Digital animation Books

520 products


  • Minecraft Epic Inventions

    Penguin Young Readers Minecraft Epic Inventions

    10 in stock

    Book SynopsisTwelve mind-blowing Minecraft builds to spark your imagination.Epic Inventions contains twelve incredible builds to inspire you to construct the most inventive builds in Minecraft. There's an intergalactic space station, an ancient temple, a kawaii waterways course, a giant meeple bedroom, an animal sanctuary, plus many more. Each build is presented to you by its builder—a construction expert eager to share their tips with you. As well as learning how to choose blocks and construct amazing builds, you'll also learn some excellent pro builder tips like how to terraform the landscape.

    10 in stock

    £15.29

  • Learn Adobe After Effects CC for Visual Effects

    Pearson Education (US) Learn Adobe After Effects CC for Visual Effects

    3 in stock

    Book SynopsisJoe Dockery has taught for 27 years in the Snoqualmie Valley School District (WA) and currently leads the Digital Media Academy at Mount Si High School. His work has earned him numerous teaching awards from Washington State, the International Society for Technology in Education, and other groups. Joe is an Adobe Education Leader (AEL) and is ACA certified. Conrad Chavez (book author) is an author and photographer with over two decades of experience with Adobe digital media workflows. During his time at Adobe Systems Inc., Conrad helped write the user guide for Adobe After Effects. He is the author or co-author of several titles in the Real World Adobe Photoshop and Adobe Classroom in a Book series, and he writes articles for websites such as CreativePro.com and Peachpit.com. Visit his web site at conradchavez.com.Table of Contents Chapter 1: Introducing Adobe After Effects Chapter 2: Understanding Basic Transformations Chapter 3: Saving Time with Animation Presets Chapter 4: Trimming, Tracking, and Time Remapping Chapter 5: Compositing by Keying and Masking Chapter 6: Creating Puppet Animations and 3D Layers Chapter 7: Working in the Visual Effects Industry

    3 in stock

    £47.49

  • Minecraft Guide to Redstone Updated

    Random House USA Inc Minecraft Guide to Redstone Updated

    2 in stock

    Book SynopsisThis classic Minecraft game guide is now completely revamped with 100% new information for the latest version of the game! Discover all the insider tips and tricks in this definitive, fully illustrated guide to creating with redstone in Minecraft.Learn the art of redstone and become a master engineer with Minecraft: Guide to Redstone, and put theory into practice to construct intricate contraptions in Minecraft.Pick up the basics of the redstone components and their uses, discover how to make working circuits, and create incredibly complex builds using your new skills, taught by game-creator Mojang.

    2 in stock

    £12.34

  • Minecraft BiteSize Builds

    Random House USA Inc Minecraft BiteSize Builds

    3 in stock

    Book SynopsisDiscover new and exciting Minecraft builds made easy, broken down into manageable pieces—written in official partnership with the experts at game-creator Mojang.Learn how to design, build and customize 20 mini-projects in Minecraft, from firefighter planes and deep-sea submarines to hidden bunkers and mini arcade games. There's even a superhero flying school! Each build is accompanied by exploded views and step-by-step, fully-illustrated guides and detailed instructions to show you how to complete each build from start to finish. Informative text will help you with your construction understanding and encourage you to use your new knowledge to create your very own builds.

    3 in stock

    £12.34

  • Minecraft Amazing BiteSize Builds Over 20 Awesome

    Random House USA Inc Minecraft Amazing BiteSize Builds Over 20 Awesome

    3 in stock

    Book SynopsisLearn how to design, build and customize 20 mini-projects in Minecraft, from firefighter planes and deep-sea submarines to hidden bunkers and arcade games. There’s even a superhero flying school! With detailed instructions, block hacks and build tips, this book will teach you new tricks and help you practice old skills as you create bite-size builds to impress your friends in Minecraft.

    3 in stock

    £12.34

  • Minecraft Mega BiteSize Builds Over 20 Incredible

    Random House Worlds Minecraft Mega BiteSize Builds Over 20 Incredible

    3 in stock

    Book Synopsis

    3 in stock

    £12.64

  • Special Effects

    Columbia University Press Special Effects

    2 in stock

    Book SynopsisMoving from an exploration of 19th century popular science and magic to Hollywood science fiction cinema of our time, this text examines the history, advancements and connoisseurship of special effects.Trade ReviewIt is something of a cliche to think of special effects as 'movie magic,' but Pierson helps us to understand the substance behind that cliche, tracing our current fascination with computer-generated imagery back to discourses about magic and popular science in the late nineteenth century. Much as these earlier magicians helped to excite public interest and shape popular perceptions of emerging technologies, Pierson shows how CGI has become one of the most visible aspects of the digital revolution and how effects-laden films have often sought to examine their own precarious position somewhere between simulation and reality. -- Henry Jenkins, Director, Comparative Media Studies Program, MIT author of Textual Poachers: Television Fans and Participator Intriguing... This is not a 'nuts and bolts'history of onscreen magic, but a specific analysis of the 'cultural reception'that visual effects have enjoyed throughout the history of cinema. American Cinematographer [A] ground-breaking book... Pierson's journey through the history of special effects offers us an important new perspective which has previously been left out of cinema-related academia and formal criticism. -- John McGowan-Hartmann Senses of CinemaTable of ContentsIntroduction: Special Effects and the Popular Media 1. Magic, Science, Art: Before Cinema Natural Magic Science Fictions Scientific American Millenial Magic 2. From Cult-classicism to Techno-futurism: Converging on Wired magazine The Limits of Convergence Photon and Stop-motion animation Corporate-futurism/Techno-futurism Home-production 3. The Wonder Years and Beyond: 1989-1995 On Genre Reinventing the Cinema of Attractions Digital Artifacts Retro-future/Retro-vision 4. Crafting a Future for CGI The Case of Editing Disaster Strikes An Aesthetics of Scarcity The Public Life of Numbers Conclusion: The Transnational Matrix of SF Notes Bibliography Index

    2 in stock

    £25.20

  • The Art of Game Design

    Taylor & Francis Ltd The Art of Game Design

    7 in stock

    Book SynopsisThe Art of Game Design guides you through the design process step-by-step, helping you to develop new and innovative games that will be played again and again. It explains the fundamental principles of game design and demonstrates how tactics used in classic board, card and athletic games also work in top-quality video games.Good game design happens when you view your game from as many perspectives as possible, and award-winning author Jesse Schell presents over 100 sets of questions to ask yourself as you build, play and change your game until you finalise your design.This latest third edition includes examples from new VR and AR platforms as well as from modern games such as Uncharted 4 and The Last of Us, Free to Play games, hybrid games, transformational games, and more.Whatever your role in video game development an understanding of the principles of game design will make you better at what you do. For over 10 years this book has provided iTable of ContentsCh 1 In the Beginning, There Is the Designer. Ch 2 The Designer Creates an Experience. Ch 3 The Experience Takes Place in a Venue. Ch 4 The Experience Rises Out of a Game. Ch 5 The Game Consists of Elements. Ch 6 Ch 7 The Elements Support a Theme. Ch 8 The Game Begins with an Idea. Ch 9 The Game Improves through Iteration. Ch 10 The Game Is Made for a Player. Ch 11 The Experience Is in the Player’s Mind. Ch 12 The Player’s Mind Is Driven by the Player’s Motivation. Ch 13 Some Elements Are Game Mechanics. Ch 14 Game Mechanics Must Be in Balance. Ch 15 Game Mechanics Support Puzzles. Ch 16 Players Play Games through an Interface. Ch 17 Experiences Can Be Judged by Their Interest Curves. Ch 18 One Kind of Experience Is the Story. Ch 19 Story and Game Structures Can Be Artfully Merged with Indirect Control. Ch 20 Stories and Games Take Place in Worlds. Ch 21 Worlds Contain Characters. Ch 22 Worlds Contain Spaces. Ch 23 The Look and Feel of a World Is Defined by Its Aesthetics. Ch 24 Some Games Are Played with Other Players. Ch 25 Other Players Sometimes Form Communities. Ch 26 The Designer Usually Works with a Team. Ch 27 The Team Sometimes Communicates through Documents. Ch 28 Good Games Are Created through Playtesting. Ch 29 The Team Builds a Game with Technology. Ch 30 Your Game Will Probably Have a Client. Ch 31 The Designer Gives the Client a Pitch. Ch 32 The Designer and Client Want the Game to Make a Profit. Games Ch 33 Transform Their Players. Designers Have Certain Responsibilities. Ch 34 Each Designer Has a Purpose.

    7 in stock

    £54.99

  • Stop Motion Craft Skills for Model Animation

    Taylor & Francis Ltd Stop Motion Craft Skills for Model Animation

    1 in stock

    Book SynopsisStop motion animation is a challenging and time-consuming skill that requires patience, adaptability, and a close eye to detail. Stop Motion: Craft Skills for Model Animation, 3rd Edition is the essential guide to help stop motion animators overcome these challenges of this highly-skilled craft. Author Susannah Shaw provides a step-by-step guide to creating successful stop motioin films. Starting with some basic exercises, the reader will learn about developing a story, making models, creating sets and props, the mechanics of movements, filming postproduction, and how to set about finding that first elusive job in a modern studio. Key Features Interviews with current stars, step-by-step examples, coverage of Rapid Prototyping and Dragonframe Software Table of ContentsChapter 1Playing GodChapter 2Getting EquippedChapter 3Getting AnimatedChapter 4Keep it Simple - Developing your StoryChapter 5Coat-hangersdor Armatures - making your own modelChapter 6Advanced ModelmakingChapter 7Four walls and a sky - Sets and propsChapter 8Sound Advice - The voice trackChapter 9The mechanics of movementChapter 10The performanceChapter 11Under the lensChapter 12Post-prodcutionChapter 13Getting the job - The business of animation

    1 in stock

    £35.99

  • Game Balance

    Taylor & Francis Inc Game Balance

    1 in stock

    Book SynopsisWithin the field of game design, game balance can best be described as a black art. It is the process by which game designers make a game simultaneously fair for players while providing them just the right amount of difficulty to be both exciting and challenging without making the game entirely predictable. This involves a combination of mathematics, psychology, and occasionally other fields such as economics and game theory. Game Balance offers readers a dynamic look into game design and player theory. Throughout the book, relevant topics on the use of spreadsheet programs will be included in each chapter. This book therefore doubles as a useful reference on Microsoft Excel, Google Spreadsheets, and other spreadsheet programs and their uses for game designers.FEATURES The first and only book to explore game balance as a topic in depth Topics range from intermediate to advanced, while written in an accessible style that dTable of ContentsForeword. Preface. Kinds of Balance. Critical Vocabulary. Numeric Relationships. Economic Systems. Trading Systems. Transitive Mechanics and Cost Curves. Probability and Randomness (Dice). Probability and Dice (Cards). Managing Luck and Skill. Human Intuition. Pseudorandom Numbers. Infinite Probabilites. Situational Balance. Progression in PvE Games. Progression in PvP Games. Statistics. Analytics. Metagame Systems. Intransitive Mechanics and Payoff Matrices. Beyond Balance.

    1 in stock

    £49.99

  • Art of Pixar 25th Anniv

    Chronicle Books Art of Pixar 25th Anniv

    1 in stock

    Book SynopsisOver the past 25 years, Pixar''s team of artists, writers, and directors have shaped the world of contemporary animation with their feature films and shorts. From classics such as Toy Story and A Bug''s Life to recent masterpieces such as Up, Toy Story 3, and Cars 2, this comprehensive collection offers a behind-the-scenes tour of every Pixar film to date. Featuring a foreword by Chief Creative Officer John Lasseter, the complete color scripts for every film published in full for the first time as well as stunning visual development art, The Art of Pixar is a treasure trove of rare artwork and an essential addition to the library of animation fans and Pixar enthusiasts.

    1 in stock

    £28.00

  • FrameByFrame Stop Motion

    CRC Press FrameByFrame Stop Motion

    15 in stock

    Book SynopsisSingle frame filmmaking has been around as long as film itself. It is the ancestor to modern day special effects and animation. Despite its age-old practice, single frame film making and stop-motion animation continues to influence media and culture with its magic. Current advances in technology and classic stop motion techniques, such as pixilation, time-lapse photography, and down shooting have combined to form exciting new approaches. Tom Gasekâs Frame-By-Frame Stop Motion offers hands-on experience and various tricks, tips, and exercises to help strengthen skills and produce effective results. Interviews from experts in the field offer not only inspiration but also help readers learn how to apply skills and new applications. The companion website offers further instruction, recommended films, tools and resources for both the novice and the expert.

    15 in stock

    £47.49

  • The Focal Easy Guide to Combustion 4

    CRC Press The Focal Easy Guide to Combustion 4

    Out of stock

    Book SynopsisSoftware programs are complex, the books that explain them shouldn''t be. This thoroughly illustrated, full-color guide explains everything you need to know to get up and running quickly with Combustion. Get a jump-start learning the major features or the software without bogging you down with unnecessary detail.The author shares his professional insight and extensive training experience to ensure you''ll get the most out of all the professional paint, animation, editing and 3D compositing tools Combustion offers. Also featured are many workflow tips which show how to tap into the full power of Combustion 4 in your effects and motion graphics work.For useful tips and tutorials, visit the book''s companion site at http://www.focalpress.com/cw/davis-9780240520100/Trade Review"...there isn't anything he has left out in this small but powerful, full-color, 340 page guide -- a remarkable accomplishment in a book with a list price of US $25.00. This book can help motion graphics artists, broadcast designers, 3D animators, web artists, compositors and visual effects artists working for video and film based productions...I highly recommend The Focal Easy Guide to Discreet combustion 3 by Gary M. Davis without reservation.." - Jack Pfeiffer, Creative Cow "Davis is a veteran of the computer graphics industry and that certainly shines through with this exceptional gem of a book...With its easy-to-follow tutorials and clear, concise layout, you'll find everything you need to get started, and in comparison to the other literary training aids that are available for Combustion, this offering certainly ranks top of the tree." - 3D World"Davis is a veteran of the computer graphics industry and that certainly shines through with this exceptional gem of a book...With its easy-to-follow tutorials and clear, concise layout, you'll find everything you need to get started, and in comparison to the other literary training aids that are available for Combustion, this offering certainly ranks top of the tree." - 3D World"The Focal Easy Guide to Discreet combustion 3 For New Users and Professionals is a great introductory book that covers the key areas of combustion 3 and will get most users up to speed on the power inside this application. At only $24.95 I give this book a Strong Buy Recommendation." - Stephen Schleicher, Digital Media Net "The Focal Easy Guide to Discreet combustion 3 For New Users and Professionals is one of those books that is not only a great tutorial, but also an easy book to pick up and thumb through to find a quick explanation on a particular topic." - AV VideoTable of ContentsChapter 1: Preferences, UI, and Key Terms; Chapter 2: Workflow Basics, Footage, and Viewports; Chapter 3: Paint and Text Operators; Chapter 4: Compositing in 2D and 3D; Chapter 5: The Schematic View (Go with the Flow); Chapter 6: Selections and Masks; Chapter 7: Working with Color; Chapter 8: Keying; Chapter 9: The Tracker; Chapter 10: Animation and the Timeline; Chapter 11: A/V Editing; Chapter 12: Expressions; Chapter 13: Integrated Particle System; Chapter 14: Rendering and Output; Appendix I: File Sizes and Formats; Appendix II: Glossary/Index of Combustion; Terminology

    Out of stock

    £19.99

  • Animation A World History

    CRC Press Animation A World History

    15 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 II delves into the decades following the Golden Age, an uncertain time when television series were overshadowing feature films, art was heavily influenced by the Cold War, and new technologies began to emerge that threatened the traditional methods of animation. Take part in the turmoiTable of ContentsVol 2: AMERICA WESTERN EUROPE EASTERN EUROPE SOVIET UNION ASIA LATIN AMERICA AFRICA THE THREE MARKETS AMERICA WESTERN EUROPE EASTERN EUROPE SOVIET UNION I SOVIET UNION II ASIA AFRICA LATIN AMERICA OCEANIA ISSUES

    15 in stock

    £48.99

  • Animation A World History

    CRC Press Animation A World History

    1 in stock

    Book Synopsis

    1 in stock

    £332.50

  • Animation A World History

    Taylor & Francis Ltd Animation A World History

    15 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

    15 in stock

    £142.50

  • Animation A World History

    Taylor & Francis Ltd Animation A World History

    15 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 II delves into the decades following the Golden Age, an uncertain time when television series were overshadowing feature films, art was heavily influenced by the Cold War, and new technologies began to emerge that threatened the traditional methods of animation. Take part in the turmoiTable of ContentsVol 2: AMERICA WESTERN EUROPE EASTERN EUROPE SOVIET UNION ASIA LATIN AMERICA AFRICA THE THREE MARKETS AMERICA WESTERN EUROPE EASTERN EUROPE SOVIET UNION I SOVIET UNION II ASIA AFRICA LATIN AMERICA OCEANIA ISSUES

    15 in stock

    £171.00

  • Practical Algorithms for 3D Computer Graphics

    Taylor & Francis Inc Practical Algorithms for 3D Computer Graphics

    Out of stock

    Book SynopsisPractical Algorithms for 3D Computer Graphics, Second Edition covers the fundamental algorithms that are the core of all 3D computer graphics software packages. Using Core OpenGL and OpenGL ES, the book enables you to create a complete suite of programs for 3D computer animation, modeling, and image synthesis.Since the publication of the first edition, implementation aspects have changed significantly, including advances in graphics technology that are enhancing immersive experiences with virtual reality. Reflecting these considerable developments, this second edition presents up-to-date algorithms for each stage in the creative process. It takes you from the construction of polygonal models of real and imaginary objects to rigid body animation and hierarchical character animation to the rendering pipeline for the synthesis of realistic images.New to the Second Edition New chapter on the modern approach to real-timTrade Review"A valuable book to accompany any course that mixes the theory and practice of 3D graphics. The book’s web site has many useful programs and code samples."—Karen Rafferty, Queen’s University, Belfast "The topics covered by this book are backed by the OpenFX modeling and animation software. This is a big plus in that it provides a practical perspective and encourages experimentation. … [This] will offer students a more interesting and hands-on learning experience, especially for those wishing to pursue a career in computer game development."—Naganand Madhavapeddy, Game Developer Table of ContentsBASIC PRINCIPLES: Introduction. Basic Theory and Mathematical Results. Data Structures for 3D Graphics. Basic Visualization. Realistic Visualization. Computer Animation. PRACTICAL 3D GRPAHICS: Real-Time 3D: OpenGL. Mobile 3D: OpenGLES. The Complete Package: OpenFX. PRACTICAL ALGORITHMS FOR MODELING AND PROCEDURAL TEXTURES: Modeling with Polygonal Datasets. Algorithms for Procedural Textures. Bibliography. Index.

    Out of stock

    £78.84

  • Multithreading for Visual Effects

    Apple Academic Press Inc. Multithreading for Visual Effects

    Out of stock

    Book SynopsisTackle the Challenges of Parallel Programming in the Visual Effects IndustryIn Multithreading for Visual Effects, developers from DreamWorks Animation, Pixar, Side Effects, Intel, and AMD share their successes and failures in the messy real-world application area of production software. They provide practical advice on multithreading techniques and visual effects used in popular visual effects libraries (such as Bullet, OpenVDB, and OpenSubdiv), one of the industry's leading visual effects packages (Houdini), and proprietary animation systems. This information is valuable not just to those in the visual effects arena, but also to developers of high performance software looking to increase performance of their code.Diverse Solutions to Solve Performance Problems After an introductory chapter, each subsequent chapter presents a case study that illustrates how the authors used multithreading techniques to achieve betTrade Review"Multithreading applications is hard, but for today’s performance-critical codes, an absolute necessity. This book shows how the latest parallel programming technology can simplify the daunting challenge of producing fast and reliable software for multicore processors. Although the instructive case studies are drawn from visual effects applications, the authors cover the gamut of issues that developers face when parallelizing legacy applications from any domain."—Charles Leiserson, MIT Computer Science and Artificial Intelligence Laboratory"Multithreading graphics algorithms is a new and exciting area of research. It is crucial to computer graphics. This book will prove invaluable to researchers and practitioners alike. It will have a strong impact on movie visual effects and games."—Jos Stam, Senior Principal Research Scientist, Autodesk, Inc."Visual effects programming is undergoing a renaissance as high-end videogame effects technology approaches the state-of-the-art defined by blockbuster Hollywood movies, empowered by the capabilities of multi-Teraflop GPU hardware. A wealth of graphics algorithms are now graduating into the realm of real-time rendering, yet today’s programmers face a formidable challenge in structuring these algorithms to take full advantage of today’s multi-core CPU architectures and deliver on their potential.This book, the collaborative result of many industry luminaries, wonderfully bridges the gap between the theory of multithreading and the practice of multithreading in advanced graphical applications. Join them on this journey to bring real-time visual effects technology to the next level!"—Tim Sweeney, CEO and Founder of Epic Games"…valuable not just to those in the visual effects arena, but also to developers of high performance software looking to increase performance of their code."—Scott R. Garrigus, NewTechReviewTable of ContentsIntroduction and Overview. Houdini: Multithreading Existing Software. The Presto Execution System: Designing for Multithreading. LibEE: Parallel Evaluation of Character Rigs. Fluids: Simulation on the CPU. Bullet Physics: Simulation with OpenCL. OpenSubdiv: Interoperating GPU Compute and Drawing. Bibliography. Index.

    Out of stock

    £66.49

  • Introduction to Computer Graphics with OpenGL ES

    Taylor & Francis Inc Introduction to Computer Graphics with OpenGL ES

    15 in stock

    Book SynopsisOpenGL ES is the standard graphics API used for mobile and embedded systems. Despite its widespread use, there is a lack of material that addresses the balance of both theory and practice in OpenGL ES. JungHyun Han's Introduction to Computer Graphics with OpenGL ES achieves this perfect balance. Han's depiction of theory and practice illustrates how 3D graphics fundamentals are implemented. Theoretical or mathematical details around real-time graphics are also presented in a way that allows readers to quickly move on to practical programming. Additionally, this book presents OpenGL ES and shader code on many topics. Industry professionals, as well as, students in Computer Graphics and Game Programming courses will find this book of importance.Key Features: Presents key graphics algorithms that are commonly employed by state-of-the-art game engines and 3D user interfaces Provides a hands-on look at real-time graphics by illustratTable of ContentsPART I – Basics of Computer Graphics. Chapter 1. Polygon Models. Chapter 2. Spaces and Transforms. Chapter 3. Vertex Processing. Chapter 4. Pixel Processing. Chapter 5. Real-time Global Illumination. Chapter 6. Texturing. Chapter 7. Animation. PART II – Advanced Topics. Chapter 8. Advanced Texturing. Chapter 9. Physics-based Simulation: Collision Detection. Chapter 10. Physics-based Simulation: Collision Resolution. Chapetr 11. Advanced Animation. Chapter 12. Curves and Surfaces.

    15 in stock

    £93.72

  • Punk Playthings

    Taylor & Francis Inc Punk Playthings

    15 in stock

    Book SynopsisPunk PlaythingsProvocations for 21st Century Game MakersPunk was an attitude. It was never about having a Mohican haircut or wearing a ripped T-shirt. It was all about destruction, and the creative potential within that.Malcolm MclarenWarning: If you want a silver bullet solution for efficient game making or a step-by-step guide to receiving Indie Game Dev hero worship, you're in the wrong place. Put the book back on the shelf.Punk Playthings is an antidote to complacency and orthodoxy. Packed with probes and provocations that explore game making through fresh lenses for uncertain times, it challenges gaming monoculture by constructing a trading space for ideas and learning from across domains and cultures. Punk Playthings has zero respect for boundaries between mediums, industries, sectors, specialisms or disciplines. Instead, it challenges you to expand your cultural capital, think laterally and make Table of ContentsIntroduction. Ideals over Ideas. Practice Makes the Plan. Remodel the Plan. New Methodologies. New Opportunities. The Art of Design.

    15 in stock

    £56.99

  • Game Physics Engine Development

    CRC Press Game Physics Engine Development

    Out of stock

    Book SynopsisPhysics is really important to game programmers who need to know how to add physical realism to their games. They need to take into account the laws of physics when creating a simulation or game engine, particularly in 3D computer graphics, for the purpose of making the effects appear more real to the observer or player.The game engine needs to recognize the physical properties of objects that artists create, and combine them with realistic motion. The physics ENGINE is a computer program that you work into your game that simulates Newtonian physics and predict effects under different conditions. In video games, the physics engine uses real-time physics to improve realism. This is the only book in its category to take readers through the process of building a complete game-ready physics engine from scratch. The Cyclone game engine featured in the book was written specifically for this book and has been utilized in iPhone application developmentTrade ReviewPraise for 1st edition:"The first game physics book to emphasize building an actual engine...his book fills a gap by demonstrating how you actually build a physics engine." - Dave Eberly, President, Geometric Tools."A competent programmer with sufficient mathematical sophistication could build a physics engine just from the text and equations--even without the accompanying source code. You can't say this about a lot of books!" - Philip J. Schneider, Industrial Light & Magic.Table of ContentsIntroduction. Particle Physics: The Mathematics of Particles. The Laws of Motion. The Particle Physics Engine. Mass Aggregate Physics: Adding General Forces. Springs and Spring-Like Things. Hard Constraints. The Mass Aggregate Physics Engine. Rigid-Body Physics: The Mathematics of Rotations. Laws of Motion for Rigid Bodies. The Rigid-Body Physics Engine. Collision Detection: Collision Detection. Generating Contacts. Contact Physics: Collision Resolution. Resting Contacts and Friction. Stability and Optimization. Putting It All Together. Further Topics in Physics: Physics in Two Dimensions. Other Programming Languages. Other Types of Physics. Appendices: Useful Inertia Tensors. Useful Friction Coefficients. Mathematics Summary

    Out of stock

    £52.24

  • VoiceOver for Animation

    CRC Press VoiceOver for Animation

    Out of stock

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

    Out of stock

    £999.99

  • Professional Manga

    CRC Press Professional Manga

    Out of stock

    Book SynopsisCombine high-end manga storytelling theory and advice with the tools for digital creation in Manga Studio, guided by expert professional manga-ka. You'll discover manga storytelling techniques, from speed lines to technology, from toning to big sound effects. Steve Horton and Jeong Mo Yang then show you how best to accomplish these techniques using the leading manga art creation program, Manga Studio EX. Every ounce of theory is backed up with step-by-step manga illustrations and Manga Studio screenshots that show how these illustrations were created. See the techniques in action in The Other Side of the Tracks, a new manga short story in the book centerfold which demonstrates at least one example from every technique described. You can also follow the continuing story as a webmanga available at comicspace.com.And there's more! The downloadable resources include trial version of Manga Studio EX along with high-resolution image files from the book. SmiTrade Review"Horton and Ahn deliver great action, crazy technology, and hot girls, but that doesn't cause it to read like some manga fan-fiction. The plot thickens almost as quickly as the action moves, and leaves you with a cliffhanger I dare you to say no to." Tim Demeter, editor, Graphic Smash (www.graphicsmash.com) on StrongarmTable of ContentsProfessional Manga Short Table of Contents and SynopsesI: The Building Blocks of Manga I. Line Art Here are tips from the artist on how to draw lines smoothly. Also, here's some instruction on how to draw thicker lines in the foreground and thinner lines in the background. II. Shading & Textures: BasicsThis is an introduction to shading as a replacement for color. Most manga is black and white and uses grayscale tones and shading to give weight and balance to the elements of a page. Manga Studio comes with premade textures, but the best artists create their own. Here's how to do so and how to apply a texture to an element. III. Shading & Textures: AdvancedIt's important to know how to use the light source, the camera and other "directing knowledge to help you shade a scene properly. Also, it's critical to shade at a specific resolution so that details and "moiré patterns don't develop when the page is reduced for print. Also, don't overuse textures. Sometimes none are called for and the art needs to be left open. IV. Speed LinesIn a lot of manga, characters can move fast or express a lot of movement within the space of a single panel. Since a comic panel is a single snapshot in time, how best to express that movement? One solution that manga partakes in frequently is speed lines. Speed lines can be straight or circular, parallel or concentric, depending on the kind of motion that needs to be expressed in a panel. Speed lines are also used when a character comes to a realization or epiphany.Here's how to correctly apply the right speed lines to your panel. Manga Studio has this functionality built in, but advanced users will want to tweak the settings or even create the lines manually.Like the other techniques, it's critical not to overuse them. One panel per page at most is a good guideline. Pick the fastest or most critical scene on the page and go for it! V. BlurringAn alternative or a companion to speed lines, blurring is another way to show motion. Since the advent of photoshop, blurring and other digital tricks have become more prevalent in manga. Here's how it's done. VI. BackgroundsBeginning manga artists often lack the skills to render backgrounds well. These artists want to skip straight to the characters and the action and skimp on buildings and other boring stuff. This is a pitfall. Backgrounds are just as important as the rest of the page, and it's important to both concentrate on them and know how to render them correctly in Manga Studio. VII. TechnologyThere's a juxtaposition between the simplicity of a manga character and the complexity of the technology that might exist in their world. The characters are meant to be iconic, but the technology is specific. This is often where most of the detail and time is spent. Here's how to make technology look like it is supposed to. VIII. Sound Effects and LetteringSpecial effects can often depend on the creators' country of origin. Despite the language in which the book might be translated or presented, the sound effects stay in that original language. Brian Yang prefers to render sound effects in Korean. Korean characters look cool and different when drawn large. Also, manga sound effects tend to morph and change with the action, often becoming part of the scene! Here are some tricks for creating and manipulating SFX so they stand out.Lettering is often glossed over in much translated manga to its detriment. There are a few simple tips to know when lettering manga. Here they are, and here's how to pick a good font and letter the right way.II: Center Section: Manga Short Story "The Other Side of the TracksThis is an original creation of the author, written by Steve Horton and drawn by Brian Yang. This manga uses all the storytelling and Manga Studio techniques used throughout this book and acts as a coda for all the lessons learned. A high-res version of this story is included on the pack-in CD, still in its original layers, so students can peel away the elements and examine exactly how each technique ticks.III: The Storytelling of Manga: Putting it All TogetherI. Panel LayoutJust like with Western comics, the layout and placement of manga panels is important. Time passes between panels, so more panels means time slows down, often to focus and highlight specific moments. Fewer panels means that things are moving quickly. The shape of panels can also change the storytelling. Depending on the artist, the writer may dictate the number and size of panels, or he or she may ask the artist to determine this him or herself.II. Shadows and Mood Building on the shading lessons in the first half of the book, here's how to use shadows and light to change the mood of the story, from lighthearted to grim and gritty.III. Setting the SceneCalled "mise en scene in French, setting the scene is critical. Where are the characters? Where are the objects? What are people doing? Most people tend to do something else while they talk, even if its just gesturing. A neat trick is to show someone fiddling or performing a menial task while carrying on a conversation. Manga Studio lets you move things around in a scene if it didn't come out right in the pencil stage. IV. Writing Conventions: The Three Acts & Rising ActionMost stories have three acts. Roughly, in Act I the characters are introduced and the problem or conflict appears. In Act II, the characters run up against the problem and fail or are given a setback. In Act III, the problem is solved and things are resolved.Rising Action means that the action in a given story should rise from beginning to end, leaving the most explosive climax toward the end of the story. An entire 180-page manga digest may have several sets of Acts 1-3 and several examples of rising and falling action, depending on how many stories are contained within. The digest may contain one Act 1-3 and one rising action. Or, the acts and the rising action may occur across multiple volumes. V: Combining Drama & HumorBreaking up dramatic tension with a humorous moment is common in manga, and using the chibi in Part 1 is a good way to do that. Alternatively, a humor book may have several moments of dead-serious drama, also often undercut a bit with a tension-breaking moment. Here's how Manga Studio can help you do this.VI: Formats & Sizes - Serial Anthology, Digest, Comic Book Manga is found in multiple volumes over in Asia and here in the western world. Here are the most common types, and here's how to correctly format your work in Manga Studio so as to not lose any detail. Also, before even starting on your manga, you might want to determine how long the story is. Is there a chance it could continue in multiple volumes, or is one volume enough to tell the full story, beginning to end? VII: Now that it's Done: Pitching & Selling To conclude, here's a short chapter on taking a completed manga story and bringing it to one of the several original English language publishing houses. Using the tools in this book, your chances for acceptance can be greatly magnified. Also mention that agreements in writing from publishers are important. Also, information on where creators can go to protect their interests.IV: Index & Glossary A full index and glossary of terms.

    Out of stock

    £999.99

  • Digital Sculpting with Mudbox

    CRC Press Digital Sculpting with Mudbox

    Out of stock

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

    Out of stock

    £999.99

  • The Immersive Worlds Handbook

    CRC Press The Immersive Worlds Handbook

    1 in stock

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

    1 in stock

    £42.74

  • Getting Started in 3D with Maya

    CRC Press Getting Started in 3D with Maya

    Out of stock

    Book SynopsisDeliver professional-level 3D content in no time with this comprehensive guide to 3D animation with Maya. With over 12 years of training experience, plus several award winning students under his belt, author Adam Watkins is the ideal mentor to get you up to speed with 3D in Maya. Using a structured and pragmatic approach Getting Started in 3D with Maya begins with basic theory of fundamental techniques, then builds on this knowledge using practical examples and projects to put your new skills to the test. Prepared so that you can learn in an organic fashion, each chapter builds on the knowledge gained in the previous chapter, showing you all the essentials of 3D in Maya, from modeling and UV layout, to texture creation, rigging animating and rendering. As you go from project to project you'll develop a strong arsenal of skills that combined will form a complete end to end process to creating complete projects in Maya. Table of ContentsPrefaceIntroduction Chapter 1 - Animation Workflow Chapter 2 - Maya Philosophy Chapter 3 - Modeling Chapter 4 - Organic Modeling Chapter 6 - Materials Chapter 7 - Lighting and Rendering Chapter 8 - Rigging and Skinning Chapter 9 - Animation

    Out of stock

    £36.54

  • Secrets of the Animator

    CRC Press Secrets of the Animator

    Out of stock

    Book SynopsisBased on the author's own notes compiled over 18 years, this work is intended for both animation students and professionals. This manual is a learning tool focusing exclusively on the work of animators. It provides all the keys to understanding the principles of motion and how to transfer them to characters, whether drawn or modeled, 2D or 3D, or human or animal.Julia Peguet explains the principles of physics applicable to any motion (animation curve, momentum, rebound, etc.) and provides practical tips for stabilizing a puppet, animating a character's mouth and eyes, or even making a character stand out with a particular gait.Sketches and photographs illustrate technical recommendations step by step. Exercises and boxes containing tips and notes are also provided.Table of ContentsChapter 1 Fundamental Principles of AnimationChapter 2 Understanding and Depicting MotionChapter 3 Working Puppets and Air SupportsChapter 4 Animation of Human CharactersChapter 5 Animation of non-human Characters

    Out of stock

    £34.99

  • Cooperative Gaming

    CRC Press Cooperative Gaming

    15 in stock

    Book SynopsisDescriptionCooperative Gaming provides context and practical advice regarding diversity in the games industry. The book begins with a deep dive into research literature and the history of diversity in the games industry to provide context around what diversity is and why it is a topic worth considering. The book looks at the different facets of diversity and games, exploring the issues and solutions within game development, studio management, event planning, and more. It provides people with practical advice about being a marginalized person in the games industry and how to be heard, how studios can support inclusive practices, and events can actively become more accessible to a diverse audience.Key Featuresâ Explores the history of diversity in gamesâ Provides important information around what it is like to be a marginalized person in the industryâ Gives practical steps to improve the inclusivity of the industry that are designed to aid in contextualizing and upskilling new developersAuthor BiosAlayna Cole is the managing director of Queerly Represent Me, a not-for-profit championing queer representation in games. Alayna is also a producer at Sledgehammer Games, co-chair of the IGDA LGBTQ+ special interest group, and an award-winning games journalist and game developer. She was featured on the 2016 and 2017 Develop Pacific 30 Under 30 lists and the 2017 and 2019 Develop Pacific Women in Games lists, and she has received several other accolades in the industry.Jessica Zammit started writing in 2013 for Start Select Media, and for the next five years she followed her interest in writing about representations of mental health, diversity, and particularly, sexuality in video games. Jessica has been speaking about diversity in games at conventions such as PAX Australia since 2016 and has been featured on several other discussions in and around the topic of representation in games and games criticism. Along with her co-author, she is co-chair of the IGDA LGBTQ+ special interest group, and she was featured on the 2018 Develop Pacific 30 Under 30 and Women in Games lists.Table of ContentsChapter 1 ◾ Being Marginalized 1Chapter 2 ◾ Development and Representation 11Chapter 3 ◾ Company Culture 45Chapter 4 ◾ Events 63Chapter 5 ◾ Future of Diversity and Games 71

    15 in stock

    £33.99

  • Creating Games with Unreal Engine Substance

    CRC Press Creating Games with Unreal Engine Substance

    15 in stock

    Book SynopsisDescription: This tutorial-based book allows readers to create a first-person game from start to finish using industry-standard (and free to student) tools of Maya, Substance Painter, and Unreal Engine. The first half of the book lays out the basics of using Maya and Substance Painter to create game-ready assets. This includes polygonal modeling, UV layout, and custom texture painting. Then, the book covers rigging and animation solutions to create assets to be placed in the game including animated first-person assets and motion-captured NPC animations. Finally, readers can put it all together and build interactivity that allows the player to create a finished game using the assets built and animated earlier in the book.â Written by industry professionals with real-world experience in building assets and games.â Build a complete game from start to finish.â Learn what the pros use: construct all assets using the tools used at industries across the world.Table of ContentsChapter 1 Maya Modeling ... 1Chapter 2 Maya Set UV ... 57Chapter 3 Set Texturing ... 91Chapter 4 Level Asset Creation ... 133Chapter 5 Level Creation ... 189Chapter 6 Lighting and Baking ... 243Chapter 7 Character Modeling ... 265Chapter 8 Character UV mapping ... 321Chapter 9 Texture Painting ... 343Chapter 10 Rigging ... 391Chapter 11 Animation in Maya ... 435Chapter 12 Unreal Character Asset Creation ... 463Chapter 13 Basics of Programming ... 487Chapter 14 Player Character ... 527Chapter 15 Weapons ... 551Chapter 16 Health and Damage ... 615Chapter 17 Inventory and UI ... 635Chapter 18 Security Camera ... 681Chapter 19 Patrolling AI ... 717Chapter 20 Boss ... 751Chapter 21 Audio and VFX ... 769Chapter 22 Packaging ... 785

    15 in stock

    £54.99

  • The Essential Guide to the Business  Law of

    CRC Press The Essential Guide to the Business Law of

    15 in stock

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

    15 in stock

    £44.64

  • Eat Drink Animate

    CRC Press Eat Drink Animate

    15 in stock

    Book SynopsisTom Sito (the legendary animator behind Who Framed Roger Rabbit, Beauty and the Beast, and other classic works) brings together the perfect fusion of culinary skill and animation in his cookbook, Eat, Drink, Animate: An Animator's Cookbook. Sitoâs book is a celebration of the works from legendary animation artists from around the world. Twelve Academy Award winners, five Emmy Award winners. From legendary animators from Hollywoodâs Golden Age, to modern masters. Not only does he demonstrate examples of their works, but he also includes their favorite personal recipe, and an anecdote from their professional lives that relates to food.Key Features:A rare look behind the scenes of some of animation's most memorable films.Usable recipes you canmake yourself, tested and adapted by Rebecca Bricetti, former editor for Stewart, Tabori, & Chang (Glorious Food ) and Robert Lence animator and gourmet (Toy Story, Shrek).<Table of Contentschapter 1 Life in an Animation Studio chapter 2 Cocktails and Beverageschapter 3 Breakfast and Brunchchapter 4 Joe Grant chapter 5 Joneschapter 6 Thomas chapter 7 Main Disheschapter 8 Aragones chapter 9 Arriola chapter 10 Azadanichapter 11 Baer chapter 12 Batchelor chapter 13 Beaumont chapter 14 Blairchapter 15 Bozzetto chapter 16 Canemaker chapter 17 Celestri chapter 18 Chanchapter 19 Chasen’s Chillichapter 20 Chibaschapter 21 Davidchapter 22 Creamy Salsa Dip (Davis) chapter 23 del Carmen chapter 24 Disneychapter 25 Docter chapter 26 Freleng chapter 27 Garciachapter 28 Giacchino chapter 29 Grillo chapter 30 Halas chapter 31 Hanna chapter 32 Kaplanchapter 33 Kausler chapter 34 Keane chapter 35 Kimballchapter 36 Bill Kroyerchapter 37 Sue Kroyerchapter 38 Kugel chapter 39 Kurtzchapter 40 Lambertchapter 41 Lence chapter 42 Luckeychapter 43 Mackchapter 44 Miyazaki chapter 45 Moore chapter 46 Natwickchapter 47 Partch chapter 48 Plymptonchapter 49 Quinn chapter 50 Scribnerchapter 51 Sitochapter 52 Tartakowskychapter 53 Tobin chapter 54 Toomey chapter 55 Washam chapter 56 Williams chapter 57 Wizig chapter 58 Practical Jokeschapter 59 Ink & Paint Tea-time chapter 60 Chapman chapter 61 Davis chapter 62 Clampett chapter 63 Deja Delights chapter 64 Goldberg dishchapter 65 Sofian

    15 in stock

    £42.74

  • Character Mentor

    Taylor & Francis Ltd Character Mentor

    Out of stock

    Book SynopsisYou've researched your character extensively, tailored her to your audience, sketched hundreds of versions, and now you lean back content as you gaze at your final character model sheet. But now what? Whether you want to use her in an animated film, television show, video game, web comic, or children's book, you're going to have to make her perform. How a character looks and is costumed starts to tell her story, but her body language reveals even more. Character Mentor shows you how to pose your character, create emotion through facial expressions, and stage your character to create drama. Author Tom Bancroft addresses each topic with clear, concise prose, and then shows you what he really means through commenting on and redrawing artwork from a variety of student apprentices. His assignments allow you to join in and bring your drawing to the next level with concrete techniques, as well as more theoretical analysis. Character Mentor is an apprenticeship in a book. Trade Review"You've researched your character extensively, tailored her to your audience, sketched hundreds of versions, and now you lean back content as you gaze at your final character model sheet. But now what? Whether you want to use her in an animated film, television show, video game, web comic, or children's book, you're going to have to make her perform. How a character looks and is costumed starts to tell her story, but her body language reveals even more. Character Mentor shows you how to pose your character, create emotion through facial expressions, and stage your character to create drama. Author Tom Bancroft addresses each topic with clear, concise prose, and then shows you what he really means through commenting on and redrawing artwork from a variety of student 'apprentices.' His assignments allow you to join in and bring your drawing to the next level with concrete techniques, as well as more theoretical analysis. Character Mentor is an apprenticeship in a book."--CartoonBrew.com"If, like me, you are always looking to push yourself as a character artist I cannot recommend this book enough... Each chapter is a lesson on a specific topic, ranging from Posing to Shape-based composition. At the end of a chapter [Tom] sets you homework followed by examples of completed tasks by fellow students. Tom himself has gone over each example, annotating and thoroughly explaining each one in order for you to see how to bring your own work up to scratch...The best thing about this book for me, however, is that it doesn’t end. You can never be truly finished with it as the teachings within are always relevant...it’s like having a teacher on your shelf that will never be too busy to help you out and will always give you good advice."--Robin Liebschner, Skwigly.comTable of ContentsChapter 1: Now What: Drawing basics for Posing and Expressions (Assignment #1: Character design: Elroy and Kirby); Chapter 2: The Face: Breaking down the elements of expression (Assignment #2: Drawing "Emma" with different expressions ); Chapter 3: Posing your character: what are you trying to communicate? (Assignment #3: Drawing "Tommy" in three, distinct poses); Chapter 4: Acting: Characters acting and reacting the way you want them to (Assignment #4: Thumbnail sketch a series of poses of "Tommy" to best describe a specific action); Chapter 5: Staging your scene: Using the elements of your scene to create a composition (Assignment #5: Illustrate the same scene from two different points-of-view); Chapter 6: Leading the eye: Prioritizing by design (Assignment #6: Illustrating a specific scene, using the designs provided); Chapter 7: Putting it in action: creating an illustration from start to finish

    Out of stock

    £40.49

  • Professional Storyboarding

    Taylor & Francis Ltd Professional Storyboarding

    2 in stock

    Book SynopsisStoryboarding is a very tough business, and a new storyboarder really needs to have their wits about them and have professional savvy to survive in this competitive field. Storyboarding: Rules of Thumb offers highly illustrative examples of basic storyboarding concepts, as well as sound, career-oriented advice for the new artist. This book also features a number of veteran storyboard artists sharing their experiences in the professional world.Table of ContentsIntroduction; Chapter 1 Overview; Chapter 2 Visual Literacy; Chapter 3 Drawing for Storyboards; Chapter 4 Cinema Language; Chapter 5 Story Structure; Chapter 6 Emotion; Chapter 7 Staging; Chapter 8 Storyboard Types; Chapter 9 Storyboarding; Chapter 10 Advanced Storyboard Techniques; Chapter 11 Portfolios and Promotion; Chapter 12 Finding Work; Chapter 13 Spotlight; Chapter 14 Parting Thoughts;

    2 in stock

    £33.29

  • Drawn to Life 20 Golden Years of Disney Master

    Taylor & Francis Ltd Drawn to Life 20 Golden Years of Disney Master

    15 in stock

    Book SynopsisDrawn to Life is a two-volume collection of the legendary lectures of long-time Disney animator Walt Stanchfield. For over 20 years, Walt mentored a new generation of animators at the Walt Disney Studios and influenced such talented artists such as Tim Burton, Brad Bird, Glen Keane, and Andreas Deja. His writing and drawings have become must-have lessons for fine artists, film professionals, animators, and students looking for inspiration and essential training in drawing and the art of animation.Written by Walt Stanchfield (1919â2000), who began work for the Walt Disney Studios in the 1950s. His work can be seen in films such as Sleeping Beauty, The Jungle Book, 101 Dalmatians, and Peter Pan.Edited by Disney Legend and Oscar -nominated producer Don Hahn, whose credits include the classic Beauty and the Beast, The Lion King, and Hunchback of Notre Dame.Trade ReviewFor nearly thirty years, the artists that passed through the gates of Disney Animation, and even non-artists like myself, were influenced by the craft, skill, wisdom, writings and sketches of Walt Stanchfield.— Roy DisneyWalt was a kind of Mark Twain for us at Disney. He always taught with humor and skill. You learned to see the world through his eyes. I remember him one day encouraging us to leap into our drawings with boldness and confidence, " Don’t be afraid to make a mistake. We all have 10,000 bad drawings in us so the sooner you get them out the better! " Sitting in Walt’s class was as much a psychology course as it was a drawing class. One couldn’t help walk away with your mind and soul a little more open than when you entered.— Glen Keane, Walt Disney Animation StudiosWalt Stanchfield’s classes and writings were little distillations of the man: quirky, strongly stated in a genial voice, and brimming with a lifetime of sharp observations about story telling and graphic communication. Whether he drew with a ball point pen or painted with a brush dipped in his coffee cup, he got to the essence of things and was eager to share what he learned with his eager disciples, myself among them. He was grizzled and he was great and proof that there was more than one Walt at the Disney Studio that could inspire a legion of artists.— John Musker, Walt Disney Animation StudiosWalt Stanchfield was one of Disney Animation’s national treasures. His classes and notes have inspired countless animation artists, and his approach to drawing of caricature over reality, feeling over rote accuracy, and communication over photographic reproduction gets to the heart of what great animation is all about. Huzzah to Don Hahn for putting it all together for us!— Eric Goldberg, Walt Disney Animation StudiosDuring the Animation Renaissance of the 1990s, one of the Walt Disney Studio’s best kept secrets was Walt Stanchfield. Once a week after work, this aged but agile figure jumped from drawing board to drawing board, patiently teaching us the principles behind the high baroque style of Walt Disney Animation drawing. Being in a room with Walt made you feel what it must have been like to have been taught by Don Graham. Having one of your life drawings be good enough to be reproduced in one of his little homemade weekly bulletins was akin to getting a Distinguished Service medal! Senior animators vied with trainees for that distinction.— Tom Sito, Animator/Filmmaker/Author of Drawing The Line: The Untold Story of the Animation Unions from Bosko to Bart SimpsonThis exciting collection of master classes by the great teacher Walt Stanchfield is destined to become a classic on the order of Kimon Nicolaides ’ exploration of the drawing process. Stanchfield (1919 – 2000) inspired several generations of Disney animators and those of us outside the studio fortunate enough to happen upon dog-eared copies of his conversational notes, which we passed around like Leonardo’s Codex Leicester. Stanchfield beautifully communicates the essence and joy of expressing ideas through the graphic line and accumulating a visual vocabulary. Drawn to Life is a treasure trove of cogent, valuable information for students, teachers and anyone who loves to draw.— John Canemaker, NYU professor and Academy Award ® -winning animation filmmakerWalt Stanchfield, in his own unique way, taught so many of us about drawing, caricature, motion, acting, and animation. Most important to me was how Walt made you apply what you had observed in his life drawing class to your animation. Disney Animation is based on real life, and in that regard Walt Stanchfield’s philosophy echoed Walt Disney’s: " We cannot caricature and animate anything convincingly until we study the real thing first. "— Andreas Deja, Walt Disney Animation StudiosWalt Stanchfield’s renewed emphasis on draftsmanship at the Disney Studios transformed the seemingly moribund art of animation. His students were part of a renaissance with The Little Mermaid and Who Framed Roger Rabbit, a renaissance that continues with films ranging from The Iron Giant to Lilo and Stitch to Wall-E.— Charles Solomon, Animation Historian For nearly thirty years, the artists that passed through the gates of Disney Animation, and even non-artists like myself, were influenced by the craft, skill, wisdom, writings and sketches of Walt Stanchfield.— Roy DisneyWalt was a kind of Mark Twain for us at Disney. He always taught with humor and skill. You learned to see the world through his eyes. I remember him one day encouraging us to leap into our drawings with boldness and confidence, " Don’t be afraid to make a mistake. We all have 10,000 bad drawings in us so the sooner you get them out the better! " Sitting in Walt’s class was as much a psychology course as it was a drawing class. One couldn’t help walk away with your mind and soul a little more open than when you entered.— Glen Keane, Walt Disney Animation StudiosWalt Stanchfield’s classes and writings were little distillations of the man: quirky, strongly stated in a genial voice, and brimming with a lifetime of sharp observations about story telling and graphic communication. Whether he drew with a ball point pen or painted with a brush dipped in his coffee cup, he got to the essence of things and was eager to share what he learned with his eager disciples, myself among them. He was grizzled and he was great and proof that there was more than one Walt at the Disney Studio that could inspire a legion of artists.— John Musker, Walt Disney Animation StudiosWalt Stanchfield was one of Disney Animation’s national treasures. His classes and notes have inspired countless animation artists, and his approach to drawing of caricature over reality, feeling over rote accuracy, and communication over photographic reproduction gets to the heart of what great animation is all about. Huzzah to Don Hahn for putting it all together for us!— Eric Goldberg, Walt Disney Animation StudiosDuring the Animation Renaissance of the 1990s, one of the Walt Disney Studio’s best kept secrets was Walt Stanchfield. Once a week after work, this aged but agile figure jumped from drawing board to drawing board, patiently teaching us the principles behind the high baroque style of Walt Disney Animation drawing. Being in a room with Walt made you feel what it must have been like to have been taught by Don Graham. Having one of your life drawings be good enough to be reproduced in one of his little homemade weekly bulletins was akin to getting a Distinguished Service medal! Senior animators vied with trainees for that distinction.— Tom Sito, Animator/Filmmaker/Author of Drawing The Line: The Untold Story of the Animation Unions from Bosko to Bart SimpsonThis exciting collection of master classes by the great teacher Walt Stanchfield is destined to become a classic on the order of Kimon Nicolaides ’ exploration of the drawing process. Stanchfield (1919 – 2000) inspired several generations of Disney animators and those of us outside the studio fortunate enough to happen upon dog-eared copies of his conversational notes, which we passed around like Leonardo’s Codex Leicester. Stanchfield beautifully communicates the essence and joy of expressing ideas through the graphic line and accumulating a visual vocabulary. Drawn to Life is a treasure trove of cogent, valuable information for students, teachers and anyone who loves to draw.— John Canemaker, NYU professor and Academy Award ® -winning animation filmmakerWalt Stanchfield, in his own unique way, taught so many of us about drawing, caricature, motion, acting, and animation. Most important to me was how Walt made you apply what you had observed in his life drawing class to your animation. Disney Animation is based on real life, and in that regard Walt Stanchfield’s philosophy echoed Walt Disney’s: " We cannot caricature and animate anything convincingly until we study the real thing first. "— Andreas Deja, Walt Disney Animation StudiosWalt Stanchfield’s renewed emphasis on draftsmanship at the Disney Studios transformed the seemingly moribund art of animation. His students were part of a renaissance with The Little Mermaid and Who Framed Roger Rabbit, a renaissance that continues with films ranging from The Iron Giant to Lilo and Stitch to Wall-E.— Charles Solomon, Animation Historian Table of ContentsForeword. Acknowledgements. Basics. 1. Enthusiasm. 2. Principles of Animation. 3. Consider Anatomy Alone. 4. Anatomy Continued. 5. Consider Weight. 6. Squash and Stretch — I. 7. Squash and Stretch — II. 8. Stretch and Squash — III. 9. Line and Silhouette. 10. Basic Shapes versus Details. 11. Using Basic Shapes as Aid in Difficult Drawings. 12. Simplify Where Possible. 13. Straights and Curves. 14. Overlap, Follow-through, and Drag. 15. Eyes. 16. Avoiding Tangent Lines. 17. Some Simple Rules of Perspective. 18. Some Ways to Create Space and Depth. 19. Some Principles of Drawing. 20. Great Performance or Just a Drawing? 21. Drawing Calories. 22. Sketching. 23. Animation and Sketching. 24. Simplicity for the Sake of Clarity. 25. Construction Observations Useful in Animation. 26. The Opposing Force. Gesture. 27. Anatomy vs. Gesture. 28. Mental and Physical Preparation. 29. Dividing the Body Into Units. 30. Dimensional Drawing. 31. The Value of an Action/Gesture Analysis Study. 32. Using a Simple (But Logical) Approach to Drapery. 33. Drapery — Its Role in Drawing. 34. The Seriousness of Head Sketching/A New Phrase: "Body Syntax". 35. The Head in Gesture. 36. From the Living Model to the Living Gesture. 37. A Little More on Heads. 38. Feeling the Pose. 39. The Pose Is an Extreme. 40. Pose and Mood. 41. Pose and Mood Plus Timing and Phrasing and Texture. 42. Symbols for Poses. 43. Positive and Negative. 44. Silhouette. 45. P.S. The Metaphysical Side. 46. Draw Verbs Not Nouns. 47. Osmosis. 48. Drawing and Caricature. Seeing. 49. What Not to See. 50. A Bit of Introspection. 51. It Ain’t Easy. 52. A Good First Impression. 53. Stick to the Theme. 54. Sometimes I Wonder Why I Spend the Lonely Hours… 55. Cleanup — General. 56. Cleanup. 57. Inbetweening. 58. Problems with Drawing in Line. 59. Superficial Appearance vs. Creative Portrayal. 60. Creative Energy. 61. More Meanderings. 62. Those Who Cannot Begin Do Not Finish. 63. Body Language. 64. Note Taking and Sketching. 65. Using the Rules of Perspective. 66. Applying the Rules of Perspective. 67. Copy the Model…Who Me? 68. Talk to Your Audience — Through Drawing. 69. Getting at the Root of the Problem. 70. Doodling vs. Drawing. 71. Purpose in Drawing. 72. When Acting (Drawing) is an Art. Analysis. 73. Action Analysis Class I. 74. Action Analysis Class II. 75. Using Cylinders. 76. Action Analysis — Hands and Feet. 77. Angles, Angles, Angles. 78. Using Angles. 79. Angles and Tension. 80. Applying Angles and Tension in Our Drawings. 81. Tennis, Angles, and Essences. 82. More on the Same. 83. More on "Essence" Drawing. 84. Driving Force Behind the Action. 85. A Drawing Style Appropriate for Animation. 86. A Drawing Style for Animation, Part II. 87. Learn to Cheat. 88. One Picture Worth A Thousand Words? 89. Double Vision. 90. Lazy Lines. 91. Spot It for Yourself. 92. Do You Promise to Draw the Action, The Whole Action,and Nothing But the Action? 93. The Pose — A One-Drawing Story. 94. My Eye Is in Love. 95. Become the Director. 96. Hone Up or Bone Up. 97. The Illustrated Handout. Creativity. 98. Drawing on the Artist Within. 99. Fine Tuning the Gesture. 100. For a Better Gesture, Adverbs. 101. Omni — on Creativity. 102. Metamorphosis. 103. Mime. 104. True Gesture Drawing. 105. A Second Chance to Make a First Impression. 106. A Good Sketch Is Like a Good Joke. 107. Opposition. 108. Elastic Band Tension. 109. Get Out of the Way. 110. Play-Acting. 111. A Storytelling Drawing. 112. Drawing Techniques. 113. Step Into It. 114. It Could Be That… 115. A First Impression — Your Intended Goal. 116. Gallery of Class Drawings. 117. Think First… 118. Piles of Nuts. 119. A Meaningful Assembly. 120. The Time has Come, The Walrus Said… 121. Clarity. 122. Action or Reaction? Thinking. 123. Be Transformed. 124. Be Relentless. 125. Adjust Your Crystal. 126. A Love for Drawing. 127. A New Slant on Drawing. 128. Think Gesture. 129. Precious Instruments. 130. Gesture Drawing, Enthusiasm, and Stuff Like that. 131. Shape — A Multi-Form Drawing Tool. 132. Deciphering and Defining Gestures. 133. The Decisive Moment. 134. Relationship of Character to Prop. 135. Drawing. 136. Words That Help in Drawing. 137. A Simple Approach to Drawing. 138. Vocalizing. 139. Abstracting the Essence. 140. Common vs. Uncommon Gestures. 141. A Thinking Person’s Art. 142. Lines, Lines, Lines. 143. Feel, as Well as See, the Gesture. 144. Savvy Sayin’s. 145. The Inner Force. 146. The Power of "mmm". 147. Gestural Symbolism. 148. Some Left Over Thoughts. 149. The Right Way? Afterword/Bonus Material. Credits — Volume I.

    15 in stock

    £38.99

  • Taylor & Francis Ltd Game Engine Architecture Third Edition

    Out of stock

    Book SynopsisIn this new and improved third edition of the highly popular Game Engine Architecture, Jason Gregory draws on his nearly two decades of experience at Midway, Electronic Arts and Naughty Dog to present both the theory and practice of game engine software development. In this book, the broad range of technologies and techniques used by AAA game studios are each explained in detail, and their roles within a real industrial-strength game engine are illustrated.New to the Third Edition This third edition offers the same comprehensive coverage of game engine architecture provided by previous editions, along with updated coverage of: computer and CPU hardware and memory caches compiler optimizations C++ language standardization the IEEE-754 floating-point representation 2D user interfaces plus an entirely new chapter on hardware parallelism and concurrent programming This book is intended to serve as an introductory text, but it also offers the experienced game programmer a useful perspective on aspects of game development technology with which they may not have deep experience. As always, copious references and citations are provided in this edition, making it an excellent jumping off point for those who wish to dig deeper into any particular aspect of the game development process.Key Features Covers both the theory and practice of game engine software development Examples are grounded in specific technologies, but discussion extends beyond any particular engine or API. Includes all mathematical background needed. Comprehensive text for beginners and also has content for senior engineers. Table of ContentsSection I Foundations Chapter 1 Introduction Chapter 2 Tools of the Trade Chapter 3 Fundamentals of Software Engineering for Games Chapter 4 Parallelism and Concurrent Programming Chapter 5 3D Math for Games Section II Low-Level Engine SystemsChapter 6 Engine Support SystemsChapter 7 Resources and the File System Chapter 8 The Game Loop and Real-Time Simulation Chapter 9 Human Interface Devices Chapter 10 Tools for Debugging and Development Section III Graphics, Motion and Sound Chapter 11 The Rendering Engine Chapter 12 Animation Systems Chapter 13 Collision and Rigid Body Dynamics Chapter 14 Audio Chapter 15 Introduction to Gameplay Systems Chapter 16 Runtime Gameplay Foundation Systems Section V Conclusion Chapter 17 You Mean There’s More?

    Out of stock

    £999.99

  • FORCE Dynamic Life Drawing

    Taylor & Francis Ltd FORCE Dynamic Life Drawing

    1 in stock

    Book SynopsisBring your artwork to life with the power of the FORCE! Watch, listen, and follow along as Mike Mattesi demonstrates the fundamental FORCE line and explains dynamic figure drawing techniques through 30 videos that are launched through the book''s companion App. Packed with superb, powerfully drawn examples, the updated third edition of FORCE features an all-new section on the FORCE blob, and dozens of fresh illustrations. Mike Mattesi's 10th anniversary edition of FORCE will teach readers how to put thought and imagination to paper. Whether you are an illustrator, animator, comic book artist, or student, you''ll learn to use rhythm, shape, and line to bring out the life in any subject.The 10th Anniversary Edition contains numerous improvements. Around 30 videos are embedded within the book and accessible through the FORCE Drawing App. In the App, click on the image of the camera, point your mobile device's camera at the page with the symbol, and then finally tap the video carTable of ContentsSeeing Life Forceful FormForceful Shape Clothing On location ReportageIndex

    1 in stock

    £46.54

  • Adobe Animate Classroom in a Book 2022 release

    Pearson Education (US) Adobe Animate Classroom in a Book 2022 release

    1 in stock

    Book SynopsisRussell Chun is an associate professor at the Lawrence Herbert School of Communication at Hofstra University, where he teaches multimedia storytelling, data journalism, and information design. His research examines effective visual communication and has been published in Visual Communication Quarterly, Proceedings of the New York State Communication Association, and Journal of Visual Literacy, where he serves as an associate editor. He has been writing books on Adobe Animate and its predecessor, Flash, since 2001. Table of ContentsGetting Started About Classroom in a Book What's New Prerequisites Installing Animate CC Copying the Lesson Files How to Use the Lessons Additional Resources Adobe Certification 1. Getting Acquainted 2 Creating Graphics and Text 3. Animating Symbols with Motion Tweens 4. Advanced Motion Tweening 5. Layer Parenting and Classic Tweens 6. Puppet Warping 7. Inverse Kinematics with Bones 8. Animating the Camera 9. Animating Shapes and Using Masks 10. Creating Interactive Navigation Bonus Lesson Online: Working with Sound and Video

    1 in stock

    £36.74

  • Force Character Design from Life Drawing

    Taylor & Francis Ltd Force Character Design from Life Drawing

    Out of stock

    Book SynopsisDesign creative characters inspired by real people. Let Mike Mattesi show you how to use life drawing to discover the poses, features and personalities which form the basis of character and then build, develop and 'PUSH' your drawings to new heights of dramatic and visual impact for believable characters audiences can relate to.Packed with color illustrations and photographs of the models who inspired them. With step-by-step explanation of how the characters were developed and exercises for you to sharpen your skills this is everything you need to bring your characters to life.Table of ContentsKey Concepts- Fear- Risk- Opinion- Hierarchy- Contrast and AffinityForce with Character- Amazing angles- Developing ideasSpace with Character- Spatial Bounding Box- Playing with depth- Forced perspective- Ratio/ Size- Overlap- Creating flat designShape with Character- Straight to Curve Design- Forceful Triangle- The Brilliant Bounding Box- Seeing ratios through Hierarchy- Facial Ratios- The law of ThirdsCostume with Character- Tonal Theory- Color theory- Imaginative DesignsReportage with Character- Using forced perspective- The character behind architecture- Forcing the storiesAnimals with Character - Pulling character out of animals

    Out of stock

    £999.99

  • Computer Animation

    Nova Science Publishers Inc Computer Animation

    1 in stock

    Book Synopsis

    1 in stock

    £187.99

  • Lioncrest Publishing Video Marketing for Marketers: Building Trust,

    Out of stock

    Book Synopsis

    Out of stock

    £14.04

  • 3ds Max Modeling for Games Volume II

    Taylor & Francis Ltd 3ds Max Modeling for Games Volume II

    Out of stock

    Book SynopsisLearn how to model comic-style à la Pixar with the expert techniques found in 3ds Max Modeling for Games Volume 2: Insider's Guide to Stylized Modeling. This new volume will show you the ins-and-outs of stylized modeling, including characters, vehicles, environments, and much more. Follow the story of cover characters Robert and Robot as their adventure takes you through the world of modeling, vegetation, alpha-maps, and much more! This book is also packed with highly detailed tutorials feared toward enhancing your modeling skills and expanding your portfolio.The companion website (www.3d-for-games.com) is unique - an online forum where readers can post and answer questions about their work. In terms of developing a portfolio, online peer critiques are invaluable, and current readers have made use of this feature, in fact some have happily become the forum responders (along with Andy) to coach and develop new artists at work.  Also includeTable of ContentsChapter 1 Introduction to 3ds Max and Basic Modeling Terms; Chapter 2 Planning Your Project Including Making a Plan; Chapter 3 Adapting a Concept; Chapter 4 Vegetation and Alpha Maps; Chapter 5 Introduction to Maya; Chapter 6 Modeling the Robot in Maya; Chapter 7 Gallery; Chapter 8 Modeling the Character Robert Using Zbrush; Chapter 9 Modeling the House; Chapter 10 Polishing Your Scene and Modeling Projects to Complete; Chapter 11 Portfolio and Interview; Chapter 12 Creating the Initial Cover Image;

    Out of stock

    £37.59

  • CRC Press Building Blocks of Tabletop Game Design

    15 in stock

    Book SynopsisBuilding Blocks of Tabletop Game Design: An Encyclopedia of Mechanisms, Second Edition compiles hundreds of game mechanisms, organized by category. The book can be read cover to cover and used as a reference to solve a specific design problem or for inspiration and research on new designs. This second edition collects even more mechanisms, expands on and updates existing entries, and includes color images. Building Blocks is a great starting point for new designers, a handy guidebook for the experienced, and an ideal classroom reference.Each Game Mechanisms Entry Contains: The definition of the mechanism An explanatory diagram of the mechanism Discussion of how the mechanism is used in successful games Considerations for implementing the mechanism in new designs Trade Review"If games were lands to be explored, they would be far too large for one explorer to master. Building Blocks of Tabletop Game Design is a much-needed atlas for the explorer—giving a framework of what to look for in a game, and a focus for game play that will be useful for understanding the whole. The game scholar will find this invaluable."—Richard Garfield, creator of Magic: The Gathering "People talk about the art of game design or the craft of game design. Engelstein and Shalev hone in on the science of game design with a razor-sharp scalpel. This book will be within arm’s reach as I work on games and I expect it to be consulted often."—Rob Daviau, creator of Risk: Legacy and Chief Restoration Officer of Restoration Games"The most comprehensive and well-researched encyclopedia of game mechanisms that I’ve seen to date."—Matt Leacock, creator of Pandemic"The value of this work lies not only in the thoughtful descriptions and discussions of the building blocks themselves, but in the cataloging of example games for each section. So many design problems have been solved before, and this book gives designers a handy overview of those solutions."- Elizabeth Hargrave (designer of Wingspan):Table of ContentsChapter 1 Game StructureChapter 2 Turn Order and StructureChapter 3 ActionsChapter 4ResolutionChapter 5 Game End and VictoryChapter 6 UncertaintyChapter 7 EconomicsChapter 8 AuctionsChapter 9 Worker PlacementChapter 10 MovementChapter 11 Area ControlChapter 12 Set CollectionChapter 13 Card Mechanisms

    15 in stock

    £115.00

  • Fedor Khitruk

    Taylor & Francis Ltd Fedor Khitruk

    15 in stock

    Book SynopsisThis book is a first and long-awaited study of the directorial work of the animation master Fëdor Khitruk (19172012), an artist who formed in the tradition of classical cel animation only to break the conventions once he turned into a director; a liaison between artists and authorities; a personality who promoted daring films to be created in the Soviet Union dominated by socialist realism; and a teacher and supporter of young artists that continued to carry on his legacy long after the Soviet empire collapsed.Fëdor Khitruk: A Look at Soviet Animation through the Work of One Master reveals Khitruk's mastery in the art of the moving image and his critical role as a director of films that changed the look of Soviet animation and its relation to the animation world within and beyond the Eastern Bloc. Based on archival research, personal interviews, published memoirs, and perceptive analyses of Khitruk's production of films for children and adults, this studyTable of ContentsAcknowledgments. Preface. Introduction: Khitruk the Man and the Animator. 1 A Turning Point in the Profession: Story of a Crime (1962), Man in the Frame (1966). 2 Films for Children: Toptyzhka (1964), Bonifatius’s Vacation (1965), and Vinni Pukh (1969–72). 3 Art and Society: Othello 67 (1967) and Film, Film, Film (1968). 4 Individual and Society: The Island (1973), I’ll Give You a Star (1974), and Icarus and the Wisemen (1976). 5 In Search for Unconventional Sources: The Young Friedrich Engels (1970), A Day Before Our Era (1977), and Olympics (1982). 6 The Last Torch: The Lion and the Bull (1983). Conclusion: Khitruk – The Teacher. Films Cited. Films Directed by Fëdor Khitruk and Awards. Selected Bibliography. Appendix: Films Animated by Khitruk at Soyuzmultfilm. Index.

    15 in stock

    £62.58

  • Making it HUGE in Video Games

    Taylor & Francis Ltd Making it HUGE in Video Games

    15 in stock

    Book SynopsisMaking it HUGE in Video Games recounts the astonishing journey of an unassuming, middle-of-the-bell-curve young man, rising from mundane beginnings to scale the dizzying heights of artistic distinction and financial success in the worldwide video game industry.This is the story of Chance Thomas, a moderately talented musician who struggled and grew to compose original scores for some of the most well-known entertainment properties in the world. Detailed personal accounts and instructive side bars carry readers across the jagged peaks and valleys of an absolutely achievable career in video games. World-famous IP's get personal treatment here The Lord of the Rings, Marvel, Avatar, Dungeons & Dragons, Warhammer, DOTA 2, King Kong, The Settlers, and many more.Readers will discover unvarnished true stories about starting out, pitching and pursuing gigs, negotiating contracts, composing anTable of ContentsIntroductionAcknowledgementsChapter 01. Music Degree... What Now?Chapter 02. Quest for Glory and Grammy AwardsChapter 03. The Lord of the Rings, Part OneChapter 04. King KongChapter 05. Left BehindChapter 06. Academy AwardChapter 07. The Lord of the Rings, Part TwoChapter 08. EA GamesChapter 09. AvatarChapter 10. GDC, GANG, and GSCChapter 11. Warcraft and Other Peripheral Life SaversChapter 12. DOTA 2Chapter 13. Faeria and RoguebookChapter 14. Might & Magic and Combat of GiantsChapter 15. Rise and Fall of HUGEsoundChapter 16. WarhammerChapter 17. Swinging For The FencesChapter 18. Avatar 2Chapter 19. The SettlersChapter 20. Church MusicChapter 21. Securing the Future

    15 in stock

    £34.89

  • Fëdor Khitruk

    CRC Press Fëdor Khitruk

    15 in stock

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

    15 in stock

    £18.99

  • Understanding Virtual Reality

    Taylor & Francis Ltd Understanding Virtual Reality

    15 in stock

    Book SynopsisThis book provides critical commentary on key issues around virtual reality, using media technology as a tool to challenge perspectives for learning and understanding cultural diversities.With a focus on empathy, embodiment and ethics, the book interrogates the use of immersive technologies for formal and informal educational contexts. Taking a critical approach to discourses around emerging technology and learning, the book presents the idea that a new literacy is emerging and an emphasis on media and technology is needed in the context of education to explore and experience cultural diversities. Employing a personal reflexive narrative, the chapters highlight key issues through research and interviews with leading practitioners in the field.Understanding Virtual Reality will be of great interest to academics and students interested in the effects of immersive realities on the education experience, and to anyone keen on exploring the paradigm shift from entertaTable of ContentsList of Contributors; Preface; Acknowledgements; Introduction; Part I: Introducing Reality; 1. The Virtual Archives; 2. The Virtual Space; 3. A Multitude of Literacies; Part II: Understanding VR; 4. Understanding VR; 5. Virtual Encounters; 6. Understanding VR Audiences; 7. Teaching XR: Digital Inequalities and Education; 8. How to Use Social VR in Higher Education: Case Study of JUXYR Campus in Finland; 9. The Moral Metaverse: Establishing an Ethical Foundation for XR Design; 10. “Unruly Encounters”: Literacies of Error in Immersive Virtual Environments; 11. A Virtual Journey Towards New Literacies; Part III: An Immersive Literacy; 12. Presenting New Literacies; 13. Into the Metaverse

    15 in stock

    £34.99

  • Make Toons That Sell Without Selling Out

    Taylor & Francis Ltd Make Toons That Sell Without Selling Out

    Out of stock

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

    Out of stock

    £999.99

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