the roleâs impact, responsibilities, and perceptions have evolved. This book covers everything, from the education youâll need to searching and applying for jobs, and the interview process. It also includes advice on what to do once youâre in the role, with chapters covering best practices for UI/UX, how to set goals for future career progression, and interviews with top tips from experts in the industry.This book will be of great interest to all aspiring game developers looking to work in UI/UX and beginners looking to grow their careers.
£29.99
Taylor & Francis Ltd The Game Narrative Toolbox
Book SynopsisLearn how to create compelling game storylines.Four experienced narrative designers from different genres of game development have banded together to create this all-inclusive guide on what it''s like to work as a writer and narrative designer in the video game industry. From concept to final testing, The Game Narrative Toolbox walks readers through what role a narrative designer plays on a development team and what the requirements are at every stage of development. Drawing on real experiences, authors Tobias Heussner, Toiya Kristen Finley, PhD, Ann Lemay, and Jennifer Brandes Hepler provide invaluable advice for writing compelling player-centered stories and effective dialogue trees to help readers make the switch from writing prose or screenplay to interactive.Thoroughly revised, the Second Edition includes updated content reflecting the industry's latest developments. In addition to revised and updated chapters, this new edition features tTable of ContentsChapter 01 What Is Narrative Design?Chapter 02 The ConceptChapter 03 WorldbuildingChapter 04 CharactersChapter 05 StoryChapter 06 Implementation and ProductionChapter 07 DialogueChapter 08 Cutscenes and CinematicsChapter 09 TroubleshootingChapter 10 Visual NovelsChapter 11 Storytelling in Open-World Games and Games-as-a-Service Conclusion References
£47.49
CRC Press Earmarked for Collision
Book SynopsisCollage art and film date back to the early 20th century (the earliest collages have roots in 12th-century Japan). It was rooted in the age of consumerism where artists addressed an array of political and social issues by creating a carefully crafted collision of pre-existing images and sounds to generate new meanings and commentaries on the surrounding world.Collage has also pushed the boundaries of animation, by incorporating other artistic forms (e.g., photography, live action, experimental cinema, literature, found sound) while exploring an array of social, cultural and political issues.In Earmarked for Collision, award-winning writer Chris Robinson (The Animation Pimp, Mad Eyed Misfits, Unsung Heroes of Animation) takes us on a tour of the history of collage animation, cataloguing the collage works of notable artists like Larry Jordan, Harry Smith, Stan Vanderbeek, Terry Gilliam, Janie Geiser, Martha Colburn, Lewis Klahr, Run Wrake, Lei Lei, Kelly Sears, Jodie Mack, and many, many others.
£18.99
Taylor & Francis Ltd Visual Citizenship
Book SynopsisThis book explores visual political engagement online how citizens participate in the dynamism of life in society by expressing their opinions and emotions on various issues of democratic life in image-based social media posts, independently of collective actions.Looking beyond large digital social movements to focus on the everyday, the book provides a well-documented and comprehensive framework of key notions, concrete methods and examples of empirical insights into everyday visual citizenship on social media. It shows how the visual has become ubiquitous in citizens' communication on social media, focusing on how citizens use visual content to express their emotions and opinions on social media platforms when they discuss politics in a large sense.With this book, every reader interested in political communication, visual communication and/or new media is fully equipped to analyse everyday visual citizenship on social media platforms.The Open Access version oTable of ContentsIntroductionPart I: ConceptsChapter 1. Everyday political expression as a citizenship practiceChapter 2. Citizenship, social media and visual culturesChapter 3. Personalised citizenshipChapter 4. Visual creativity and civic engagementChapter 5. Affective citizenshipPart II: MethodsChapter 6. Challenges to the validity of visual studiesChapter 7. Systemic functional approaches to visual contentChapter 8. Methodological standards for quantitative content analysis of social media postsChapter 9. Categories for visual content analysisChapter 10. Appraisal in text-image social media contentPart III: Empirical insightsChapter 11. The Brexit vote and its aftermath: quantitative resultsChapter 12. Opinions and emotions in text-image relationsChapter 13. Metaphoric judgement and creativity in the Brexit context
£128.25
Taylor & Francis Ltd The Complete Guide to Blender Graphics
Book SynopsisBlenderTM is a free Open-Source 3D Computer Modeling and Animation Suite incorporating Character Rigging, Particles, Real World Physics Simulation, Sculpting, Video Editing with Motion Tracking and 2D Animation within the 3D Environment.Blenderis FREE to download and use by anyone for anything.The Complete Guide to Blender Graphics: Computer Modeling and Animation, Eighth Edition is a unified manual describing the operation of the program, updated with reference to the Graphical User Interface for Blender Version 3.2.2, including additional material covering Blender Assets, Geometry Nodes, and Non-Linear Animation.Divided into a two-volume set, the book introduces the program's Graphical User Interface and shows how toTable of ContentsIntroduction. The Author. Preamble. CH01 Objects in the 3D View Editor. CH02 Editing & Add-Ons. CH03 Editing with Generate Modifiers. CH04 Editing with Deform Modifiers. CH05 Editing Using Curves. CH06 Material Assignment. CH07 Rendering. CH08 Animation. CH09 Constraints. CH10 Armatures & Character Rigging. CH11 Shape Keys & Action Editors. CH12 Particle Systems. CH13 Physics and Simulation. CH14 Dynamic Paint. CH15 Geometry Nodes. CH16 Drivers. Ch17 Non Linear Animation. CH18 Rigging – Rigify – Animbox. CH19 Blender Render Engines. Index.
£50.34
Taylor & Francis Ltd Traveling through Video Games
Book SynopsisThis book unlocks an understanding of video games as virtual travel. It explains how video game design increasingly takes cues from the promotional language of tourism, and how this connection raises issues of power and commodification.Bridging the disciplinary gap between game and tourism studies, the book offers a comprehensive account of touristic gazing in games such as The Legend of Zelda: Breath of the Wild, Minecraft, and Microsoft Flight Simulator 2020. Traveling through video games involves a mythological promise of open-ended opportunity, summarized in the slogan you can go there. Van Nuenen discusses the scale of game worlds, the elusive nature of freedom and control, and the pivotal role of work in creating a sense of belonging. The logic of tourism is fundamentally consumptivebut through design choices, players can also be invited to approach their travels more critically. This is the difference betTable of Contents1. Introduction 2. It’s All Under Control3. King of the Sandbox 4. Bigger on the Inside 5. You Can Stay Here 6. When Here Becomes There 7. Conclusion
£47.49
Taylor & Francis Ltd The Theory and Practice of Writing Music for
Book SynopsisThe nature of game music charges the modern-day composer with understanding a whole host of aesthetic and technical principles unique to the medium. Based on years of working in the field, as well as teaching the subject at colleges and universities, The Theory and Practice of Writing Music for Games is an invaluable resource for those looking for a classroom tested, directed course of study.As players and composers, themselves, authors Steve Horowitz and Scott R. Looney share the inspiration and joy of game music with an emphasis on critical thinking and the creative process, exploring the parallels and distinctions to concert music, film, TV, cartoons, and other popular forms.Each chapter builds on the next and guides the reader step by step through the essentials. Along with all the theory, a multitude of clearly defined hands-on projects and exercises are included, designed to prepare the reader to go out into the field with a complete undTable of ContentsChp. 01 The Adaptive Composer Chp. 02 Building Blocks Chp. 03 The Composer's Toolbox Chp. 04 Music As Information Chp. 05 Cinematic Transitions Chp. 06 Living in Limbo Chp. 07 Get In The Game, Applied Musical Concepts Chp. 08 Middleware Music concepts & The Technical Composer Chp. 09 Advanced Approaches Chp. 10 Lessons Earned Section II Assignment 01 Composer Report Assignment 02 Create the Music Section of a GDD (Game Design Document) Assignment 03 (A) Setting Up YourWork Space Assignment 03 (B) Welcome To The Screen Shot Challenge Assignment 04 Notation Exploration Assignment 05 Classic To Modernity, The Art of Translation Assignment 06 Composing For Cinematics Assignment 07 Defining Form Assignment 08 Welcome to the Limbo Challenge Assignment 09 Gameplay Music Analysis Assignment 10 Breakout! Assignment 11 THE MUSIC MAZE Assignment 12 Mood Board Assignment 13 DAY & NIGHT Assignment 14 Create A Technical Design Document (TDD) Assignment 15 Create a Website and Artists statement
£56.99