Digital animation Books

520 products


  • FORCE

    CRC Press FORCE

    1 in stock

    Book SynopsisBeginners and professionals have concerns about how to draw heads, hands and feet. This book has solutions for all artists interested in these subjects! Step by step instruction taught with clear and dynamic FORCE drawings will inspire you to study them and the written content to learn how to draw heads, hands and feet! These are the most challenging areas to draw in the human figure and now this book will make it easier. As an artist becomes more skilled, we discover the powerful value of adding focus to these elements in our drawings. So much of the expressive power of the human figure lies in these three small zones of the body.The FORCE Drawing Approach will guide you through the expressive power of FORCE in each area of the figure, present tips on form and anatomy per area AND how to combine these skills into compelling and appealing FORCE Shape Design!Get ready to be inspired by amazing drawings coupled with conversational and easy to read text, bundled in this unique process to draw heads, hands and feet! Have fun drawing!

    1 in stock

    £47.49

  • Race Gender and Deviance in Xbox Live

    Taylor & Francis Ltd Race Gender and Deviance in Xbox Live

    1 in stock

    Book SynopsisBy focusing on the experiences of users, gamers, and audiences inside one of the world's largest gaming communities (Xbox Live), this book provides an overview of the landscape, architecture, and socio-technical structure of console gaming. Building on previous research regarding race, gender, and technology, it provides a much-needed intersectional approach to virtual gaming communities. It draws from a wide breadth of disciplines and interviews with minoritized and marginalized users to offer an overview of the virtual oppressions these individuals navigate and resist.In this 10th Anniversary Edition, author Kishonna L. Gray introduces the audience to a perspective on console gaming environments called Multi-mediated Interactive Console Environments. This new chapter provides a necessary understanding of these dynamic digital communities, adding console games, which have been heretofore left out of conversations on gaming, to platform studies, and addressing troubling examp

    1 in stock

    £43.41

  • AlphaGo Simplified

    Taylor & Francis Ltd AlphaGo Simplified

    1 in stock

    Book SynopsisMay 11, 1997, was a watershed moment in the history of artificial intelligence (AI): the IBM supercomputer chess engine, Deep Blue, beat the world Chess champion, Garry Kasparov. It was the first time a machine had triumphed over a human player in a Chess tournament. Fast forward 19 years to May 9, 2016, DeepMind's AlphaGo beat the world Go champion Lee Sedol. AI again stole the spotlight and generated a media frenzy. This time, a new type of AI algorithm, namely machine learning (ML) was the driving force behind the game strategies.What exactly is ML? How is it related to AI? Why is deep learning (DL) so popular these days? This book explains how traditional rule-based AI and ML work and how they can be implemented in everyday games such as Last Coin Standing, Tic Tac Toe, or Connect Four. Game rules in these three games are easy to implement. As a result, readers will learn rule-based AI, deep reinforcement learning, and more importantly, how to combine the two to create po

    1 in stock

    £44.95

  • The Definitive Game Narrative Guide

    CRC Press The Definitive Game Narrative Guide

    1 in stock

    Book Synopsis

    1 in stock

    £49.99

  • Composing Music for Games

    Taylor & Francis Ltd Composing Music for Games

    1 in stock

    Book SynopsisComposing Music for Games  is a guidebook for launching and maintaining a successful career as a video game composer. It offers a pragmatic approach to learning, intensified through challenging project assignments and simulations. Author Chance Thomas begins with the foundation of scoring principles applicable to all media, and then progresses serially through core methodologies specific to video game music. This book offers a powerful blend of aesthetic, technique, technology and business, which are all necessary components for a successful career as a video game composer.Table of ContentsDedicationIntroductionPERSPECTIVEThe Language of Music ScoringPRINCIPLESChapter 1 - Timeless Principles of Music ScoringChapter 2 - Distinguishing Principles of Video Game Scoring Chapter 3 - Applied Principles in Music Design TECHNIQUESChapter 4 - Basic Music Scoring Techniques for GamesChapter 5 - Advanced Music Scoring Techniques for GamesPROCESSESChapter 6 - Music CompositionChapter 7 - Music ProductionChapter 8 - Music Implementation BUSINESSChapter 9 - Tuning Up for SuccessChapter 10 - Hunting and GatheringChapter 11 - Money MattersChapter 12 - Lifestyle ManagementEVOLUTIONChapter 13 - Disruptive InnovationChapter 14 - Contemporary VanguardsChapter 15 - Career PhilanthropyAPPENDAGESAcknowledgementsIndexAbout the Author

    1 in stock

    £50.34

  • Animation A World History

    Taylor & Francis Ltd Animation A World History

    1 in stock

    Book SynopsisA continuation of 1994's groundbreaking Cartoons, Giannalberto Bendazzi's Animation: A World History is the largest, deepest, most comprehensive text of its kind, based on the idea that animation is an art form that deserves its own place in scholarship. Bendazzi delves beyond just Disney, offering readers glimpses into the animation of Russia, Africa, Latin America, and other often-neglected areas and introducing over fifty previously undiscovered artists. Full of first-hand, never before investigated, and elsewhere unavailable information, Animation: A World History encompasses the history of animation production on every continent over the span of three centuries. Volume I traces the roots and predecessors of modern animation, the history behind Émile Cohl''s Fantasmagorie, and twenty years of silent animated films. Encompassing the formative years of the art form through its Golden Age, this book accounts for animation history through 1950 and Table of ContentsVol 1: FOUNDATIONS BEFORE FANTASMAGORIE THE SILENT PIONEERS SILENT AMERICA 1 SILENT AMERICA 2 SILENT EUROPE SILENT ASIA SILENT LATIN AMERICA SILENT AFRICA SILENT OCEANIA THE GOLDEN AGE AMERICA LAUGHS! EUROPE SOVIET UNION ASIA LATIN AMERICA AFRICA

    1 in stock

    £44.64

  • On Animation

    CRC Press On Animation

    1 in stock

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

    1 in stock

    £123.50

  • On Animation

    CRC Press On Animation

    1 in stock

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

    1 in stock

    £123.50

  • Photojournalism

    Taylor & Francis Ltd Photojournalism

    1 in stock

    Book SynopsisPhotojournalism: The Professionals' Approach is the definitive book on photojournalism, delivering a blend of insightful interviews with professionals, practical techniques, up-to-date coverage of equipment and camera technology, and high-impact photographs. Trade Review"The author crafted this book primarily by talking to and working with professional photojournalists, dedicated news photographers... The author covers a lot of ground, and in great depth, ranging from equipment to various types of photojournalism (sports, features, general news, etc.) to ethics and law. There’s a very interesting chapter on the history of photos in journalism. And the final chapter provides great advice about how to move from photography in general to photojournalism, including info on the value of a degree in photojournalism, internships, and freelancing (beginners should read this first)." - Peter Bauer, KelbyOneTable of Contents Assignment; Spot News; General News; Features; Portraits; Sports; Photo Editing; Camera Bag; Strobe; Covering the Issues 202; Photo Story; Audio for Video; Illustration; Ethics; Law; History; Turning Pro; Digital Darkroom History;

    1 in stock

    £61.99

  • Multimedia Foundations

    Taylor & Francis Ltd Multimedia Foundations

    1 in stock

    Book SynopsisWhether you are working using text, graphics, photography, sound, motion, or video, Multimedia Foundations covers the skills necessary to be an effective modern storyteller. Presented in full color with hundreds of vibrant illustrations, this book trains readers in the principles and skills common to all forms of digital media production, enabling the creation of successful, engaging content, no matter what tools are used. Chapters feature useful exercises to cement core concepts and help readers develop planning, collaboration, design, and production skills. This third edition has been fully updated and includes new and revised illustrations, updated coverage of digital asset management and media workflows, a completely rewritten chapter on coding for web and mobile media, and new sections on design thinking, inclusive design, color theory, photography composition, interview and B-roll acquisition techniques, and editing stages and postproduction workflows.Table of ContentsAcknowledgementsAbout the AuthorSection 1 Multimedia Foundations Chapter 1 Understanding Multimedia Chapter 2 Digital Content and File ManagementChapter 3 Project PlanningSection 2 Visual Communications Chapter 4 Elements of Visual Design Chapter 5 Principles of Visual Design Section 3 Static Media Chapter 6 Text Chapter 7 GraphicsChapter 8 PhotographySection 4 Time-Based Media Chapter 9 Digital Sound and Video RecordingChapter 10 Audio ProductionChapter 11 Video ProductionChapter 12 Non-Linear Editing Section 5 Interactive Media Chapter 13 User Interface Design By Qian Xu Chapter 14 Coding for Web and Mobile Media By Kelly Furnas Index

    1 in stock

    £68.39

  • Media Analytics

    Taylor & Francis Ltd Media Analytics

    1 in stock

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

    1 in stock

    £54.99

  • Isosurfaces

    Taylor & Francis Inc Isosurfaces

    1 in stock

    Book SynopsisEver since Lorensen and Cline published their paper on the Marching Cubes algorithm, isosurfaces have been a standard technique for the visualization of 3D volumetric data. Yet there is no book exclusively devoted to isosurfaces. Isosurfaces: Geometry, Topology, and Algorithms represents the first book to focus on basic algorithms for isosurface construction. It also gives a rigorous mathematical perspective on some of the algorithms and results.In color throughout, the book covers the Marching Cubes algorithm and variants, dual contouring algorithms, multilinear interpolation, multiresolution isosurface extraction, isosurfaces in four dimensions, interval volumes, and contour trees. It also describes data structures for faster isosurface extraction as well as methods for selecting significant isovalues. For designers of visualization software, the book presents an organized overview of the various algorithms associated with isosurfaces. Trade Review"Visualization has long needed a solid, standard and detailed text on the algorithmic aspects of isosurface construction and use. This text will become the standard entry point into this vast literature for at least the next decade, even for researchers already accustomed to working with isosurfaces. It belongs on every professional’s shelf."—Hamish Carr, University of Leeds"Isosurfaces are one of the most prevalent ways to visualize three-dimensional data. This wonderful book is the first that nicely summarizes the foundations as well as the state of the art on isosurfaces. Everyone, from the novice to the expert, will find something new and interesting in this book. This book's treatment of isosurfaces goes way beyond the surface, deep into the heart and soul of this rich topic situated in between the fields of graphics, visualization, and computational geometry."—Torsten Möller, University of Vienna (Universität Wien)"…well written, well illustrated, and extensively referenced."—Lyuba S. Alboul, Mathematical Reviews Clippings, January 2015Table of ContentsIntroduction. Marching Cubes and Variants. Dual Contouring. Multilinear Interpolation. Isosurface Patch Construction. Isosurface Generation in 4D. Interval Volumes. Data Structures. Multiresolution Tetrahedral Meshes. Multiresolution Polyhedral Meshes. Isovalues. Contour Trees. Appendices. Bibliography. Index.

    1 in stock

    £105.00

  • Pixel Art for Game Developers

    Apple Academic Press Inc. Pixel Art for Game Developers

    1 in stock

    Book SynopsisIs the art for your video game taking too long to create? Learning to create Pixel Art may be the answer to your development troubles. Uncover the secrets to creating stunning graphics with Pixel Art for Game Developers. The premier how-to book on Pixel Art and Pixel Art software, it focuses on the universal principles of the craft.The book provides an introduction to Pixel Art, its utility, foundational elements, and concepts such as light and shadow. It offers tutorials on creating animations and serves as a functional guide for the most common methodology in 2D game development.Gamers love the retro feel of Pixel Art, and lucky for you it is easy to create. You'll love the tiny file sizes that will reduce compile times and help your game run faster. Providing you with the skills to create the characters and environments needed for 2D games, this book will help you: Create tilesets to build game environments Understand lightTrade Review"Pixel Art and Pixel Art games are very popular and the technique is a great way for independent creators to create very good-looking games with limited resources. It’s frankly shocking that there hasn’t been a resource like this before ... a very timely book."—Chris Totten, George Mason University, Washington, DC, USA Table of ContentsWhy Pixel Art? Pixel Art: The Technology of Yesterday Today! Who Am I and Why Do I Know So Much about Pixel Art? Software: Set Up Your Working Environment. Making Pixel Art: Doing Lines. Coloring Inside the Lines. Drawing Secrets Revealed: It's All Smoke and Mirrors. Shading. Animating Pixels: The Shock and Horror of Being Flashed by a Pixel. Tiled Backgrounds. You're Doing It Wrong: Things to Avoid. Interviews with Game Developers. Resources.

    1 in stock

    £54.99

  • Game AI Pro 3

    Taylor & Francis Inc Game AI Pro 3

    1 in stock

    Book SynopsisGame AI Pro3: Collected Wisdom of Game AI Professionals presents state-of-the-art tips, tricks, and techniques drawn from developers of shipped commercial games as well as some of the best-known academics in the field. This book acts as a toolbox of proven techniques coupled with the newest advances in game AI. These techniques can be applied to almost any game and include topics such as behavior trees, utility theory, path planning, character behavior, and tactical reasoning. KEY FEATURES Contains 42 chapters from 50 of the game industry's top developers and researchers. Provides real-life case studies of game AI in published commercial games. Covers a wide range of AI in games, with topics applicable to almost any game. Includes downloadable demos and/or source code, available at http://www.gameaipro.com SECTION EDITORSNeil Kirby General Table of ContentsPart 1: General Wisdom: Contributed Chapters. Part 2: Architecture: Contributed Chapters. Part 3: Movement and Pathfinding: Contributed Chapters. Part 4: Strategy and Tactics: Contributed Chapters. Part 5: Agent Awareness and Knowledge Representation: Contributed Chapters. Part 6: Racing: Contributed Chapters. Part 7: Odds and Ends: Contributed Chapters

    1 in stock

    £72.99

  • Prepare to Board Creating Story and Characters

    Taylor & Francis Inc Prepare to Board Creating Story and Characters

    1 in stock

    Book SynopsisSuccessful storyboards and poignant characters have the power to make elusive thoughts and emotions tangible for audiences. Packed with illustrations that illuminate and a text that entertains and informs, Prepare to Board, 3rd edition presents the methods and techniques of animation master, Nancy Beiman, with a focus on pre-production, story development and character design. As one of the only storyboard titles on the market that explores the intersection of creative character design and storyboard development, the third edition is an invaluable resource for both beginner and intermediate artists. Key FeaturesAdapt key techniques, tips and tricks of experienced character designers and storyboard artists with 30 years of experience to your film, television and animation projects.Save time and money with workflow solutions and avoid common mistakes and problems with troubleshooting tips. Implement creative solutions for your owTable of ContentsChapter 1 First Catch Your Rabbit: Creating Concepts and Characters Chapter 2 How Storyboard Took Over the Movies (And Television)Live Action and Animation Boards Chapter 3 Putting Yourself into Your Work Chapter 4 Situation and Character Driven Stories Chapter 5 Treat ‘em rough: beginning character design and setting story rules Chapter 6 Appealing or Appalling? Developing your Characters Chapter 7 Working with Multiple Characters Chapter 8 Beauties and Beasts: Creating Character Contrasts in Design Chapter 9 Color and Design in Storytelling Chapter 10 Starting Story Sketch: Compose Yourself Chapter 11 Boarding Time: Getting with the Story Beat Chapter 12 Roughing It: Basic Staging Chapter 13 The Big Picture: Creating Story Sequences Chapter 14 Patterns in Time: Pacing Action on Rough Boards Chapter 15 Present Tense: Creating a Performance on Storyboards Chapter 16 Color My World: Art Direction and Storytelling Chapter 17 Show and Tell: Presenting Your Storyboards Chapter 18 Talking Pictures: Assembling a Leica, Story Reel or Animatic with a Scratch Track Chapter 19 Team Storyboard: Working on Group Projects Chapter 20 Maquette Simple: Modeling Characters in Three Dimensions Chapter 21 Building a Better Mouse: Creating Final Model Sheets Chapter 22 Screen and Screen Again: Preparing for Production Chapter 23 Appendices: Animated Interviews

    1 in stock

    £44.99

  • Audio Anecdotes II: Tools, Tips, and Techniques for Digital Audio

    Taylor & Francis Inc Audio Anecdotes II: Tools, Tips, and Techniques for Digital Audio

    1 in stock

    Book SynopsisThis collection of articles provides practical and relevant tools, tips, and techniques for those working in the digital audio field. Volume II, with contributions from experts in their fields, includes articles on: - Field recording - Synthesis - Signal processing - Spatialization - Computer techniques and tools - Music theory - Sound design - Sound in nature An enclosed CD-ROM provides demos, source code, and examples. Audio Anecdotes is an invaluable tool for anyone who uses digital sound in the creation of computer-generated works: - Musicians - Game developers - Sound producers, and othersTrade Review" "A superb reference, resource and research tool highly recommended for anyone applying digital sound to computer-created projects, including musicians, game developers, and software producers..." -Midwest Book Review, January 2005 "The wonderful thing about this book is that it contains well-written introductions to many subjects, including sound propagation, auditory scene analysis, audio file formats, and rate conversion, that otherwise might be found in magazines, on the Internet, or not at all." -Vladimir Botchev, Computing Reviews , December 2004 This book discusses creating, recording, processing, and analyzing many forms of sound and music... -E-Streams, September 2005"Table of Contents1. Field Recording 2. Synthesis 3. Signal Processing 4. Spatialization 5. Computer Techniques 6. Computer Tools 7. Music Theory 8. Sound Design 9. Nature

    1 in stock

    £105.00

  • COLLADA: Sailing the Gulf of 3D Digital Content

    Taylor & Francis Inc COLLADA: Sailing the Gulf of 3D Digital Content

    1 in stock

    Book SynopsisCOLLADA is a COLLAborative Design Activity for establishing an open standard Digital Asset schema for interactive 3D applications. This book explains in detail how to use the COLLADA technology in a project utilizing 3D assets, and ultimately how to create an effective content creation pipeline for the most complex development. Errata are posted at http://collada.org/mediawiki/index.php/COLLADA_book.Trade Review" book presents comprehensive and enlightening coverage of COLLADA from a practical perspective. NVIDIA is proud of the continuing collaboration on this project, and we look forward to seeing users fully utilize COLLADA to deploy next-generation 3D rendering content in future graphics applications."--Sebastien Domine, Director of Developer Technology Tools, NVIDIA Corporation, August 2006 compatible, reliable, and predictable communications between content creation applications in a tool chain has long been the dream of developers. At last there is a solution. The creators of COLLADA have come up with a schema, which is supported by Khronos, an independent standards body, that allows the applications to communicate in an open and efficient manner-an industry standard for 3D interchange is finally here." --Dr. Jon Peddie, President, Jon Peddie Research, August 2006 is redefining game development and promises, for once, to make it simpler and more fun to create 3D content. This authoritative book-detailed, engaging and written by the fathers of COLLADA-will enable game developers to better understand and benefit from this popular technology, so they can focus on creating bold new games instead of maintaining yet another proprietary file format." --Christian Laforte, President, Feeling Software, Inc., August 2006 book provides a first and comprehensive introduction to COLLADA, the digital asset exchange schema, which enables a standardized way for physics to be implemented into a variety of game development environments using a variety of creative tools. It will help the AGEIA mission of expanding the role of artists in the game development process through open physics standards." --Emmanuel Marquez Ageia, Worldwide Senior Producer, AGEIA Technologies, Inc., August 2006 "I highly recommend this book. If you are a programmer with a reasonable understanding of 3D graphics programming and/or authoring using 3D scene graphs, you will be able to learn the basics of Collada. If you are an experienced 3D toolmaker, Collada contains everything you need to get up and running to build your game, game engine or content pipeline tool. If you are a manager or decision maker, you get the added comfort of knowing that - finally - you just might be able to write that tool once and not over and over again." -Tony Parisi, Slashdot.org, December 2006 [The Authors] provide insight into the design of COLLADA so that readers can understand how design decisions were made and how this standard may evolve. The book will be useful to content developers interested in exchanging data between several tools, to application developers planning to use COLLADA, and to tool providers who want to add COLLADA compatibility. -Book News, December 2006 Jon Peddie gives us an interesting perspective on the games industry and the efforts being made to make asset exchange as easy as possible. --Jon Peddie, Hexus, September 2006 "COLLADA: SAILING THE GULF OF 3D DIGITAL CONTENT CREATION is for any game developer beyond the novice stage: it discusses the pros, cons, applications and future of a bold new technology for creating games, and comes from a joint industry effort focusing on effective 3D interaction in game developments. The Collada initiative surveys the history and especially the applications of the 3D industry tool, offering up a basic guide to the Collada 1.4 specifications and reviewing foundation concepts, tools, and applications and design. It's simply a must for any serious game developer." -California Bookwatch: The Computer Shelf, California Bookwatch, November 2006 book makes available the results of a joint industry effort, spearheaded by Sony Computer Entertainment, Inc., to create a standard for digital asset exchange that enables Playstation(R) 3 to bring more realistic content to life and into the home like never before." -Ken Kutaragi, President and CEO Sony Computer Entertainment -President and CEO Sony Computer Entertainment, August 2006 welcomes the publication of COLLADA: Sailing the Gulf of 3D Digital Content Creation, where the centerpiece of the digital asset tool chain for the 3D interactive industry is clearly explained and presented for the first time. Softimage is proud to have contributed to COLLADA since the beginning of its development, and to watch it grow into a powerful resource supported by the industry as a whole." --Gareth Morgan, Senior product manager for Softimage Co.,a subsidiary of Avid Technology, Inc., August 2006 COLLADA initiative is a demonstration of Sony's leadership and commitment to the games development industry. Autodesk is very supportive of this effort; it helps the games community become more productive as it tackles the requirements and opportunities of new generation consoles." --Marc Petit, VP Media & Entertainment, Autodesk, August 2006 book is an excellent first-hand account of the origins of COLLADA straight from the people that made it happen. These pages are much more then just an authoritative technical primer on enabling great content-they are also a glimpse into the passion and vision that bought COLLADA to life. The Khronos Group is honored to provide a good home to COLLADA-an open standard that is truly changing the 3D industry." -Neil Trevett, President, Khronos Group -President, Khronos Group, August 2006"Table of Contents1. Introduction to COLLADA 2. COLLADA Document 3. COLLADA Geometry 4. COLLADA Scenes 5. COLLADA Effects 6. COLLADA Animations 7. COLLADA Physics 8. COLLADA Content Pipeline

    1 in stock

    £66.99

  • Designing Sound for Animation

    CRC Press Designing Sound for Animation

    1 in stock

    Book SynopsisSound is just as crucial an aspect to your animation as your visuals. Whether you're looking to create a score, ambient noise, dialog, or a complete soundtrack, you'll need sound for your piece. This nuts-and-bolts guide to sound design for animation will explain the theory and workings behind sound for image and provide an overview of the systems and production path to help you create your soundtrack. Follow the sound design process along with animated shorts and learn how to use the tools and techniques of the trade. Enhance your piece and learn how to design sound for animation.

    1 in stock

    £49.99

  • 3D Animation Essentials

    John Wiley & Sons Inc 3D Animation Essentials

    Book SynopsisThe essential fundamentals of 3D animation for aspiring 3D artists 3D is everywhere--video games, movie and television special effects, mobile devices, etc. Many aspiring artists and animators have grown up with 3D and computers, and naturally gravitate to this field as their area of interest.Table of ContentsIntroduction xv Chapter 1 3D Animation Overview 1 Defining 3D Animation 1 Exploring the 3D Animation Industry 2 Entertainment 2 Scientific 4 Other 9 The History of 3D Animation 10 Early Computers 10 1960s: The Dawn of Computer Animation 11 1970s: The Building Blocks of 3D Animation 12 1980s: The Foundations of Modern Computing 14 1990s: 3D Animation Achieves Commercial Success 17 2000s: The Refining of 3D Animation 18 The Essentials and Beyond 19 Chapter 2 Getting to Know the Production Pipeline 21 Understanding the Production Pipeline’s Components 21 Working in 3D Animation Preproduction 22 Idea/Story 25 Script/Screenplay 27 Storyboard 28 Animatic/Pre-visualization 29 Design 30 Working in 3D Animation Production 33 Layout 34 Research and Development 36 Modeling 37 Texturing 39 Rigging/Setup 40 Animation 41 3D Visual Effects 41 Lighting/Rendering 42 Working in 3D Animation Postproduction 43 Compositing 44 2D Visual Effects/Motion Graphics 44 Color Correction 44 Final Output 45 Using Production Tools 45 Production Bible 46 Folder Management and Naming Conventions 52 The Essentials and Beyond 52 Chapter 3 Understanding Digital Imaging and Video 55 Understanding Digital Imaging 55 Pixels 55 Raster Graphics vs. Vector Graphics 58 Anti-Aliasing 59 Basic Graphic-File Formats 62 Channels 64 Color Depth or Bit Depth 66 Color Calibration 68 Understanding Digital Video 71 Resolution, Device Aspect Ratio, and Pixel Aspect Ratio 72 Safe Areas 74 Interlaced and Progressive Scanning 75 Compression 78 Frame Rate and Timecode 79 Digital Image Capture 80 The Essentials and Beyond 81 Chapter 4 Exploring Animation, Story, and Pre-visualization 83 Using Principles of Fine Art and Traditional Animation 83 Modeling 84 Texturing/Lighting 87 Character Animation 93 VFX 104 Building a Good Story 105 Story Arc 105 Character, Goal, and Conflict 106 The Hero’s Journey 110 Other Storytelling Principles 112 Using Pre-visualization Techniques 113 Basic Shot Framing 114 Camera Movements 126 Editing 130 The Essentials and Beyond 132 Chapter 5 Understanding Modeling and Texturing 135 Modeling 135 Polygons 136 NURBS 150 Subdivision Surfaces 153 Modeling Workflows 154 Texturing 158 UVs 160 Shaders 163 Texture Maps 167 Texturing Workflows 173 The Essentials and Beyond 174 Chapter 6 Rigging and Animation 177 Rigging 177 Parenting 179 Pivot Positions 180 Skeleton System 182 Forward and Inverse Kinematics 185 Deformers 186 Constraints 190 Scripting 191 Expressions 191 The Basic Rigging Workflow 192 Animation 193 Keyframe 196 Graph Editor 197 Timeline 202 Dope Sheet 202 Workspace 202 Tracking Marks and Ghosting 204 FK and IK 204 Video Reference 206 The Basic Animation Workflow 206 Animation Techniques 206 The Essentials and Beyond 210 Chapter 7 Understanding Visual Effects, Lighting, and Rendering 213 Creating Visual Effects 213 Particles 214 Hair and Fur 216 Fluids 218 Rigid Bodies 220 Soft Bodies 222 The Basic VFX Workflow 225 Lighting 225 Light Types 226 Light Attributes 230 Lighting Techniques 233 The Basic Lighting Workflow 236 Rendering 237 Basic Rendering Methods 237 Global Illumination 240 Advanced Shader Functions 243 The Basic Rendering Workflow 244 The Essentials and Beyond 246 Chapter 8 Hardware and Software Tools of the Trade 249 Choosing a Computer 250 Choosing a Computer Type 250 Understanding Operating Systems 252 Selecting the Components 255 Using Monitors/Displays 260 Working with Graphics Tablets 261 Using 3D Scanners 262 Setting Up Render Farms 264 Finding Data Storage Solutions 265 Local 266 Local Networked 266 Offsite 267 Cloud/Internet 267 Choosing Software 268 Comprehensive 3D Animation Packages 268 CAD 269 Compositing 269 Digital Imaging 270 3D Specialty 270 The Essentials and Beyond 272 Chapter 9 Industry Trends 275 Using Motion Capture 275 Marker Systems 276 Markerless Systems 277 Creating Stereoscopic 3D 278 Integrating Point-Cloud Data 281 Providing Real-Time Capabilities 282 Real-Time Rendering 284 Real-Time Animation 285 Real-Time Motion Performance 287 Working in Virtual Studios 288 The Essentials and Beyond 289 Appendix A Answers to Review Questions 291 Appendix B Gaining Insight into 3D Animation Education 299 Linda Sellheim 299 Larry Richman 303 Steve Kolbe 307 Appendix C Learning from Industry Pros 313 Brian Phillips 313 Jim Rivers 316 Rosie Server 321 Index 327

    £27.20

  • VRay 5 for 3ds Max 2020

    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.

    £46.99

  • The Book of Iron

    CYPI Press The Book of Iron

    Book Synopsis

    £21.24

  • Monsters from the Imagination: Best Creatures by

    £21.24

  • Adobe Creative Cloud Classroom in a Book

    Pearson Education (US) Adobe Creative Cloud Classroom in a Book

    15 in stock

    Book SynopsisJoseph Labrecque is a creative developer, designer, and educator with nearly two decades of experience creating expressive web, desktop, and mobile solutions. He joined the University of Colorado Boulder College of Media, Communication and Information as faculty with the Department of Advertising, Public Relations and Media Design in Autumn 2019. His teaching focuses on creative software, digital workflows, user interaction, and design principles and concepts. Before joining the faculty at CU Boulder, he was associated with the University of Denver as adjunct faculty and as a senior interactive software engineer, user interface developer, and digital media designer. Labrecque has authored a number of books and video course publications on design and development technologies, tools, and concepts through publishers which include LinkedIn Learning (Lynda.com), Peachpit Press, and Adobe. He has spoken at large design and technology conferences such as Adobe MAX aTable of ContentsGetting Started 1 Creative Cloud Desktop and Mobile Applications 2 Cloud-Based Photography with Lightroom 3 Raster Image Compositing with Photoshop 4 Designing Vector Graphics with Illustrator 5 Managing Page Layout with InDesign 6 Prototyping for Screens with Adobe XD 7 3d Rendering with Dimension 8 Producing Audio Content with Audition 9 Sequencing Video Content with Premiere Pro 10 Compositing Motion Graphics with After Effects 11 Animating Interactive Content with Animate Bonus Lesson 1 Fundamentals of Design with Adobe Express Bonus Lesson 2 Live Performance Capture with Character Animator

    15 in stock

    £44.09

  • Lulu.com Duik Bassel User Guide

    15 in stock

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

    15 in stock

    £19.00

  • 15 in stock

    £38.78

  • Anime and the Visual Novel

    McFarland and Company, Inc. Anime and the Visual Novel

    15 in stock

    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.

    15 in stock

    £20.89

  • Doceo Publishing Video Encoding by the Numbers

    15 in stock

    15 in stock

    £45.00

  • Doceo Publishing Learn to Produce Video with FFmpeg

    15 in stock

    15 in stock

    £36.88

  • Creative Media Partners, LLC Network Visualization Design Using Prefuse Visualization Toolkit

    15 in stock

    15 in stock

    £22.75

  • Creative Media Partners, LLC Network Visualization Design Using Prefuse Visualization Toolkit

    15 in stock

    15 in stock

    £14.09

  • The Routledge Companion to Video Game Studies

    Taylor & Francis Ltd The Routledge Companion to Video Game Studies

    15 in stock

    Book SynopsisA definitive guide to contemporary video game studies, this second edition has been fully revised and updated to address the ongoing theoretical and methodological development of game studies.Expertly compiled by well-known video game scholars Mark J. P. Wolf and Bernard Perron, the Companion includes comprehensive and interdisciplinary models and approaches for analyzing video games, new perspectives on video games both as an art form and cultural phenomenon, explorations of the technical and creative dimensions of video games, and accounts of the political, social, and cultural dynamics of video games. Brand new to this second edition are chapters examining topics such as preservation; augmented, mixed, and virtual reality; eSports; disability; diversity; and identity, as well as a new section that specifically examines the industrial aspects of video games including digital distribution, game labor, triple-A games, indie games, and globalization. Each essay providesTable of ContentsTECHNOLOGICAL ASPECTS 1. Artifact (Olli Sotamaa) 2. Artificial Intelligence (Robin Johnson) 3. Controllers (Sheila C. Murphy & Lefloïc-Lebel) 4. Emulation (Simon Dor) 5. Interface (Vincent Mauger) 6. Platforms (Bobby Schweizer) 7. Preservation (Judd Ruggill & Ken McAllister) 8. Resolution (Mark J. P. Wolf) INDUSTRIAL ASPECTS 9. Digital Distribution (Ashley P. Jones) 10. Free-to-Play (Jean Paul Simon) 11. Economy (Aphra Kerr) 12. Game Labor (Bjarke Liboriussen) 13. Globalization (Minako O’Hagan) 14. Indie Games (Paolo Ruffino) 15. Triple-A Games (Brendan Keogh) FORMAL ASPECTS 16. Art and Aesthetics (Grant Tavinor) 17. Augmented, Mixed, and Virtual Reality (Lei Chen) 18. Color (Simon Nidenthal) 19. Conventions (Bernard Perron) 20. Design (Richard Rouse III) 21. Dimensionality (John Sharp) 22. Levels (Martin Picard) 23. Perspective (John Sharp) 24. Sound (Mark Grimshaw-Aagaard) 25. Worlds (Mark J. P. Wolf) PLAYFULNESS ASPECTS 26. Casualness (Julia G. Raz) 27. Challenge (Robert Furze) 28. Cheating (Mia Consalvo) 29. Competition / Co-operation (Emma Witkowski) 30. Conflict (Marko Siitonen) 31. Interactivity (Lori Landay) 32. Ludology (Espen Aarseth) 33. Objectives (Louis-Martin Guay) 34. Players / Gamers (Frédérique Clément) 35. Repetition (Christopher Hanson) 36. Single-player / Multiplayer (Daniel Joseph & Lee Knuttila) GENERIC ASPECTS 37. Action (Dominic Arsenault) 38. Adventure (Clara Fernandez-Vara) 39. eSports (Zhouxiang Lu) 40. Role-playing (Andrew Burn) 41. Shooting (Gerald Voorhees) 42. Simulation (Seth Giddings) 43. Sports Games (Andrew Baerg) 44. Strategy (Simon Dor) CULTURAL ASPECTS 45. Convergence (Robert Alan Brookey & Charles Ecenbarger) 46. Culture (Frans Mäyrä) 47. Cut-scenes (Rune Kelvjer) 48. Death (Karin Wenz) 49. Education (Rick Ferdig & Enrico Gandolfi) 50. Media Ecology (Kevin Schut) 51. Player Practices (Ashley ML Guajardo) 52. Research (David Myers) 53. Retrogaming (Michael Thomasson) 54. Violence (Peter Krapp) SOCIOLOGICAL ASPECTS 55. Characters (Jessica Aldred) 56. Community (Carly Kocurek) 57. Disability (Sky LaRell Anderson) 58. Diversity (Sarah Stang) 59. Identity (Rosa Mikeal Martey) 60. Femininity (Stephanie C. Jennings) 61. Masculinity (Michael Z. Newman & John Vanderhoef) 62. Performance (Michael Nitsche) 63. Race (Anna Everett) 64. Sociology (Andras Lukacs) PHILOSOPHICAL ASPECTS 65. Cognition (Andreas Gregerson & Dooley Murphy) 66. Émergence (Joris Dormans) 67. Fiction (Grant Tavinor) 68. Ideology (Mark Hayse) 69. Immersion (Carl Therrien) 70. Meaning (Christopher Paul) 71. Ethics (Mark Hayse) 72. Narratology (Dominic Arsenault) 73. Ontology (Espen Aarseth) 74. Transcendence (Mark Hayse)

    15 in stock

    £215.00

  • Level Design

    CRC Press Level Design

    15 in stock

    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

    15 in stock

    £48.99

  • Game AI Uncovered

    Taylor & Francis Ltd Game AI Uncovered

    15 in stock

    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.

    15 in stock

    £44.99

  • Game AI Uncovered

    Taylor & Francis Ltd Game AI Uncovered

    15 in stock

    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.

    15 in stock

    £44.99

  • Game Design Deep Dive

    CRC Press Game Design Deep Dive

    15 in stock

    Book SynopsisIn Game Design Deep Dive: Trading and Collectible Card Games, game design analyst Joshua Bycer is back to discuss the deck-building genre, from the original success of Magic: The Gathering to todayâs market with online card games like Hearthstone and Gwent. The design and philosophy of deck builders and tabletop games can be and have been applied to many genres. Looks at the history of popular tabletop card games and collectible card games Discusses how to design and balance your game with low numbers Examines the application of card-based design in other genres Perfect for students and designers to learn about designing deck builders and card-based games.Table of ContentsPreface. Acknowledgments. Social Media: Social Media Contacts. Additional Books. 1 What Is the Goal of Game Design Deep Dive: Trading and Collectible Card Games? 2 The Major Names of TCGs. 3 What Is TCG Design? 4 The Arrival of CCGs. 5 How Monetization Works. 6 Designing Cards. 7 How TCGs/CCGs Influenced Game Design. 8 Balancing the Present and Future of Your Game. 9 The Work Outside the Game. 10 The TCG/CCG Market. 11 Conclusion. Glossary. Index.

    15 in stock

    £34.99

  • The Pocket Mentor for Animators

    Taylor & Francis Ltd The Pocket Mentor for Animators

    15 in stock

    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

    15 in stock

    £34.89

  • Game Audio Programming 2

    CRC Press Game Audio Programming 2

    15 in stock

    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

    15 in stock

    £44.99

  • Directing Game Animation

    Taylor & Francis Ltd Directing Game Animation

    15 in stock

    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

    15 in stock

    £39.99

  • Tabletop Game Accessibility

    Taylor & Francis Ltd Tabletop Game Accessibility

    15 in stock

    Book SynopsisThis foundational resource on the topic of tabletop game accessibility provides actionable guidelines on how to make games accessible for people with disabilities. This book contextualises this practical guidance within a philosophical framework of how the relatively abled can ethically address accessibility issues within game design.This book helps readers to build understanding and empathy across the various categories of accessibility. Chapters on each category introduce the science', outline the game mechanics and games that show exemplar problems, relate these to the real-world situations that every player may encounter, and then discuss how to create maximally accessible games with reference to the accessibility guidelines and specific games that show best-in-class' examples of solutions.This book will be of great interest to all professional tabletop and board game designers as well as digital game designers and designers of other physical products.

    15 in stock

    £44.99

  • Farming Simulator Modding with Blender

    Taylor & Francis Ltd Farming Simulator Modding with Blender

    15 in stock

    Book SynopsisThis is a comprehensive guide to creating and customizing mods for the popular video game Farming Simulator within Blender. This book covers all aspects needed to create your own vehicle mods from start to finish.The book begins with a basic introduction in Blender before showing you how to prepare your hierarchy and set up pivots. You'll then learn to create physics components and how to set up your ModDesc and Vehicle XML files. The book then covers all you need to know about implementing vehicle functions before applying LOD meshes ahead of testing and finally publishing your mod on the official GIANTS ModHub.This book will appeal to all Farming Simulator modders, as well as those looking to learn game development concepts within Blender.

    15 in stock

    £36.99

  • Blender 2D Animation

    Taylor & Francis Ltd Blender 2D Animation

    15 in stock

    Book SynopsisBlender 2D Animation: The Complete Guide to the Grease Pencil, Second Edition describes how to access the Grease Pencil component in Blender and create 2D animation within the Blender 3D environment. It is assumed that the reader has no previous knowledge of the Blender program and treats 2D animation using the Grease Pencil as a standalone application. Grease Pencil is a component of the 3D modeling and animation program, Blender. Blender is a free, open-source, 3D, computer graphics, software toolset used for creating animated films, visual effects, art, 3D printed models, motion graphics, interactive 3D applications, virtual reality and computer games.Key Features A comprehensive beginner''s guide to the Grease Pencil component of Blender facets of operation is explained in short concise chapters with cross references. Written instruction is accompanied by diagram illustrations in reference to the program''s Graphical User Interface. The

    15 in stock

    £58.99

  • Costume Design for Video Games

    CRC Press Costume Design for Video Games

    15 in stock

    Book SynopsisCostume Design for Video Games: An Exploration of Historical and Fantastical Skins explores the rich and colorful history of fashion throughout the ages. Each page goes into detail concerning the social significance of Iconic period pieces. From the real and the imagined, Costume Design for Video Games highlights the development of costumes and characters that pertain to plots, scenarios, and visionary goals, while also exploring silhouettes and the aesthetics of various eras. This survey of costume design for the video game market includes an exploration of the aesthetics of historical, fantasy, and futuristic influences. Not only does the text help in illustrating an assortment of styles, but Sandy Appleoff Lyons also helps to facilitate creative problem-solving as it applies to costume design and the design principles applied. This is uniquely done through a reader project, which in turn builds and implements research skills and the creation of authentic designs.Key Features: This book is not about replicating what already exists; it gives the reader the tools needed in order to understand the design principles and how to apply them to costumes. Through the comprehensive understanding of history, fashion, costumes, and cultural impacts, the readers will be able to expand their creativity and knowledge to help increase the narrative subtext and the stories of costumed figures. Readers are given tools for creative problem-solving to create authentic, original costumes. Text includes a glossary and sidebars covering materials rendering, color history, design principles, and meaning. Key terms and style sheets with layout training and cited historical examples help ground the reader with strong visuals. Table of ContentsAcknowledgmentsIntroductionEditorContributors1 Pipeline Costumes for GamesGavin Rich2 Style SheetsSandy Appleoff Lyons3 Thoughts on Character DesignLou Police4 DesignSandy Appleoff Lyons5 Immortals and the Creative ProcessSandy Appleoff Lyons6 DrapingSandy Appleoff Lyons7 ResearchSandy Appleoff Lyons and Jennifer Martinez Wormser8 Translation into 3DSandy Appleoff Lyons, Jaime Stagg, and Anna Sakoi9 Egypt and Mesopotamia (3000–600 BC)Sandy Appleoff Lyons10 Minoan and Greek (2900–300 BC)Sandy Appleoff Lyons11 Etruscan and Roman (800 BC–AD 400)Sandy Appleoff Lyons12 Byzantine/Early Medieval (AD 300–1300)Sandy Appleoff Lyons13 Late Middle Ages (AD 1300–1500)Sandy Appleoff Lyons14 Italian Renaissance (1400–1600)Sandy Appleoff Lyons15 Northern Renaissance (AD 1500–1600)Sandy Appleoff LyonsIndex

    15 in stock

    £46.99

  • ANIMATION RENAISSANCE

    TAYLOR & FRANCIS ANIMATION RENAISSANCE

    15 in stock

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

    15 in stock

    £53.99

  • Taylor & Francis Ltd Educational Game Design Fundamentals

    15 in stock

    Book SynopsisCan we learn through play? Can we really play while learning?Of course! But how?!We all learn and educate others in our own unique ways. Successful educational games adapt to the particular learning needs of their players and facilitate the learning objectives of their designers. Educational Game Design Fundamentals embarks on a journey to explore the necessary aspects to create games that are both fun and help players learn. This book examines the art of educational game design through various perspectives and presents real examples that will help readers make more informed decisions when creating their own games. In this way, readers can have a better idea of how to prepare for and organize the design of their educational games, as well as evaluate their ideas through several prisms, such as feasibility or learning and intrinsic values.Everybody can become education game designers, no matter what their technical, artistic or pedagogic backgrounds. This Trade Review"The book is essential for game and learning designers alike as it blends learning principles, strategies and models with game elements, mechanics and dynamics in intuitive ways for achieving a balance between learning and fun while the player is striving to discover a meaningful purpose through playing."-Petros Lameras, Senior Lecturer and Researcher in Serious Games at Coventry University, UK."In his breathtaking book Educational Game Design Fundamentals, George Kalmpourtzis not simply presents a comprehensive how-to guide to designing and building world-class educational experiences, but rather weaves together a culmination of lessons and insights- both from years working within the industry to talking to some of the best and brightest minds pushing the frontiers on how humans continue to evolve and learn. This is a must read for anybody interested in taking part in one of the most exciting ventures of human ingenuity and evolution to date; one that stands to fundamentally change the nature of what it means to be a human being alive at the dawn of the 3rd millennium."- Ryan Gerber, User Experience Designer, Vive Virtual Reality"The book is essential for game and learning designers alike as it blends learning principles, strategies and models with game elements, mechanics and dynamics in intuitive ways for achieving a balance between learning and fun while the player is striving to discover a meaningful purpose through playing."-Petros Lameras, Senior Lecturer and Researcher in Serious Games at Coventry University, UK."In his breathtaking book Educational Game Design Fundamentals, George Kalmpourtzis not simply presents a comprehensive how-to guide to designing and building world-class educational experiences, but rather weaves together a culmination of lessons and insights- both from years working within the industry to talking to some of the best and brightest minds pushing the frontiers on how humans continue to evolve and learn. This is a must read for anybody interested in taking part in one of the most exciting ventures of human ingenuity and evolution to date; one that stands to fundamentally change the nature of what it means to be a human being alive at the dawn of the 3rd millennium."- Ryan Gerber, User Experience Designer, Vive Virtual RealityTable of ContentsSection I - Educational game design essentials. Ch 1. Designing learning experiences. Ch 2 The magic powers of the game designer. Ch 3 Pedagogy and Games. Section II -Let's make a Game! Ch 4 IThe Game Core. Ch 5 Where to Start. Ch 6 Let's Make a Game!. Ch 7 A closer look at game mechanics. Ch 8. Games as reflection tools. Ch 9 IKnowing Your Audience. Ch 10. The dynamics of single player and multiplayer games. Ch 11 Storytelling. Section III - Level Up!.Ch 12 12. Games as systems of information, Ch 13 13. Game aesthetics. Ch 14 14. Game testing and feedback. Ch 15 Game Over

    15 in stock

    £49.39

  • Composition for the 21st 12 Century 2 Volume set

    Taylor & Francis Ltd Composition for the 21st 12 Century 2 Volume set

    15 in stock

    Book SynopsisThis book is about composition and its application in animation, illustration, games and film. It covers all various aspects of design and explains in detail the use of the specific aspect and provides examples of its impact. Focus is on the ability of each aspect to tell a story and how it affects story. Additionally case studies are included that explain the successful use of those aspects in film and animation. The book is geared to students and professionals, however tries to be as simple as possible in the presentation of each aspect, but also complex in its case studies. The book's goal is to see composition as a technical part of image and film and as an artistic tool. Key FeaturesTeaches the complexity of composition in image making.Closes the gap between praxis and theory in animation.Explains why certain images have a high quality and how to use the whoy in one''s personal artistic work on a daily basis.

    15 in stock

    £99.75

  • Lulu.com The YouTube Blueprint

    15 in stock

    15 in stock

    £11.07

  • Lulu.com Flipbook Javelin Throwing

    15 in stock

    15 in stock

    £14.58

  • Essential Mathematics for Games and Interactive

    Apple Academic Press Inc. Essential Mathematics for Games and Interactive

    15 in stock

    Book SynopsisExpert Guidance on the Math Needed for 3D Game ProgrammingDeveloped from the authors' popular Game Developers Conference (GDC) tutorial, Essential Mathematics for Games and Interactive Applications, Third Edition illustrates the importance of mathematics in 3D programming. It shows you how to properly animate, simulate, and render scenes and discusses the mathematics behind the processes.New to the Third EditionCompletely revised to fix errors and make the content flow better, this third edition reflects the increased use of shader graphics pipelines, such as in DirectX 11, OpenGL ES (GLES), and the OpenGL Core Profile. It also updates the material on real-time graphics with coverage of more realistic materials and lighting.The Foundation for Successful 3D ProgrammingThe book covers the low-level mathematical and geometric representations and algorithms that are the core of any game engine. It also explores all thTrade ReviewPraise for Previous Editions:"It’s the book with all the math you need for games."—Neil Kirby, Researcher, Alcatel-Lucent"Even though I’ve worked with these systems for years, this book showed me new ways of looking at several topics that make them easier to remember and use. For someone new to 3D programming, it is extremely useful—it gives them a solid background in pretty much every area they need to understand."—Peter Lipson, Toys for Bob, Inc.Table of ContentsRepresenting Real Numbers. Vectors and Points. Linear Transformations and Matrices. Affine Transformations. Orientation Representation. Interpolation. Viewing and Projection. Geometry and Programmable Shading. Lighting. Rasterization. Random Numbers. Intersection Testing. Rigid-Body Dynamics.

    15 in stock

    £105.00

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