Digital animation Books

520 products


  • The Business of Indie Games

    Taylor & Francis Ltd The Business of Indie Games

    15 in stock

    The Business of Indie Games provides exceptional insight into how the video games industry works. It shares valuable information on how to successfully self-publish and secure publisher support. Whether you're making your first game or tenth, this book is a must read. Paul Baldwin, Curve DigitalThe video game industry is a tough business and anyone looking to succeed in indie development should give The Business of Indie Games a read. Graham Smith, Co-Founder of DrinkBox StudiosThis book is a fast track to success for anyone managing a game launch and looking to raise funding for their projects. It shares knowledge that you only learn after years of triumphs and failures within this industry. Scott Drader, Co-Founder of Metalhead Software There's nothing like The Business of Indie Games taught in school. You learn how to make a game, but not how to conduct business, market, and laun

    15 in stock

    £46.99

  • CRC Press 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

    £115.00

  • What UX is Really About

    Taylor & Francis Ltd What UX is Really About

    15 in stock

    Book SynopsisIn this not-too-long and easy-to-read book, author Celia Hodent presents a clear overview of the challenges, demands, and rewards of becoming a user experience professional. If this field interests you, thereâs no better place to start than with the volume you now hold in your hand. Alan Cooper, Ancestry Thinker, Software Alchemist, Regenerative Rancher, Author of The Inmates Are Running the Asylum: Why High Tech Products Drive Us Crazy and How to Restore the SanityThe main objective of What UX is Really About: Introducing a Mindset for Great Experiences is to provide a quick introduction to user experience (UX 101) for students, professionals, or simply curious readers who want to understand this trendy yet commonly misunderstood practice better. Readers will learn that UX is much more than a set of techniques, guidelines, and tools. It is a mindset; a philosophy that takes the perspective of the humans that will use a product. It is about solving their problems, offering them a pleasurable experience, and building a win-win, long-lasting relationship between them and the company developing the product. Above all, it is about improving peopleâs lives with technology. What UX is Really About is informative, concise, and provides readers with a high-level overview of the science, design, and methodologies of UX. KEY FEATURES: â The most approachable and concise introduction book about UX. â Easy to read and aims to popularize the UX mindset while debunking its main misconceptions. â Small format size makes it easy to carry around. â Includes content relatable and meaningful to the readers by taking many examples from everyday life with a conversational and light writing style. â Tackles the psychology, design, research, process, strategy, and ethics behind offering the best experience with products, systems, or services.â Includes a glossary.Celia Hodent holds a PhD in psychology, and is a leading expert in the application of cognitive science and psychology to product development, with over 13 years of experience in the development of UX strategy in video game studios, such as Ubisoft, LucasArts, and Epic Games (Fortnite). She currently leads an independent UX consultancy, working with a wide range of international media and enterprise companies to help ensure their products are engaging, successful, and respectful of users. Celia conducts workshops and provides guidance on the topics of game-based UX, playful learning (gamification), ethics, implicit biases, and inclusion in tech. Celia is the author of The Gamerâs Brain: How Neuroscience and UX Can Impact Video Game Design and The Psychology of Video Games.Trade Review"In this not-too-long and easy-to-read book, author Celia Hodent presents a clear overview of the challenges, demands, and rewards of becoming a user experience professional. If this field interests you, there’s no better place to start than with the volume you now hold in your hand." Alan Cooper, Ancestry Thinker, Software Alchemist, Regenerative Rancher, Author of The Inmates Are Running the Asylum: Why High Tech Products Drive Us Crazy and How to Restore the Sanity"This is a clear and compelling introduction to a topic that affects us all--UX and how it shapes the technology experiences we have every day. I can see using this in my general education HCI introduction course--it covers key aspects of the field and also raises important questions of ethics and of inclusion."Katherine Isbister, Professor of Computational Media, Jack Baskin School of Engineering, University of California Santa Cruz, Author of How Games Move Us: Emotion by Design“In this approachable book, Celia Hodent distills her decades of knowledge and experience into a practical guide. She gives her voice to typical topics, such as the importance of understanding human capability and limitations, but also to rare ones, such as ethics in design. Light on jargon and heavy on practical questions, this is an ideal book for anyone exploring the possibility of a career in UX.”Anne Collins McLaughlin, PhD Professor, North Carolina State UniversityCo-author of Aging, Technology and HealthTable of ContentsChapter 1 What Is UX?Chapter 2 What UX Is NotChapter 3 The Science behind UXChapter 4 The Process and Methodologies of UXChapter 5 Ethics and the UX MindsetChapter 6 Conclusion

    15 in stock

    £25.38

  • Game Audio Fundamentals

    Taylor & Francis Ltd Game Audio Fundamentals

    Out of stock

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

    Out of stock

    £999.99

  • Game Design Tools

    Taylor & Francis Ltd Game Design Tools

    15 in stock

    Book SynopsisThis book provides a series of transdisciplinary tools to help game designers improve their design pipeline and design output. Using approaches from psychology, anthropology, and sociology, it offers practical tools for all the main aspects of game design from conception through to testing.Drawing on game design theory, the book looks at the relationship between game design and other disciplines to create a toolbox of modern tools for game designers. It covers archetypes, praxeology, behavioural game design, and emotional game design. Covering a wide breadth of content, the book includes chapters on: Documentation Production Evaluation Analysis and Marketing tools This book will be of great interest to students on game design courses, as well as early-career game designers and those looking to break into the industry. It will also be of interest to more experienced game designers looking for new game design tools.Table of ContentsSection One - IntroductionChapter 1 - How to Use This BookChapter 2 - Book IntroductionSection Two - Analysis ToolsChapter 3 - Design and AnalysisChapter 4 - Target Audience ToolsChapter 5 - Data ToolsSection Three - Game Design ToolsChapter 6 - Introduction to Game Design ToolsChapter 7 - Brainstorming TechniquesChapter 8 - PraxeologyChapter 9 - Self-Determination TheoryChapter 10 - Habit Loop and Operant ConditioningChapter 11 - Game Design PatternsChapter 12 - MDA FrameworkChapter 13 - NudgesChapter 14 - Behavioural Game DesignChapter 15 - Emotional Game DesignChapter 16 - Emotional TheoriesSection Four - DocumentationChapter 17 - Introduction to DocumentationChapter 18 - Golden RulesChapter 19 - Pivotal DocumentsSection Five - ConclusionChapter 20 - Games, Cakes, and LoveChapter 21 - The Cake Is Real

    15 in stock

    £42.99

  • Nordic Animation

    CRC Press Nordic Animation

    15 in stock

    Book SynopsisThis book examines the state of the animation industry within the Nordic countries. It looks at the success of popular brands such as Moomins and The Angry Birds, studios such as Anima Vitae and Qvisten, and individuals from the Nordics who have made their mark on the global animation industry.This book begins with some historical findings, before moving to recount stories of some of the most well-known Nordic animation brands. A section on Nordic animation studios examines the international success of these companies and its impact on the global animation industry. This book is forward-thinking in scope and places these stories within the context of what the future holds for the Nordic animation industry.This book will be of great interest to those in the fields of animation and film studies, as well as those with a general interest in Nordic animation.Table of ContentsChapter 1 ◾ Historical FindingsChapter 2 ◾ Brands and Industry BeginnersChapter 3 ◾ Studio StoriesChapter 4 ◾ Beyond Games: Tech-Savvy MythsChapter 5 ◾ Making New HeroesEPILOGUEAPPENDIX A: NOMAD STORIES: Virpi Kettu in the UK and Canada APPENDIX B: NOMAD YEARS: Rölli in Russia and Lisa Limone in Estonia APPENDIX C: NOMAD STORIES: Veronica Wallenberg – a cosmopolitan APPENDIX D: NOMAD YEARS: Antonia Ringbom and “Tjejmafian”

    15 in stock

    £62.58

  • Creative Character Design for Games and Animation

    CRC Press Creative Character Design for Games and Animation

    15 in stock

    Book SynopsisThis book takes you through all the basic steps of character design for games and animation, from brainstorming and references to the development phase and final render. It covers a range of styles such as cartoon, stylized and semi-realistic, and explains how to differentiate between them and use them effectively. Using a step-by-step approach for each stage of the process, this book guides you through the process of creating a new character from scratch. It contains a wealth of design tips and tricks as well as checklists and worksheets for you to use in your own projects. This book covers how to work with briefs, as well as providing advice and practical strategies for working with clients and creating art as a product that can be tailored and sold. This book will be a valuable resource for all junior artists, hobby artists, and art students looking to develop and improve their character development skills for games and animation.Trade Review"This is the kind of book I wish I'd had when I first dipped my feet in the art waters, filled to the brim with time-honed perspective and know-how for a young artist to aspire to."Even Mehl Amundsen, professional artist"Jenny Harder is part of a new generation of artists bringing a fresh and in depth look at character design. If you are a beginner artist or a veteran in the business, this book offers great lessons in the fundamentals of good design."Christian Alzmann, Concept Design Supervisor at Lucasfilm"Every artist entering a professional career path has a lot to learn, and obviously, it takes years to connect all the dots between craft, human nature and visual perception. Jenny Harder creates a phenomenal compendium for any artist or supervisor wanting to become a more aware, efficient, and happy creator." Jakub Knapik, Global Art Director at CD Projekt REDTable of Contents1 Designing with Purpose 2 Working with Clients and Briefs 3 Creative Thinking and Brainstorming Methods 4 Creating a Personality5 Diversity and Stereotypes6 Mood Boards and References 7 Style8 Creating a Character Design Package9 The Render Process10 Tips and Tricks 11 Industry Advice and Last Words

    15 in stock

    £39.99

  • Mad Eyed Misfits

    Taylor & Francis Ltd Mad Eyed Misfits

    15 in stock

    Book SynopsisOne of the most stylistically original and provocative writers in animation returns with this informal sequel to his previous books on indie animation, Unsung Heroes of Animation and Animators Unearthed.In this collection, award-winning writer Chris Robinson looks at a wide range of films and filmmakers, including cult favourites Don Hertzfeldt, Adam Elliot, Masaaki Yuasa, Wong Ping, Bruce Bickford, Jodie Mack, Rosto, Suzan Pitt, Clyde Henry and Cartoon Saloon.Eclectic, opinionated, passionate and personal, Robinson's writing will amuse, confuse, infuriate and enlighten while introducing readers to some of the most astonishing and important animation artists from around the world.Table of ContentsChapter 1 ◾ Masaaki Yuasa Speaks in Many Colors Chapter 2 ◾ 52 Films, 1 Year: Meet John Morena Chapter 3 ◾ Passing on by Us: Clyde Peterson Talks Torrey Pines Chapter 4 ◾ Marcel, the King of Tervuren Chapter 5 ◾ "People Are Finally Listening": Indigenous Animation Rises Up Chapter 6 ◾ Fight! Fight! Fight!: Malcolm Sutherland’s Bout Chapter 7 ◾ Ghosts of a Different Dream: The Films of Mariusz WilczynskiChapter 8 ◾ Wondering Boy Poet: Bruce Bickford Chapter 9 ◾ The Burden of Dreams Chapter 10 ◾ Unity by Tobias Stretch Chapter 11 ◾ Don Hertzfelt’s Beautiful DaysChapter 12 ◾ Don Herzfeldt Talks World of Tomorrow II Chapter 13 ◾ Joy Street: Remembering Suzan Pitt Chapter 14 ◾ Nightlights in the Forest: Cartoon Saloon Chapter 15 ◾ Beautiful Maladies: The Uncanny World of Rosto Chapter 16 ◾ Špela Cˇadež’s Nighthawk Chapter 17 ◾ Kaspar Jancis’ Motel of Fools Chapter 18 ◾ The Moneygoround: Liu Jian’s Have a Nice DayChapter 19 ◾ Clyde Henry Talks GymnasiaChapter 20 ◾ The Crushed Dreams of a Magnificent Cake Chapter 21 ◾ The Frog, The Dog and The Devil: The Ballad of Bad WhiskeyChapter 22 ◾ Consuming Chris Sullivan Chapter 23 ◾ It’s a Good Life , If You Don’t Weaken: Luc Chamberland and Seth’s Dominion Chapter 24 ◾ Yield by Caleb WoodChapter 25 ◾ Visiting Ville Neuve With Felix Dufour-Laperrière Chapter 26 ◾ Where Is Here: Felix Dufour- Laperrière’s Archipelago Chapter 27 ◾ Laughing at Chaos: Alex Boya Talks Turbine Chapter 28 ◾ Banana Skins and Cigarette Butts: The Films of Adam Elliot Chapter 29 ◾ Pineapple Calamari Chapter 30 ◾ The Joys of Jodie Mack Chapter 31 ◾ Moving on With Ainslie HendersonChapter 32 ◾ Peeping Wong PingChapter 33 ◾ On the Weave of Construction: RISD Animation Chapter 34 ◾ Lesley the Pony Has an A+ Day

    15 in stock

    £22.78

  • The Pocket Mentor for Video Game Writers

    CRC Press The Pocket Mentor for Video Game Writers

    15 in stock

    Book SynopsisWant to become a writer in the games industry? Then this is the book is for you. Award-winning game writer Anna Megill provides all the essential information and guidance you need to understand the industry and get your foot on the ladder.The book explains in simple, clear language exactly what a beginner needs to know about education requirements, finding job opportunities, applying for roles, and acing studio interviews. Professional writers will learn how to run a writers' room, manage a team, create documentation for various project phases, and navigate studio politics.The Pocket Mentor is designed to be a just-the-facts companion to The Game Writing Guide: Get Your Dream Job and Keep It, but it stands on its own as an invaluable go-anywhere resource for beginners and seasoned pros alike.Table of ContentsMeet Your Mentor. Chapter 1: The Basics. Chapter 2: Wise Up. Chapter 3: On the Hunt. Chapter 4: Introduce Yourself. Chapter 5: Resume Speaking. Chapter 6: Showcase Your Work. Chapter 7: In the Spotlight. Chapter 8: Time to Shine. Chapter 9: The Dotted Line. Chapter 10: Press Start. Chapter 11: Hurdles. Chapter 12: Running the Show. Chapter 13: Making the Team. Chapter 14: Document Everything. Chapter 15: Exit Stage Right. Chapter 16: On the Road. Chapter 17: Wrap It Up.

    15 in stock

    £34.89

  • The Game Writing Guide

    Taylor & Francis Ltd The Game Writing Guide

    15 in stock

    Book SynopsisThis comprehensive guide walks readers through the entire process of getting and keeping a writing job in the games industry. It outlines exactly what a beginner needs to know about education requirements, finding opportunities, applying for roles, and acing studio interviews. Professional writers will learn how to navigate studio hierarchies, transfer roles and companies, work overseas, and keep developing their careers.Written by an experienced games writer with nearly two decades of industry knowledge, this book contains a wealth of interviews and perspectives with industry leaders, hiring managers, and developers from marginalized communities, all offering their tips and insights. Included are examples of materials such as job posts, writing samples, and portfolios, as well as chapter-end challenges for readers to directly apply the skills they have learnt.This book will be of great interest to all beginner and aspiring games writers and narrative designers, as welTrade Review"The Game Writing Guide is the book I wish I’d had when I was starting out. It goes beyond the obvious advice to give you the nitty gritty you need to be able to do the job. It's like getting a year of extra work experience. I’m buying it for all my friends who want to become game writers."Lisa Hunter, Narrative Director, Compulsion Games."There is no one true path into getting a job in the game industry. Chock full of invaluable advice and knowledge only an industry veteran could offer, this book is a definitive insider's guide on how to get your foot in the door while leveraging the very best of yourself in the process."Ann Lemay, Narrative Director, WB Games, Montréal.Table of ContentsIntroduction 1 Definitions 2 Education3 Finding Work4 Applications5 Resumes6 Cover Letters7 Samples and Portfolios8 Interviews9 Writing Tests10 Contracts and Negotiations11 First Day12 Moving Up13 Steps and Obstacles14 Leadership15 Moving On16 International Work17 Strategies for Marginalized CommunitiesConclusion

    15 in stock

    £40.84

  • Game Audio Programming 4

    Taylor & Francis Ltd Game Audio Programming 4

    15 in stock

    Welcome to the fourth volume of Game Audio Programming: Principles and Practices the first series of its kind dedicated to the art, science, and craft of game audio programming. This volume contains 17 chapters from some of the top game audio programmers in the industry and dives into subjects that apply to diverse game genres and from low-level topics such as thread-safe command buffers and pitch detection to high-level topics such as object management, music systems, and audio tools.With such a wide variety of topics, game audio programmers of all levels will find something for them in this book. The techniques presented in this book have all been used to ship games, including some large AAA titles, so they are all practical and many will find their way into your audio engines. There are chapters about timed ADSRs, data-driven music systems, background sounds, and more.This book collects a wealth of advanced knowledge and wisdom about gam

    15 in stock

    £42.74

  • The Board Game Designers Guide to Careers in the

    CRC Press The Board Game Designers Guide to Careers in the

    15 in stock

    Book SynopsisAre you thinking about working in the board game industry? Hereâs what you need to know.There are so many jobs and roles that need to be filled in the board game industry. You might just have the right skills and experience to excel. But first you need to know what opportunities exist and what the hardest gaps are to fill!In this book, youâll discoverâ What jobs are really in demandâ How you can get your foot in the door with a publisherâ Jobs in the industry youâve never even thought ofâ What other opportunities exist for people with skills just like yoursWith insights from over 40 industry pros, as well as the authorâs many years of experience, youâll be able to put your own skills and experience to great use in an amazing, growing industry.Table of ContentsOther Books by Joe Slack. Acknowledgements. About the Author. Introduction. Section I Game Creation. 1 Game Design. 2 Game Development. Section II Publishing 3 Becoming a Board Game Publisher. 4 Working for a Board Game Publisher. 5 Product Development & Project Management. 6 Communications/Marketing/Sales. 7 Other Roles Within a Publishing Company. Section III Freelancing. 8 True Stories of How Being Helpful Landed Paying Gigs. 9 Graphic Designer. 10 Artist/Illustrator. 11 Writer/Editor (or Rulebook Creator). Section IV Everything You Wanted to Know about Other Roles but were Too Afraid to Ask. 12 Help Games Get to Customers. 13 Marketing, Consulting, and Video Production. 14 Content Creation. 15 Ancillary Jobs and Other Outside-the-Box Ideas. 16 Making Games Part of Your Own Job. 17 Conclusion. Suggested Resources. Endnotes. Thank You!

    15 in stock

    £34.99

  • The Ludotronics Game Design Methodology

    Taylor & Francis Ltd The Ludotronics Game Design Methodology

    15 in stock

    Book SynopsisThis book supports readers to transition to more advanced independent game projects by deepening their understanding of the concept development process. It covers how to make concepts sufficiently viable, ambitious, and innovative to warrant the creation of a polished prototype in preparation of a publisher pitch.The book is divided into six sections. After a brief tutorial (Preliminary Phase), readers embark on a journey along the book's methodology. They travel through successive conceptual phases (Preparations, Procedures, Processes, and Propositions); advance through levels and action beats in each of these phases; master challenges (conceptual tasks) and overcome level bosses (design decisions) that become successively harder; collect items (fulfilled documentation tasks); and win the game by having progressed from a raw, initial idea to a full-fledged, polished game treatment. Additional resources for the bookare available at Table of ContentsPhase 01: Preliminaries. 1. Level One: The Thing. 2. Level Two: The Map. 3. Level Three: The Stage. Phase 02: Preparations. 1. Level One: Spawning Ideas. 2. Level Two: Panning for the Core. 3. Level Three: Tough Investigations. 4. Level Four: An Army of Avatars. 5. Level Five: Enter the Value Matrix. 6. Level Six: Serve with Distinction. Phase 03: Procedures. 1. Level One: The Enchanted Theme. 2. Level Two: The Design-Driven Goal. 3. Level Three: The Desire-Driven Goal. Phase 04: Processes. 1. Level One: Integral Perspectives I. 2. Level Two: Interactivity. 3. Level Three: Plurimediality. 4. Level Four: Narrativity. 5. Level Five: Architectonics. 6. Level Six: Integral Perspectives II. Phase 05: Propositions. 1. Level One: Prototyping. 2. Level Two: Polishing. 3. Level Three: Presenting. Phase 06: Postmortems. 1. Level One: References. 2. Level Two: Rightsholders. 3. Level Three: Responses.

    15 in stock

    £44.99

  • Interactive Storytelling

    Taylor & Francis Ltd Interactive Storytelling

    15 in stock

    Book SynopsisTaking a cross-media approach to the ever-changing field of digital storytelling, this book offers an essential introduction to producing and editing interactive storytelling content, and to the platforms that host it.Table of ContentsContents Acknowledgments Preface Where to start? How this volume is organized Chapter 1: Introduction 1.1 Preliminary definitions 1.1.1 The fascination for interactivity 1.1.2 Digital, virtual, interactive 1.1.3 Interacting, participating, collaborating 1.2 Telling stories through actions 1.2.1 Dramatic media 1.2.2 Actions and events 1.2.3 Dramatic action 1.2.4 Narrative action 1.2.5 Sequence of actions 1.2.6 Generating events 1.3 Last general issues 1.3.1 Author, authorship, control 1.3.2 Characters or stories 1.3.3 The field of investigation 1.3.4 Database, narrative and video contents 1.3.5 Delimiting the field 1.4 A general model of analysis Chapter 2 - Dynamic Elements: the Units 2.1. What are the units 2.2 The logical relationship between the units 2.3 Organising the Multilinear Project 2.4. What separates the units 2.5. Tagging the units: metadata 2.6 Exercises 2.6.1 The flow chart of dynamic elements 2.6.2 The user actions Chapter 3 - Dynamic elements: the Agents 3.1 Agents and audience 3.2 Intelligent agents 3.2.1 Planning as improvisation 3.2.2 Planning as directing 3.2.3 Scripting as planning 3.3 Emotions and agents 3.3.1 The (mental) reality of emotions 3.3.2 The social component of emotions 3.3.3 Emotions as a behavioural drive 3.4 Exercises 3.4.1 Describing the state of the world 3.4.2 Writing the actions 3.4.3 Writing Preconditions and Effects 3.4.4 Simulating the execution 3.4.5 Starting from the goal state 3.4.6 Reusing the plan Chapter 4 - Display: audience, system, emotions 4.1 Participation 4.1.1 Narratology vs Ludology 4.1.2. Interaction vs Narration 4.1.3. Balancing the agency 4.1.4. Intensity of process 4.1.5. User’s action 4.1.6. Intelligible actions 4.2 Writing the interaction through the units 4.2.1. Interaction by navigating the map 4.2.2. Interaction by dialogues and behaviours 4.2.3. Interaction by physical actions 4.3 Emotions in computational systems 4.3.1 Coding characters’ emotions 4.3.2 The emotions of the audience 4.4. Cross media contents’ communication 4.5 Exercises Chapter 5 - Engines and systems: supporting creativity and dramatic tension 5.1 Systems and automation 5.2 System classification 5.3 Fully manual authorship 5.4 Manually authored database and automation for plot generation 5.4.1 Plot grammars 5.4.2 Constraints on plot generation 5.4.3 Planning for plot generation 5.4.4 Plot generation based on dramatic tension 5.5 Database and automation 5.6 Emergent narratives: joint automation of plot and database 5.6.1 Constraints on the plot and modifications of database elements 5.6.2 Plot and database modelled with constraints 5.6.3 Full plot automation and database simulation 5.7 General Considerations on Storytelling Systems 5.8 Exercises 5.8.1 The form to the story, or the application of a template 5.8.2 The constrained plot generation: preconditions and effects annotation 5.8.3 The dramatic tension of the story Chapter 6. Examples to know 6.1. 1966: Eliza 6.2. 1976: Adventure 6.3. 1978: Aspen Movie Map 6.4. 1987: Afternoon a story 6.5. 1987: City in transition: New Orleans 1983-86 6.6 1911: Angels 6.7 1993: Myst 6.8 1996: Pokémon 6.9 1999. Desert rain 6.10 2001:Can you see me now? 6.11 2003: Facade 6.12 2005: FearNot! 6.13 2006: DramaTour 6.14 2012: The Walking Dead 6.15 2013: Nothing for Dinner 6.16 2018:. Black mirror Bandersnatch 61.7 2029: The Invisible Guardian 6.18 2020: Down the Rabbit Hole Index .

    15 in stock

    £33.99

  • Collaborative Worldbuilding for Video Games

    Taylor & Francis Ltd Collaborative Worldbuilding for Video Games

    15 in stock

    Book SynopsisThis book is a theoretical and practical deep dive into the craft of worldbuilding for video games, with an explicit focus on how different job disciplines contribute to worldbuilding. In addition to providing lenses for recognizing the various components in creating fictional and digital worlds, the author positions worldbuilding as a reciprocal and dynamic process, a process which acknowledges that worldbuilding is both created by and instrumental in the design of narrative, gameplay, art, audio, and more. Collaborative Worldbuilding for Video Games encourages mutual respect and collaboration among teams and provides game writers and narrative designers tools for effectively incorporating other job roles into their own worldbuilding practice and vice versa.Features: Provides in-depth exploration of worldbuilding via respective job disciplines Deep dives and case studies into a variety of games, both AAA and indie <Table of Contents Author. Acknowledgments. Introduction: Being in Awe. Chapter 1 Overview of Worldbuilding. Chapter 2 A Cross-Discipline Breakdown of Worldbuilding. Chapter 3 How to Get Started Creating a World. Chapter 4 Collaboration in Worldbuilding: A Series of Deeper Dives. Chapter 5 Identity, World Systems, and Responsibility. Chapter 6 Conclusion: It’s in the Details. INDEX.

    15 in stock

    £37.04

  • Working with Sound

    Taylor & Francis Ltd Working with Sound

    Out of stock

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

    Out of stock

    £999.99

  • Paper Time Machines

    CRC Press Paper Time Machines

    15 in stock

    Book SynopsisJames Dunniganâs memorable phrase serves as the first part of a title for this book, where it seeks to be applicable not just to analog wargames, but also to board games exploring non-expressly military history, that is, to political, diplomatic, social, economic, or other forms of history. Donât board games about history, made predominantly out of (layered) paper, permit a kind of time travel powered by our imagination? Paper Time Machines: Critical Game Design and Historical Board Games is for those who consider this a largely rhetorical question; primarily for designers of historical board games, directed in its more practice-focused sections (Parts Two, Three, and Four) toward those just commencing their journeys through time and space and engaged in learning how to deconstruct and to construct paper time machines.More experienced designers may find something here for them, too, perhaps to refresh themselves or as an aid to instruction to mentees in whatever capacity. But it is also intended for practitioners of all levels of experience to find value in the surrounding historical contexts and theoretical debates pertinent to the creation of and the thinking around the making of historical board games (Parts One and Five). In addition, it is intended that the book might redirect some of the attention of the field of game studies, so preoccupied with digital games, toward this hitherto generally much neglected area of research.Key Features: Guides new designers through the process of historical board game design Encapsulates the observations and insights of numerous notable designers Deeply researched chapters on the history and current trajectory of the hobby Chapters on selected critical perspectives on the hobby

    15 in stock

    £44.99

  • An Artistic Approach to Virtual Reality

    Taylor & Francis Ltd An Artistic Approach to Virtual Reality

    15 in stock

    Book SynopsisA special quality about the medium of virtual reality is its immersive nature, allowing users to disengage from the physical world around them in order to fully interact with a digital environment. An Artistic Approach to Virtual Reality traces the lineage of artist/technologists who have worked with virtual reality in its infancy to the interactive virtual work of contemporary artists such as Laurie Anderson.Interlaced within a survey of artists whose works fit in the boundary of the interactive virtual medium, this book teases out what qualifies as interactive virtual artworks. The authors discuss the theories behind basic mechanics required to enter the virtual reality space and investigate theories around visual and embodied conceptual space.Key Features: Explores theoretical and practical aspects of using virtual reality for artistic practice Includes examples and discussion of virtual reality artworks from award-winning artistsTable of ContentsDedication Author Biographies Preface Chapter One: Introduction Chapter Two: Early Predecessors Chapter 3: Artists Working in Virtual Reality pre-2010 Chapter Four: Mechanics, Input, and Output Chapter Five: Artist Gallery- Lawrence Lek, Mohsen Hazarati, Sandrine Deumier Chapter 6: The Visual Conceptual Space Chapter Seven: Artist Gallery- Ian Cheng, Matteo Zamagni, and Rebecca Allen Chapter Eight: Virtual Reality as a Medium Chapter Nine: Artist Gallery- Jacolby Satterwaite and Rachel Rossin Chapter Ten: The Embodied Conceptual Space Chapter Eleven: Artist Gallery - Lori Anderson and Hsin-Chien Huang Chapter Twelve: Output and Access of Artistic Virtual Reality Content Chapter Thirteen: Conclusion

    15 in stock

    £44.99

  • Visual Citizenship

    Taylor & Francis Ltd Visual Citizenship

    15 in stock

    Book SynopsisThis book explores visual political engagement online how citizens participate in the dynamism of life in society by expressing their opinions and emotions on various issues of democratic life in image-based social media posts, independently of collective actions.Looking beyond large digital social movements to focus on the everyday, the book provides a well-documented and comprehensive framework of key notions, concrete methods and examples of empirical insights into everyday visual citizenship on social media. It shows how the visual has become ubiquitous in citizens' communication on social media, focusing on how citizens use visual content to express their emotions and opinions on social media platforms when they discuss politics in a large sense.With this book, every reader interested in political communication, visual communication and/or new media is fully equipped to analyse everyday visual citizenship on social media platforms.The Open Access version oTable of ContentsIntroductionPart I: ConceptsChapter 1. Everyday political expression as a citizenship practiceChapter 2. Citizenship, social media and visual culturesChapter 3. Personalised citizenshipChapter 4. Visual creativity and civic engagementChapter 5. Affective citizenshipPart II: MethodsChapter 6. Challenges to the validity of visual studiesChapter 7. Systemic functional approaches to visual contentChapter 8. Methodological standards for quantitative content analysis of social media postsChapter 9. Categories for visual content analysisChapter 10. Appraisal in text-image social media contentPart III: Empirical insightsChapter 11. The Brexit vote and its aftermath: quantitative resultsChapter 12. Opinions and emotions in text-image relationsChapter 13. Metaphoric judgement and creativity in the Brexit context

    15 in stock

    £135.00

  • Traveling through Video Games

    Taylor & Francis Ltd Traveling through Video Games

    15 in stock

    Book SynopsisThis book unlocks an understanding of video games as virtual travel. It explains how video game design increasingly takes cues from the promotional language of tourism, and how this connection raises issues of power and commodification.Bridging the disciplinary gap between game and tourism studies, the book offers a comprehensive account of touristic gazing in games such as The Legend of Zelda: Breath of the Wild, Minecraft, and Microsoft Flight Simulator 2020. Traveling through video games involves a mythological promise of open-ended opportunity, summarized in the slogan you can go there. Van Nuenen discusses the scale of game worlds, the elusive nature of freedom and control, and the pivotal role of work in creating a sense of belonging. The logic of tourism is fundamentally consumptivebut through design choices, players can also be invited to approach their travels more critically. This is the difference betTable of Contents1. Introduction 2. It’s All Under Control3. King of the Sandbox 4. Bigger on the Inside 5. You Can Stay Here 6. When Here Becomes There 7. Conclusion

    15 in stock

    £62.58

  • The Theory and Practice of Writing Music for

    Taylor & Francis Ltd The Theory and Practice of Writing Music for

    15 in stock

    Book SynopsisThe nature of game music charges the modern-day composer with understanding a whole host of aesthetic and technical principles unique to the medium. Based on years of working in the field, as well as teaching the subject at colleges and universities, The Theory and Practice of Writing Music for Games is an invaluable resource for those looking for a classroom tested, directed course of study.As players and composers, themselves, authors Steve Horowitz and Scott R. Looney share the inspiration and joy of game music with an emphasis on critical thinking and the creative process, exploring the parallels and distinctions to concert music, film, TV, cartoons, and other popular forms.Each chapter builds on the next and guides the reader step by step through the essentials. Along with all the theory, a multitude of clearly defined hands-on projects and exercises are included, designed to prepare the reader to go out into the field with a complete undTable of ContentsChp. 01 The Adaptive Composer Chp. 02 Building Blocks Chp. 03 The Composer's Toolbox Chp. 04 Music As Information Chp. 05 Cinematic Transitions Chp. 06 Living in Limbo Chp. 07 Get In The Game, Applied Musical Concepts Chp. 08 Middleware Music concepts & The Technical Composer Chp. 09 Advanced Approaches Chp. 10 Lessons Earned Section II Assignment 01 Composer Report Assignment 02 Create the Music Section of a GDD (Game Design Document) Assignment 03 (A) Setting Up YourWork Space Assignment 03 (B) Welcome To The Screen Shot Challenge Assignment 04 Notation Exploration Assignment 05 Classic To Modernity, The Art of Translation Assignment 06 Composing For Cinematics Assignment 07 Defining Form Assignment 08 Welcome to the Limbo Challenge Assignment 09 Gameplay Music Analysis Assignment 10 Breakout! Assignment 11 THE MUSIC MAZE Assignment 12 Mood Board Assignment 13 DAY & NIGHT Assignment 14 Create A Technical Design Document (TDD) Assignment 15 Create a Website and Artists statement

    15 in stock

    £59.99

  • Mastering Technical Art in Unreal Engine

    CRC Press Mastering Technical Art in Unreal Engine

    15 in stock

    Book SynopsisThis covers how to use the latest development tools to create your own Virtual World powered by Unreal Engine. Each chapter will provide you with the necessary underpinning theory as well as activities to test your learning inside of Unreal Engine.You'll learn about Landscapes, Sculpting, Materials, Foliage, Water, Partitions and much more as you complete project-based examples. Included in the book is a series of follow-along introductory videos and quizzes to help test your learning, giving you all the tools and knowledge to make detailed believable worlds in the Unreal Engine.This book will be of great interest to all students learning to create technical art within Unreal Engine, as well as professionals looking to sharpen their skills.

    15 in stock

    £48.99

  • The Pocket Mentor for Game Production

    CRC Press The Pocket Mentor for Game Production

    15 in stock

    Book SynopsisWant to work as a producer in the video games industry? Then this is the book for you. This book provides all the essential information and guidance you need to understand the industry and get your foot on the ladder.The book covers everything from basics youâll need to understand, how to look for and apply for job opportunities, as well as the studio interview process itself. It also includes advice for what to do once youâre in the role, with chapters covering the day-to-day of working as a game producer, how to set goals for future career progression, as well as interviews with top tips from experts in the industry.This book will be of great interest to all beginner and aspiring game producers.

    15 in stock

    £31.99

  • The Fundamentals of Video Game Literacy

    CRC Press The Fundamentals of Video Game Literacy

    15 in stock

    Book SynopsisThis book posits a novel framework for senseâmaking and meaningâmaking in the play of video games. Extending a modern, processâoriented, audienceâinclusive philosophy of artistic meaning generation, this book grapples with the question of how to personally and critically examine video games as artistic artifacts that do not have set, predetermined, standardized forms until live play is enacted. The resulting artistic product, live gameplay, expresses both the gameâs developers and its players.This book argues that players hold three separate, concurrent perspectives during play: the embodied avatar within the simulated space, the roleâplaying participant in the narrative fantasy, and the external strategist manipulating the gameâs software affordances. The exciting dynamics that arise from live gameplay are the result of the tensions and harmonies between these three parallel layers of play.Video games are systems with designed behaviors capable of a great diversity of instantiated expressions. Players are brought into that system of instantiated generation to produce truly emergent and personal gameplay. As such, players directly impact the shape and form of the gameplay artifact itself. This creates a relationship between the art, the player, and its meaning radically different from all previous art forms.This book builds around this central premise with examinations of related subjects pertaining to video game meaningâmaking, such as the ways in which video games facilitate play that is expressive of their players and the ways in which it is appropriate to compare and contextualize the differences in playersâ instantiated play activities. These subjects are designed to give readers an inâdepth understanding of the dynamics of gameplay in order to facilitate richer, more meaningful encounters with video games as cultural artifacts.This book: Provides a useful framework for enriching playersâ experiences with video game play. Helps players identify and distinguish aspects of their own and game developersâ expression in gameplay. Posits a novel framework examining the role of player as embodied avatar, roleâplayer, and strategist. Gives players appropriate questions to better interrogate the generation of meaning from within and surrounding the system of gameplay.

    15 in stock

    £54.14

  • The Pyramid of Game Design

    Taylor & Francis Ltd The Pyramid of Game Design

    15 in stock

    Book SynopsisGame design is changing. The emergence of service games on PC, mobile and console has created new expectations amongst consumers and requires new techniques from game makers.In The Pyramid of Game Design, Nicholas Lovell identifies and explains the frameworks and techniques you need to deliver fun, profitable games. Using examples of games ranging from modern free-to-play titles to the earliest arcade games, via PC strategy and traditional boxed titles, Lovell shows how game development has evolved, and provides game makers with the tools to evolve with it. Harness the Base, Retention and Superfan Layers to create a powerful Core Loop. Design the player Session to keep players playing while being respectful of their time. Accept that there are few fixed rules: just trade-offs with consequences. Adopt Agile and Lean techniques to learn what you need you learn quickly Use analytics, paiTable of ContentsAuthor Chapter 1 ◾ The Pyramid Chapter 2 ◾ The Base Layer Chapter 3 ◾ The Retention Layer Chapter 4 ◾ The Core Loop and the Gearbox Chapter 5 ◾ The Session and the On-Ramp Chapter 6 ◾ The Session: Playtime, the Off-Ramp and Return Hook Chapter 7 ◾ The Superfan Layer Chapter 8 ◾ What Will People Pay For? Chapter 9 ◾ Production-Centric versus Design-Centric Chapter 10 ◾ How to Develop a Service Game Chapter 11 ◾ How to Prototype and When to Pivot Chapter 12 ◾ Production Chapter 13 ◾ Managing Creativity Chapter 14 ◾ Marketing Your Launch Chapter 15 ◾ Metrics Chapter 16 ◾ Ethics Chapter 17 ◾ The Pyramid of Game Design Afterword 279 ACKNOWLEDGEMENTS GLOSSARY ENDNOTES BIBLIOGRAPHY SOFTOGRAPHY INDEX

    15 in stock

    £44.99

  • Game Audio with FMOD and Unity

    Taylor & Francis Ltd Game Audio with FMOD and Unity

    15 in stock

    Book SynopsisGame Audio with FMOD and Unity introduces readers to the principles and practice of game audio through the process of creating their own First Person Shooter (FPS) game. All the basics are covered, as well as a simple introduction to coding. Using the free software Unity and FMOD Audio Middleware, the reader will be able to create a game of their own and develop a portfolio that demonstrates their capacities in interactive sound design. Perfect for classroom use or independent study, Game Audio with FMOD and Unity also comes with a full suite of audio assets provided on a companion website. Table of ContentsContentsList of FiguresPrefaceChapter 1: Game EnginesChapter 2: Audio MiddlewareChapter 3: Game Audio vs Film SoundChapter 4: Getting Started with FMODChapter 5: LoopingChapter 6: 2D vs 3D SoundChapter 7: Getting Started in UnityChapter 8: Level Building in UnityChapter 9: Exploring the Game EnvironmentChapter 10: Integrating FMOD and UnityChapter 11: Interactive Game ObjectsChapter 12: Crate SoundsChapter 13: Putting the "S" into FPSChapter 14: Changing FootstepsChapter 15: The Enemies Shoot BackChapter 16: ParametersChapter 16b: Parameters 2Chapter 16b: Bonus Chapter – Parameters 2Chapter 17: Signal Routing in FMODChapter 18: FMOD Effect PluginsChapter 19: Ambience and TransceiversChapter 20: Real-Time MixingChapter 21: Mix SnapshotsChapter 22: The Health SystemChapter 23: Game Over Man!Chapter 24: Game Music Part 1 – VariationChapter 25: Game Music Part 2 – Parameter ControlChapter 26: Setting Up Unity for MusicChapter 27: Mixing the Game – SidechainsChapter 28: Optimizing the GameChapter 29: Building the GameIndex

    15 in stock

    £49.99

  • Once Upon a Pixel

    Taylor & Francis Ltd Once Upon a Pixel

    15 in stock

    Book SynopsisOnce Upon a Pixel examines the increasing sophistication of storytelling and worldbuilding in modern video games. Drawing on some of gaming's most popular titles, including Red Dead Redemption 2, The Last of Us, Horizon Zero Dawn, and the long-running Metal Gear Solid series, it is a pioneering exploration into narrative in games from the perspective of the creative writer. With interviews and insights from across the industry, it provides a complete account of how Triple-A, independent, and even virtual reality games are changing the way we tell stories. Key Features A fresh perspective on video games as a whole new form of creative writing. Interviews with a range of leading industry figures, from critics to creators. Professional analysis of modern video game script excerpts. Insights into emerging technologies and the future of interactive storytelling.Table of Contents1 Interview with Walt Williams 1 2 Interview with Brooke Maggs 17 3 Something to Fight for: The Last of Us and the Language of Linear Games 29 4 Interview with Brendan Keogh 57 5 This is Snake: The Storytelling Legacy of the Metal Gear Series 71 6 Interview with Anna Anthropy 93 7 New Horizons: Open Worlds and Storyfeel 105 8 Interview with Damon Reece 123 9 Dear Reader: Virtual Reality and the Narrative Frontier 133 10 Interview with Lincoln Davis, Tam Armstrong, and Shauna Sperry 145 11 Interview with Tomasz Bednarz 157 12 Conclusion 167

    15 in stock

    £46.99

  • Taylor & Francis The VES Handbook of Visual Effects

    1 in stock

    Book SynopsisThe award-winning VES Handbook of Visual Effects remains the most complete guide to visual effects techniques and best practices available today. This new edition has been updated to include the latest, industry-standard techniques, technologies, and workflows for the ever-evolving fast paced world of visual effects. The Visual Effects Society (VES) tasked the original authors to update their areas of expertise, such as AR/VR Moviemaking, Color Management, Cameras, VFX Editorial, Stereoscopic and the Digital Intermediate, as well as provide detailed chapters on interactive games and full animation. Additionally, 56 contributors share their best methods, tips, tricks, and shortcuts developed through decades of trial and error and real-world, hands-on experience.This third edition has been expanded to feature lessons on 2.5D/3D Compositing; 3D Scanning; Digital Cinematography; Editorial Workflow in Animated and Visual Effects Features; Gaming updates; General Geometry InTable of ContentsComing Soon … Chapter 1: IntroductionFirst, Some Ground RulesNow, the IntroductionWhy Use Visual EffectsChapter 2: Pre-Production /PreparationOverviewBreaking Down a Script – Budgeting Ballpark BudgetMore Detailed BudgetsBiddingPlate PhotographyTemp ScreeningsReviewing BidsContractsRebidding during ShootingRebidding in PostMonitoring the Budget and ScheduleKeeping the Budget DownWorking with the Director and ProducerDemo ReelThe MeetingMoving ForwardProduction DepartmentsProduction DesignCameraWorking with the CinematographerSpecial EffectsStuntsWardrobeMakeup ProductionVisual EffectsEditorialLocationsProduction MeetingDesigning Visual Effects ShotsGuidelines for DirectorsStoryboardsPrevisObjective of the ShotConcept ArtContinuityPhotorealismOriginal ConceptsBudgetReality and MagicCamera AnglesFramingScaleDetailSpeedScaled ImagesDepth of FieldSequence of ShotsCamera MotionLess Is MoreAction PacingCG CharactersCreatures and Character DesignPowers of 10 ShotsVisual Effects TechniquesTechnique ConsiderationsAdditional Suggestions for Determining TechniquesDevelopment of Previs TechniquesHistory and BackgroundWhat is Previs and Other Forms of Visualization?What is Previs?Different Types of Visualization and When to Use ThemVisualization: The New EssentialThe Application of Previs: Who Benefits and How?The Benefits of PrevisProject TypesPost-VisualizationWhat is Post-Visualization?Why Use Postvis?Who Does Postvis?Cautions and Suggestions for Good PracticeThe Perils of Previs!Passing the Work OnThe Role of the VFX Supervisor in PrevisPrevis: Advanced TechniquesVisualization UsefulnessVR as a ToolVisualization in EngineRender in EngineVisualization in Real TimeAR as a ToolCamera Angle Projection IntroductionDrawing What the Lens SeesTechvisWhat Is Techvis?Who is Techvis for?Virtual Production What is Virtual Production?How is Virtual Production Used?Chapter 3: Acquisition / ShootingWorking on SetCommon Types of Special EffectsWhat are Special Effects?A Brief History of Special EffectsThe Special Effects CoordinatorWorking with the Visual EffectsVisual Effects in Service to SFXSpecial Effects Design and PlanningStoryboards and PrevisThe Elements: Rain, Wind, and Snow and IceSmoke, Fire, and PyrotechnicsMechanical EffectsFlying Wire Rigs and StuntsSafetyGreenscreen and Bluescreen PhotographBest Practices and OtherwiseOverviewFunction of the BackingNegative Scanning and Digital ConversionBacking Uniformity and Screen CorrectionThe Alpha ChannelThe Processed ForegroundThe CompositeRecommended Specifications and PracticesHow to Expose a Green Screen Shot, and WhySetting Screen BrightnessChoosing the Backing ColorFloor Shots, Virtual SetsForeground LightingControlling Spill LightLighting Virtual SetsTracking MarkersOn-Set PreviewCameras for Blue Screen or Green Screen PhotographyUnderwater PhotographyOn-Set Data AcquisitionCamera ReportTracking MarkersProps for the ActorsCyberscanningDigital PhotosLidar/Laser ScanningLens Distortion ChartsHDRI and Chrome BallsLidar Scanning and AcquisitionOn-Set 3D Scanning SystemsTypes of TechnologyLidarPhotogrammetryProp ScannersLighting DataGathering Lighting DataBeware of False Savings!Using Conventional Still CamerasReference Shooting ConsiderationsClean PlatesShooting the Clean PlateLocked-Off CameraMoving CameraOther IssuesPost-ProcessAlternates without Clean PlatesOther Uses for Clean PlatesMonster SticksOn-Set Animation Capture: Witness Cam (IBMC) Wireless Non-Video Motion CaptureFactors Affecting Witness CamerasDealing with the Data in Post-ProductionCamera Tracking for Real-Time VisualizationCamera Tracking Pre-ProductionThe Camera DepartmentPrior to ShootingCurrent Tracking Systems in UseTriangulation As a Method of Recording Camera DataCamera/Subject Positional InformationBasics: The ToolkitBasics: Nodal PointPhotographic ReferenceHow to ProceedShooting Video as a ReferenceRules, Setup, and Testing Do a Complete Test Shot!Why Run Through Example or Test Shots?Digital CinematographyDigital DefinitionsHigh Dynamic Range (HDR)Lens MetadataLook ManagementThe Recording SystemLens Mapping for VFXVFX PhotographyThe Camera ArrayDesigning an Array ShotTechniciansShoot DaySpecial TechniquesPostThe FutureFilming Live-Action Plates to be Used in VFXCamera Position (Station Point)Angle of ViewLighting ConsiderationsCamera TiltBackground QualityMoving PlatesScouting the Camera PositionsA Case StudyCamera CarsCamera Car Safety IssuesPurpose-Built Crane CarsVibration and Camera StabilizationRoad SpeedPrecautionsPanoramic RigsOn the WaterAir to AirCable SystemsShooting Elements for CompositingWhat Is an Element?Stock FootageTypes of ElementsGeneric versus Shot-Specific ElementsDetermining Element NeedsCheatingBackgroundsBlack BackgroundsLine-UpCamera Format ConsiderationsAssorted Methods for Shooting ElementsHigh-Speed Photography and Filming ElementsCamerasTechniciansDirector of PhotographyLightingApplicationLocking Down the CameraVideo AssistPostSupervising Motion ControlWhat is Motion Control?Performance ChoreographyMultiple-Pass PhotographyScalingImport and Export of Camera Move DataThe DataTypes of Motion Control SystemsMotion Control SoftwareCamera TypesSync and PhaseDealing with ProductionAcquisition of Motion / Still Photographic Textures for Mapping onto CGPanoramic BackgroundsTiled StillsMotion Tiling and Synchronous PlatesPractical ConsiderationsStills for Textures and LightingStop-MotionEvolution of Stop-Motion PhotographyThe Time Required to Shoot in Stop-MotionPreparation before ShootingSetting up a Shooting Space for Stop-MotionUse of Motion Control in Stop-MotionUseful CaveatsEvolution of a ShotUse of Stop-Motion in Visual EffectsChapter 4: Performance and Motion CaptureWhat is Motion Capture?Is Motion Capture Right for a Project?The Mocap LookTechnical SpecificationsEntry PointBudgetWhich Technology is Right for a Project?Gauging a Project’s Needs and ConstraintsPassive Retroreflective OpticalActive OpticalInertialStructured LightDense Stereo ReconstructionBend SensorsPreparing for Motion CaptureActorsMotion Capture SuitsMarker Placement – BodyMarker Placement – FaceRigging for Motion CaptureShot ListTechnology ConsiderationsHardwareThe StrobeMarkersLensesFilterImage SensorOnboard ProcessorInputs/OutputsSetupSoftwareAcquisitionCalibrationPost-ProcessingReconstructionLabelingGap FillingCleaningSolving Motion CaptureFacial Motion CaptureFacial Actor SurveyActor Survey – HardwareReference DataStatistical DataFacial RiggingFacial AcquisitionAudioFacial Motion Capture SolvingReal-Time Motion Capture Real-Time UsesReal-Time LimitationsAlternate TechnologiesMotion Capture ResourcesVirtual ProductionWorld BuildingPrevisualizationOn-Set VisualizationVirtual CinematographyChapter 5: Stereoscopic 3DHow 3D Works Accommodation and ConvergenceInteraxial SeparationToe-in Versus Horizontal Image TranslationParallax or Depth BudgetPositive and Negative ParallaxFloating WindowsFix It in PostStereoscopic DesignThe Emerging Grammar of 3DCreative Use of DepthPrevisualizationAvoiding Painful 3DThe Aesthetic of Scale Cutting for 3DDesigning for Multiple Release FormatsImmersion-Based versus Convergence-Based StereoNative StereoPre-ProductionOn-SetStereography in the Visual Effects ProcessStereography for FinishingHFR as a Solution for Better 3D MoviesVFX Elements and StereoIntroduction – How VFX Elements are UsedNative Stereo ContentMono Capture – Packaged Script and Element DeliveriesMono Capture – Hybrid Approach for Stereo DeliveryMono Capture – Full CG Approach for Stereo DeliveryCreating Depth – Layout and StereographyStereo Camera – Depth WedgesStereo CompositingRequesting a Full CG Stereo Render Mid-ProductionVFX Production Tasks2D to 3D ConversionDepth Creation PreparationVisual Analysis of 2D Depth CuesPre-Production and Previs for ConversionSource and Target PerspectiveShared Shots/Shared WorkflowsMain Stages of 2D-to-3D ConversionMajor 2D-to-3D Conversion WorkflowsSpecial CasesRe-projection Mapping WorkflowPixel Displacement or Pixel ShiftingOther 2D-to-3D Conversion WorkflowsIs "Real" Always Right?2D-to-3D Conversion ManagementStereoscopic Visual EffectsPrepping for the Third DimensionShooting the Third DimensionVisual Effects in the Third DimensionPhotographed ElementsAccuracy and Attention to DetailArtistic Skill LevelData ManagementStereoscopic Digital Intermediate WorkflowStereoscopic 3D Process MilestoneViewing 3D DailiesProjection Screens for Stereoscopic Viewing3D Editorial ProcessesData WorkflowApplying the 3D Grade3D Stereo Deliverables3D Home Video DeliverablesStereoscopic Window The Stereoscopic WindowPlacement of the Window in Relation to the 3D SceneWindow ViolationsWindow Placement LogicHow to Create a Stereoscopic WindowProducing Movies in Three DimensionsDevelopment – Getting the Green LightProduction – What to Look Out ForChapter 6: Post-Production / Image ManipulationResolution and Image Format ConsiderationsFormatsTransportResolutionAcademy Color Encoding System (ACES)ACES ComponentsACES BenefitsACES Color Space EncodingViewing ACESPreparations for Using ACESImage Compression/File Formats for Post ProductionImage EncodingStill Image CompressionOther Lossless Compression MethodsFile FormatsColor Management The Three GuidelinesDigital Color Image Encodings and Digital CamerasColor Management at the DesktopBringing Color Management to Film WorkflowsDigital IntermediateShot Element Pulls and Delivery to VFXIntroductionThe Lab"Production" Is to "Lab" as …The MergeThe HandoffVFX EditorialThe SelectThe PullVFX EditorialEditing within a Shot: The Art of Precompositing (Precomp)How It Came to BeModern Day Tracking and Disseminating of InformationAs the Shot ChangesWrapping It UpEditorial Workflow in Feature AnimationIntroductionEditorial Crew Staffing and StructureEditorial Involvement with Feature Animation Production StagesCommunication with ArtistsStartingWorking with TeamsWorking GloballyReference and PerspectiveShot ProductionCommunicating with Artists in Other DepartmentsCompletionCompositing of Live-Action ElementsModern Digital CompositingScene TrackingRotoscoping and PaintRotoscopingDigital Painting and Plate ReconstructionMatte Paintings/Creative EnvironmentsMatte Paintings: Art of the Digital RealmWhat Is a Matte Painting?Matte Painting Pioneers and HistoryVisualizing the Matte Painting Shot in Pre-ProductionOn-Set Supervision for Matte Painting ShotsBasic Skills and Tricks of the TradeMiniatures and Computer-Generated SetsFinding the Best FrameRe-Projected Photo SurveyThe Need for Creative Compositing3D Matte PaintingChapter 7: Digital Element CreationDigital Modeling Overview: The Importance of ModelingTypes of ModelingModel Data TypesDevelopment of ModelsModeling for a Production PipelineEngineering Aspects for PolygonsEngineering Aspects for NURBSRigging and Animation RiggingRigging: What is It?Animation RiggingDeformation RiggingTexturing And SurfacingThe Importance of Texture PaintingHard Surface ModelsCreature ModelsTypes of Geometry: Their Problems and BenefitsPrepping the Model to Be PaintedTexture CreationVarious Other Map-Driven EffectsTexture Painting in ProductionModel EditingDigital Hair / FurHair Generation ProcessGeneral Issues and SolutionsDigital Feathers Morphology of Real FeathersModeling Digital FeathersSimilarities between Hair and FeathersDifferences between Hair and FeathersGeneral Geometry InstancingAsset CreationWorld BuildingShot ConsiderationsDynamics and SimulationHow is a Simulation Created?When is Simulation Appropriate?Tricks and CheatsImportant ConsiderationsPlanning and PreparationSoftware Solutions: A Broad Overview of Current OptionsParticlesWhat are Particle Systems?The Next StepThe Birth of ParticlesCreating EffectsRigid-Body DynamicsHow Rigid-Body Dynamics are CreatedPotential ProblemsOther IssuesTricks for Getting It DoneDigital LightingLight in Reality and in Computer GraphicsCase Study of Reality Compared with Simple CG SimulationVisual Sophistication through Texture MappingPhysically Derived Shading ModelsBeneath the SurfaceGoals of Lighting in Visual EffectsWork Flow for Successful Creative Digital LightingThe Technologies of Lights in Computer GraphicsDirect Lighting: Source to Surface to CameraReflectionsPhotographed ReflectionsShadowsImage-Based LightingRendering OcclusionAmbient OcclusionReflection OcclusionCreating Light Sources from Environment MapsPhysically Based RenderingPhysically Plausible RenderingVolumetric Lighting EffectsShader BasicsWhat are Shaders?Shading ModelsBump and DisplacementMap-Based ShadersProcedural ShadersShader DesignAnti-aliasing Considerations2D Compositing 2D File FormatsImage Quality: Color Bit Depth and ConcatenationLog vs. LinearLow Dynamic Range and High Dynamic Range ImagesMattes and Pre-Multiplied AlphaWorking with Rendered CG ElementsIntegration Techniques2D Compositing Z-Depth CompositingAdding Depth of FieldAdding Motion BlurRelighting3D Compositing Working with 3D Data in a CompositorPan and TileCamera ProjectionsSet ExtensionsCoverage Mapping3D Mattes3D Retouch and CleanupAdjusting Camera MovesParticlesDeep CompositingCrowd Generation and Simulation TechniquesLive-Action ReplicationSpritesComputer-Generated CrowdsModeling for ReplicationVariationMesh DensityAnimation Cycles for ReplicationMotion CaptureKeyframe AnimationDynamic Motion SynthesisBehaviors and Crowd ControlCG Prosthetics and Actor EnhancementsOn-Set Tracking and Capture ConsiderationsEye Enhancements3D Techniques2D Techniques2D TechniquesSilhouette ChangesRe-Projection3D Products, Systems, and SoftwareDigital Element Creation Process3D Graphics Software3D TrackingSpecial EffectsRenderingTexturingChapter 8: Interactive GamesOverviewHow the Gaming Industry and Film/TV Industries are differentGame Engines and Real-Time Rendering Runtime ComponentDisciplines and Job TitlesGame DesignEngineeringProductionTestArtThe Art DirectorConcept ArtEnvironment ArtistsTexture ArtistCharactersHard ModelingPropsLightingBaked vs. Dynamic LightingShadowsEffectsSystem EffectsEnvironmental FXBreakablesDestructionTech ArtistAnimationUIReal Time Shaders and MaterialsPre-Rendered Cinematics vs. Real Time VisualsOptimization and Runtime BudgetsPerformance Analysis and ProfilingCPU vs. GPU boundTechnical TerminologyUser CalibrationLatency"Game Mode" on TelevisionsHDR10PBR – Physically Based RenderingFBXMip MappingFilteringTexelScreen Space Ambient OcclusionLevel of DetailVertex Shaders and Fragment ShadersAR/VRFuture of GamingOn-Demand Rendering, Cloud Distribution and Ray TracingChapter 9: Complete AnimationWhat Is An Animation Project?Full Animation versus Visual EffectsDifference Between Visual Effects and AnimationProduction PipelinesProductionA Survey and History of Animation TechniquesTraditional AnimationStop-MotionComputer Graphic TechnologyConsiderations for a Full CG-Animated Feature PipelineCG Feature Animation PipelineManaging an Animated FilmFilm Management and Personal StyleBuilding Brain TrustsBuilding the Core Creative TeamWriting and Visual DevelopmentWorking with a StudioFacilities and EnvironmentManaging the EventThe Production Process: An Animator’s PerspectiveWorking on CG-Animated Content in Live-Action FeaturesPlanning the ProcessProductionCharacter and Environment InteractionChapter 10: General Workflow ConsiderationsVirtual Studio TechnologyAnalysis of A Production WorkflowFrom Workflow to PipelineService Bureau versus In-House RequirementsDesign of a Production WorkflowFrom Analysis to DesignDeploying a Production WorkflowFrom Design to ImplementationInfrastructureTracking AssetsWhat is Task and Asset Tracking?Commercial Task and Asset Tracking SystemsBuilding Task and Asset Tracking SystemsScene Assembly3D Scene Assembly2D Scene Assembly (Compositing)Working Across Multiple FacilitiesImagesModelsTexturingAnimationCompositingR&DChapter 11: VR / AR (Virtual / Augmented Reality)A Note from the EditorsPrelude to Virtual Reality & Augmented RealityPre-Production for VR/ARProduction for VR/AR Post-Production for VR/AREditorial Post-Production for VR/AR How to Direct the Viewer?The Post-ProcessNonlinear Editorial, Timelines and EditsWorld Lock and Forced PerspectiveTypes of Head-Mounted and Handheld DisplaysWhat are the HMD and the "VR Presence"?Electronical Designs of HMDs and their Respective PerformancesOptical Designs of HMDs and their Respective UsagesImage Quality Factors in VR HMD DisplaysHemispheres and DomesGame Mechanics Are What it is All AboutOvercoming Doubt and Preconceived NotionsDome ProjectionsThe Future of DomesVR/AR Tracking Displays Uses of VR EnterpriseNarrative StorytellingFuture of VR and AR This is Just the BeginningAcknowledgmentsAppendix A: Charts and FormulasAppendix B: Credits / Titles to Be Submitted in Accordance with VES GuidelinesAppendix C: GlossaryIndex

    1 in stock

    £67.98

  • Procedural Storytelling in Game Design

    Taylor & Francis Ltd Procedural Storytelling in Game Design

    15 in stock

    Book SynopsisThis edited collection of chapters concerns the evolving discipline of procedural storytelling in video games. Games are an interactive medium, and this interplay between author, player and machine provides new and exciting ways to create and tell stories. In each essay, practitioners of this artform demonstrate how traditional storytelling tools such as characterization, world-building, theme, momentum and atmosphere can be adapted to full effect, using specific examples from their games. The reader will learn to construct narrative systems, write procedural dialog, and generate compelling characters with unique personalities and backstories.Key FeaturesIntroduces the differences between static/traditional game design and procedural game designDemonstrates how to solve or avoid common problems with procedural game design in a variety of concrete waysWorld's finest guide for how to begin thinking about procedural designTable of ContentsSECTION 1: Introduction to Procedural Generation. Chapter: When and Why to Use Procedural Generation.Chapter. Managing Output: Boredom versus Chaos Chapter: Aesthetics in Generation. Chapter: Ethics in Procedural Generation – Darius Kazemi. SECTION 2: Procedural Content. Chapter: Level Design Fundamentals. Chapter: Dungeons Chapter: Worlds Chapter: Puzzles Chapter: Infinite Items. Chapter: A.I. Chapter: Enemy Spawning & Challenge – Wyatt Cheng. Chapter: Animation Chapter: Audio – Bronson Zgeb. Chapter: Content ToolsSECTION 3: Procedural Narrative. Chapter: Characters. Chapter: Plot & Story Directors – Emily Short. Chapter: Text Generation – Harry Tuffs. Chapter: Personalities & Emotions. Chapter: Emergent Narrative & User Stories.SECTION 4: The Future Chapter: Generated Games. Chapter: Algorithms & Approaches. Chapter: Generating Meaning.

    15 in stock

    £48.99

  • The Art of Game Design

    Taylor & Francis Ltd The Art of Game Design

    15 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.

    15 in stock

    £123.50

  • FORCE Dynamic Life Drawing

    Taylor & Francis Ltd FORCE Dynamic Life Drawing

    Out of 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

    Out of stock

    £999.99

  • After Effects for Designers

    Taylor & Francis Ltd After Effects for Designers

    15 in stock

    Book SynopsisAfter Effects for Designers teaches design students, artists, and web, graphic, and interactive designers how to design, develop, and deploy motion design projects using Adobe After Effects. Author Chris Jackson balances fundamental aspects of time-based design with related techniques, and explores the principles of animation; composition and layout; visual hierarchy; typography; cinematic storytelling; 3D modelling; compositing, and more. Each chapter contains unique, step-by-step project exercises that offer timesaving practical tips and hands-on design techniques, teaching readers how to effectively use the tools at their disposal in order to conceptualize and visualize creative solutions to their own motion design work. Readers will build professional-world examples in every chapter and, as a result, learn how to both design effectively using After Effects and practically apply these skills in client-based work. An accompanying companion website includes cTrade Review"Finally, a book that not only tells you what button to push but why you should push it. Chris Jackson's After Effects for Designers combines the technical with the aesthetic, the art and the technique behind motion graphics design. I can't wait to get this into the hands of my students."—Robert Levine, Director of Production Support; Adjunct Instructor of Computer Graphics and Animation, Digital Media Production Program, Florida State UniversityTable of ContentsIntroduction1. Getting Started in Motion Design2. Creating Motion Design with After Effects3. Typography in Motion4. Logos in Motion5. UI Design in Motion6. Information in Motion7. Presentations in Motion8. 3D Modeling in Motion9. Moving Forward in Motion DesignIndex

    15 in stock

    £39.99

  • 3D Technology in Fine Art and Craft

    Taylor & Francis Ltd 3D Technology in Fine Art and Craft

    15 in stock

    Book SynopsisThe possibilities for creation are endless with 3D printing, sculpting, scanning, and milling, and new opportunities are popping up faster than artists can keep up with them. 3D Technology in Fine Art and Craft takes the mystery out of these exciting new processes by demonstrating how to navigate their digital components and showing their real world applications. Artists will learn to incorporate these new technologies into their studio work and see their creations come to life in a physical form never before possible. Featuring a primer on 3D basics for beginners,interviews, tutorials, and artwork from over 80 artists, intellectual property rights information, and a comprehensive companion website, this book is your field guide to exploring the exhilarating new world of 3D. Follow step-by-step photos and tutorials outlining the techniques, methodologies, and finished products of master artists who have employed 3D technology in new and inventive ways Table of ContentsForeword Preface Introduction Primer A World Turned Upside Down Collecting Data- 3D Scanning, photogrammetry and more 3D Modeling and Sculpting 3D Printing CNC Milling Foundry of the Future Copyrights and 3D Technology Education and 3D Resources

    15 in stock

    £42.74

  • 3D Game Textures

    Taylor & Francis Ltd 3D Game Textures

    15 in stock

    Book SynopsisThe new edition of 3D Game Textures: Create Professional Game Art Using Photoshop features the most up-to-date techniques that allow you to create your own unique textures, shaders, and materials. Revised to take new technology into account, it is an ideal hands-on resource for creating online worlds, simulations, web-based applications, and architectural visualization projects.Continuing the practical, no-nonsense approach of its predecessors, the fourth edition shows you how to advance your digital art skills with textures and shaders by exploring their interactions in single objects or entire scenes. It contains expanded coverage of shader nodes, and the companion websitewww.lukeahearn.com/textureshas been updated to include video tutorials as well as updated sample textures, shaders, materials, actions, brushes, and all of the art from the book. Table of ContentsIntroduction. The Basics of Art. The Basics of Computer Graphic Technology. Introduction to Shaders and Materials. Preparing for Texture Creation. Sci-Fi Hallway, Basic Shaders: Diffuse, Illumination, and Opacity. The Urban Setting: Low-Polygon, High-Texture Detail. The Fantasy Setting: High-Polygon, High-Texture Detail. Exteriors. Game Effects. Normal Maps and Multipass Shaders.

    15 in stock

    £49.39

  • Learning Java Through Games

    Taylor & Francis Inc Learning Java Through Games

    15 in stock

    Book SynopsisLearning Java Through Games teaches students how to use the different features of the Java language as well as how to program. Suitable for self-study or as part of a two-course introduction to programming, the book covers as much material as possible from the latest Java standard while requiring no previous programming experience. Taking an application-motivated approach, the text presents an abundance of games. Students must read through the whole chapter to understand all the features that are needed to implement the game. Most chapters start with a description of a game and then introduce different Java constructs for implementing the features of the game on need-to-use bases. The text teaches students not only how to write code that works but also how to follow good software practices. All sample programs in the text strive to achieve low cohesion and high couplingthe hallmarks of well-designed code. Many programs are refactored multTable of ContentsBasic Principles: Computer Hardware and Software. Data Types and Conditional Statements. Loops. Methods and Formatted Output. Introduction to Arrays. Introduction to Classes. The ArrayList Class and the enum Keyword. Advanced Programming Techniques: Classes Revisited. Fun with Swing. Nested Classes and Event Handling. The Breakout Game (Complete Version). Layout Management and GUI Components. Exception Handling and Files. Recursion. Java Applets. Index.

    15 in stock

    £84.99

  • Interactive Stories and Video Game Art

    Taylor & Francis Inc Interactive Stories and Video Game Art

    Out of stock

    Book SynopsisThe success of storytelling in games depends on the entire development teamgame designers, artists, writers, programmers and musicians, etc.working harmoniously together towards a singular artistic vision. Interactive Stories and Video Game Art is first to define a common design language for understanding and orchestrating interactive masterpieces using techniques inherited from the rich history of art and craftsmanship that games build upon. Case studies of hit games like The Last of Us, Journey, and Minecraft illustrate the vital components needed to create emotionally-complex stories that are mindful of gaming's principal relationship between player actions and video game aesthetics. This book is for developers of video games and virtual reality, filmmakers, gamification and transmedia experts, and everybody else interested in experiencing resonant and meaningful interactive stories.Key Features: The first book to deTrade Review"The convergence of narrative in film, video games, and virtual reality will fundamentally change the entertainment industry in coming years. Chris Solarski’s book gives content creators crucial insights into interactive story composition and how to adapt these concepts for transmedia storytelling."—Marc Forster, Film Director and Producer "The clever thing about this book is that it bridges the worlds of game design and storytelling. I would recommend this to anyone who wants to get into game design and understand what’s going on beneath the surface. It reminds me of Robert McKee’s Story, the classic book on screenwriting. You read it and you think: Aha, this is how storytelling works in film, it really can be explained! And you can see this book as a companion volume that is essentially doing the same thing for games."—Tom Standage, Deputy Editor and Digital Strategist of The Economist and a New York Times Bestselling Author "As a gamification designer you look for inspiration from multiple sources to create behavior-change and evoke emotions that help your audience make decisions. Chris Solarski captures brilliantly how dynamic composition techniques for transmedia storytelling can assist in reaching your audience through shapes, flow, positioning and much more." —An Coppens, Chief Game Changer at Gamification Nation Ltd. "Interactive Stories and Video Game Art touches upon factors that can be a barrier to the developers’ experience being actualised: managing player attention, dealing with memory, communicating how players should think about playing, in addition to the practicalities of play. I feel I have a more robust means of assessing the experience developers are aiming to achieve as a result of these guidelines. The contractual nature of my work also means that I’m tasked with quickly communicating the design intent between the dev team and my team. The visual communication symbols presented in each chapter are sure to play a part in that process moving forward." —Seb Long, UX Researcher at Player Research "As a game designer, I think Interactive Stories and Video Game Art is a must-read. I love how Chris Solarski puts game design and gameplay at the centre of the whole artistic process, so everything is easily applicable to any project and to both sides of development, to game design and graphics."—David Javet, Narrative Designer and Co-founder of Tchagata Games "This book is an eye-opener. I haven't been in the games loop for a while, but it transcends games. Reading it made me feel what I felt when I first studied cinematography." —Gustavo Sánchez-Perez, FX Artist at Mr. X "Chris Solarski's book is extremely ambitious; from the smallest detail to broad concepts that encompass an immense scale, its truly applied methodology serves as a catalyst that enriches the reader's heart and promotes the creation of pure art." —Erik Anzi, Producer, Screenwriter, and Concept Artist on films including Ridley Scott's Alien and Blade Runner "The concepts presented in Interactive Stories and Video Game Art remind me of Joseph Campbell's powerful demonstration of a universal storytelling structure. Coming from a technical game design background yet being artistically inclined, I never considered that atomic elements such as shapes, lines of movement and transitions contain a vocabulary strong enough to sculpt our mood, whether consciously or unconsciously. This book creates that wonderful feeling of learning new letters, which soon prove useful to form sentences for bringing new poetry to the world." —Stéphane Assadourian, Veteran Game Production Consultant and founding member of Ubisoft's Assassins' Creed franchise Table of ContentsChapter 1 Character Shapes and Poses Chapter 2 Character Animations Chapter 3 Environment Shapes Chapter 4 Pathways Chapter 5 Framing Chapter 6 Player Gestures Chapter 7 Transitions in Games Chapter 8 Transitions With Cutscenes Chapter 9 Reiteration of Context Chapter 10 Transition Hazards Chapter 11 Transitions Without Cutscenes Chapter 12 Transitions in Open World Games.

    Out of stock

    £999.99

  • Taylor & Francis Inc The Gamers Brain

    Out of stock

    Book SynopsisMaking a successful video game is hard. Even games that are well-received at launch may fail to engage players in the long term due to issues with the user experience (UX) that they are delivering. That's why makers of successful video games like Fortnite and Assassin's Creed invest both time and money perfecting their UX strategy. These top video game creators know that a bad user experience can ruin the prospects for any game, regardless of its budget, scope, or ambition.The game UX accounts for the whole experience players have with a video game, from first hearing about it to navigating menus and progressing in the game. UX as a discipline offers guidelines to assist developers in creating the optimal experience they want to deliver, including shipping higher quality games (whether indie, triple-A or serious games) and meeting business goals -- all while staying true to design vision and artistic intent.At its core, UX is about understanding the gamerTrade Review"The beauty of this book is that it is two things at the same time: 1. An amazingly complete introduction to psychology, using examples from video games to make the concepts clear and memorable.2. An amazingly complete introduction to video game design, using psychology to help design more compelling games.So whether you are a game designer, a player, or someone wishing to understand psychology, this is the book for you."-Don Norman, Director, the Design Lab at the University of California, San Diego Author of The Design of Everyday Things"By blending up-to-date brain science with game-relevant UX design principles, this book doesn't just give great tips about how to make better games, it gives designers the mental tools to get better at thinking about games. Read this, and suddenly you'll know what you're talking about." -Jesse Schell, Game Designer, author of The Art of Game Design "This book is an invaluable asset for game developers, whether you work in game design, user experience, or programming. With a lucid overview of the current best knowledge from cognitive psychology, Hodent provides guidelines and approaches to improve the game experience for players that are based on actual science." -Raph Koster, Game Designer, author of A Theory of Fun for Game DesignTable of ContentsIntroduction. Part I: Video Games and the Brain. How the Brain Learns in a Nutshell. Perception. Attention. Memory. Emotion. Motivation. Applying Learning Techniques in Games. Part II: A UX Framework for Video Games. History of UX. Usability. GameFlow. User Research. Analytics. UX Reporting. Conclusion. References. Glossary. Appendix: UX Checklist. Index.

    Out of stock

    £46.54

  • Dragon's Lair and the Fantasy of Interactivity

    Lexington Books Dragon's Lair and the Fantasy of Interactivity

    Out of stock

    Book SynopsisPerhaps no arcade game is so nostalgically remembered, yet so critically bemoaned, as Dragon’s Lair. A bit of a technological neanderthal, the game implemented a unique combination of videogame components and home video replay, garnering great popular media and user attention in a moment of contracted economic returns and popularity for the videogame arcade business. But subsequently, writers and critics have cast the game aside as a cautionary tale of bad game design. In Dragon’s Lair and the Fantasy of Interactivity, MJ Clarke revives Dragon’s Lair as a fascinating textual experiment interlaced with powerful industrial strategies, institutional discourse, and textual desires around key notions of interactivity and fantasy. Constructing a multifaceted historical study of the game that considers its design, its makers, its recording medium, and its in-game imagery, Clarke suggests that the more appropriate metaphor for Dragon’s Lair is not that of a neanderthal, but a socio-technical network, infusing and advancing debates about the production and consumption of new screen technologies. Far from being the gaming failure posited by evolutionary-minded lay critics, Clarke argues, Dragon’s Lair offers a fascinating provisional solution to still-unsettled questions about screen media. Trade ReviewVibrant prose, detailed research, and a holistic methodology make Clarke’s Dragon’s Lair and the Fantasy of Interactivity a fascinating look at a game that became an iconic pinnacle of both a technology and a genre of video games, laserdisc games, and led to a discussion of the very nature of interactivity. For a tour of Dragon’s Lair, one cannot find a better guide. -- Mark J. P. Wolf, Concordia University WisconsinTable of ContentsAcknowledgmentsIntroductionChapter 1: Dragon's Lair: The HardwareChapter 2: Dragon's Lair: The BusinessChapter 3: Dragon's Lair: The DiscChapter 4: Dragon's Lair: The FantasyReferencesAbout the Author

    Out of stock

    £65.70

  • Packt Publishing Limited Adobe Animate 2022 for Creative Professionals:

    Out of stock

    Book SynopsisStep into the world of animation and go beyond the fundamentals of Adobe Animate to bring experiences to life with the help of expert-led content in this illustrated guide Key Features Produce rich motion graphics and interactive animations for multiple platforms Explore the key features and enhancements in the latest Adobe Animate release Take your Adobe Animate projects to the next level with creative workflows Book DescriptionAdobe Animate is platform-agnostic asset creation, motion design, animation, and interactivity software. Complete with explanations of essential concepts and step-by-step walkthroughs of practical examples, this book will guide you in using Adobe Animate to create immersive experiences by breaking through creative limitations across every medium. We begin by getting up to speed with all that you need to know about Adobe Animate. You'll learn how to get started with Animate as a creative platform and explore the features introduced in its most recent versions. The book will show you how to consume and produce media assets for multiple platforms through both the publish and export workflows. Following this, you’ll explore advanced rigging techniques and discover how to create more dynamic animation with advanced depth and movement techniques. You’ll also find out how to build projects such as games, virtual reality experiences, and apps for various platforms as the book demonstrates different ways to use Animate. Finally, it covers the different methods used to extend the software for various needs. By the end of this Adobe Animate book, you'll be able to produce a variety of media assets, motion graphic design materials, animated artifacts, and interactive content pieces for platforms such as HTML5 Canvas, WebGL, and mobile devices.What you will learn Gain a solid understanding of Adobe Animate foundations and new features Understand the nuances associated with publishing and exporting rich media content to various platforms Make use of advanced layering and rigging techniques to create engaging motion content Create dynamic motion using the camera and variable layer depth techniques Develop web-based games, virtual reality experiences, and multiplatform mobile applications Extend Animate with extensions, application-level scripting, and the creation of custom integrated tutorials Who this book is forThis book is for web, graphic, and motion design professionals with basic experience in animation who want to take their existing skills to the next level. A clear understanding of fundamental animation concepts will help you to get the most out of this book and produce impressive results.Table of ContentsTable of Contents A Brief Introduction to Adobe Animate Exploring Platform- Specific Considerations Settling into the User Interface Publishing and Exporting Creative Content Creating and Manipulating Media Content Interactive Motion Graphics for the Web Character Design through Layer Parenting Animating Poses with IK Armatures Manipulating Warped Objects through Advanced Rigging Working with the Camera and Layer Depth Developing Web-Based Games Producing Virtual Reality Content for WebGL Building Apps for Desktop and Mobile Extending Adobe Animate

    Out of stock

    £999.99

  • Kyle Andrew Robertson Make Money On YouTube: How to Create and Grow

    Out of stock

    Book Synopsis

    Out of stock

    £22.49

  • Situational Game Design

    Taylor & Francis Ltd Situational Game Design

    15 in stock

    Book SynopsisSituational Design lays out a new methodology for designing and critiquing videogames. While most game design books focus on games as formal systems, Situational Design concentrates squarely on player experience. It looks at how playfulness is not a property of a game considered in isolation, but rather the result of the intersection of a game with an appropriate player. Starting from simple concepts, the book advances step-by-step to build up a set of practical tools for designing player-centric playful situations. While these tools provide a fresh perspective on familiar design challenges as well as those overlooked by more transactional design paradigms.   Key FeaturesIntroduces a new methodology of game design that concentrates on moment-to-moment player experienceProvides practical design heuristics for designing playful situations in all types of gamesOffers groundbreaking techniques for designing non-inteTable of ContentsCh 1 Epistemology. Ch 2 Constraints. Ch 3 Situations. Ch 4 Interactivity. Ch 5 Choices. Ch 6 Consequences. Ch 7 Anticipation. Ch 8 Goals. Ch 9 Perrformance. Ch 10 Narrative. Ch 11 Meaning.

    15 in stock

    £42.74

  • EventDatabase Architecture for Computer Games

    CRC Press EventDatabase Architecture for Computer Games

    15 in stock

    Book SynopsisEvent-Database Architecture for Computer Games proposes the first explicit software architecture for game development, answering the problem of building modern computer games with little or no game design.The first volume begins by describing the formal definition of software production processes in general, and the production process of computer games in particular. It introduces the two basic principles behind the software architecture that addresses the communication and productivity problems of a degenerative production process. It goes on to describe the archetypal software production process, and outlines the role that the Game Designers, Game Programmers, Game Artists, Sound Designers and Game Testers play in that process.The second volume includes a brief overview on how to optimize the results. This leads on to an exploration of how staff, especially Software Engineers, typically view optimization. It also explains how the vision of the Engineers relates to the vision of the leadership of a project or company. It describes how this leadership can also affect the efficacy of a production process, including the Event-Database Production Process.This book will be of great interest to professional game developers involved in programming roles, such as Tools Programmers, UI Programmers, Gameplay Programmers and Engineers, as well as students studying game development and programming.

    15 in stock

    £86.99

  • Pearson Education Adobe After Effects Classroom in a Book 2021

    Out of stock

    Book SynopsisLisa Fridsma has long loved the process of teaching others to use Adobe products. She has helped create over thirty books in the Classroom in a Book series over the last two decades (including books on Photoshop, After Effects, and Acrobat), going back to her time on-staff at Adobe. She's currently the owner of Darlington Hill Productions which provides production, design, illustration, and writing publishing services.     Brie Gyncild aims to make technical information accessible to those who need it. Brie has auTable of ContentsGETTING STARTED 1 GETTING TO KNOW THE WORKFLOW 2 CREATING A BASIC ANIMATION USING EFFECTS AND PRESETS 3 ANIMATING TEXT 4 WORKING WITH SHAPE LAYERS 5 ANIMATING A MULTIMEDIA PRESENTATION 6 ANIMATING LAYERS 7 WORKING WITH MASKS 8 DISTORTING OBJECTS WITH THE PUPPET TOOLS 9 USING THE ROTO BRUSH TOOL 10 PERFORMING COLOR CORRECTION 11 CREATING MOTION GRAPHICS TEMPLATES 12 USING 3D FEATURES 13 WORKING WITH THE 3D CAMERA TRACKER 14 ADVANCED EDITING TECHNIQUES 15 RENDERING AND OUTPUTTING

    Out of stock

    £42.74

  • Taylor & Francis Ltd Communication Technology Update and Fundamentals

    Out of stock

    Book SynopsisFor three decades, Communication Technology Update and Fundamentals has set the standard as the single best resource for students and professionals looking to brush up on how communication technologies have developed, grown, and converged, as well as what''s in store for the future. The secret to the longevity is simple-every two years, the book is completely rewritten to ensure that it contains the latest developments in mass media, computers, consumer electronics, networking, and telephony. Plus, the book includes the Fundamentals: the first five chapters explain the communication technology ecosystem, the history, structure, and regulations. The chapters are written by experts who provide snapshots of the state of each individual field. Together, these updates provide a broad overview of these industries, as well as the role communication technologies play in our everyday lives. In addition to substantial updates to each chapter, the 16th edition includes

    Out of stock

    £65.63

  • Mastering Character Design

    CRC Press Mastering Character Design

    Out of stock

    Book SynopsisThis book is a comprehensive guide for artists looking to master character design, no matter their chosen style. It offers practical insights into the core principles used in animated projects, helping you understand how to accurately draw and construct shapes, as well as the key elements of design. The content covers not only human anatomy but also extends to animal forms, offering strategies to depict both with precision and expression.You'll learn how to draw essential features like eyes, lips, hands, and legsâboth for humans and animalsâwhile also delving into the way shapes convey musculature from various perspectives. The book emphasizes the importance of shape and size variation, and how to achieve a strong, clear silhouette.Above all, this book teaches you how to draw with intent and purpose. It focuses on making thoughtful decisions about each line to ensure clarity and informativity, while also guiding you in creating designs that are dynamic and full of life. With these skills, youâll be able to design characters with intention and draw them in a way that feels both effective and engaging.

    Out of stock

    £999.99

  • Bloomsbury Publishing PLC Basics Animation 02: Digital Animation

    Out of stock

    Book SynopsisThe various tools available to the novice and professional alike have also broadened the pallet of the animator so that the boundaries between media have blurred. "Basics Animation: Digital Animation" will look at the history of the medium charting its progress with references to specific examples, which demonstrate the growth and development of the form over the last 50 years. With contributions from innovators and pioneers in the medium to present day practitioners in the cinema, game, and television industries, "Digital Animation" will introduce and examine some of the key aspects involved in producing digital animation.Trade Review'An excellent and contemporary survey of the genre.' Mark Owen, Kingston College, UK. 'Clear, concise, well illustrated and appropriate for an introduction to the subject.' Andrew Hepburn, Northwest Regional College, UK. 'I think it will fill in the gaps in my students' knowledge. It is good to see a general book that is not software specific.' Tom Ingham, Cambridge School of Visual and Performing Arts, UK. 'Bite size information, easy to digest and with great examples. Glossary and timeline at the back of the book was very useful ... Images are well presented, text is easily read.'Ti Majekodunmi, Bromley College, UK. 'I think the book is a work of art on its own. The graphic layout is really something.' Jennifer Hardacker, Pacific University, USA.Table of ContentsIntroduction. How to get the most out of this book. Foundations <1960: Early mechanical developments; The first animated films; The foundation of modern computing. Pioneers 1960-1980: Experimental animators; Early special effects; The birth of computer games; First CGI in cimena; GUIs and SIMs. Development 1980-1990: The first digital games; The animator's role; CGI aesthetics; Character animation; Computers for everyone; Digitally animated shorts; Digital animation in fine arts; Photorealism. Maturity 1990-2000: The internet and animation; Digital animation in cinema; Digital animation in television; Traditional skills in CGI; Digital worlds and digital actors. Integration 2000-2007: Digital tools for all; Digital feature films; Digital auteurism; Media crossover; Aesthetic confidence; Beyond cinema and television. Predictions 2007>: Machinima; Return to core values; Digital auteurism revisited. Glossary. A timeline of digital animation. Conclusion. References and bibliography. Further resources. Acknowledgements. Picture credits.

    Out of stock

    £999.99

  • Advanced Game Development with Programmable Graphics Hardware

    Taylor & Francis Inc Advanced Game Development with Programmable Graphics Hardware

    Out of stock

    Book SynopsisThis book addresses the new possibilities that are becoming available in games technology through the development of programmable hardware. It is helpful for students of game technology and established game programmers and developers who want to update their expertise to the new technology.Table of Contents1. Introduction and Cg Programming Overview 2. Light/Object Shaders 3. Texture Mapping 4. Rendering Shadows 5. Advanced Mapping Techniques and Ray Tracing on the GPU 6. Common Games Effects 7. Recorded Animation: Interpolation and Management 8. Real-Time Animation 9. Character Animation—Using MoCap and Skinning 10. Facial Animation 11. Managing Game Development

    Out of stock

    £123.50

  • Storytelling for Interactive Digital Media and Video Games

    Taylor & Francis Inc Storytelling for Interactive Digital Media and Video Games

    Out of stock

    Book SynopsisThe evolution of story-telling is as old as the human race; from the beginning, when our ancestors first gathered around a campfire to share wondrous tales through oral traditions, to today, with information and stories being shared through waves and filling screens with words and images. Stories have always surrounded us, and united us in ways other disciplines can''t. Storytelling for Interactive Digital Media and Video Games lays out the construct of the story, and how it can be manipulated by the storyteller through sound, video, lighting, graphics, and color. This book is the perfect guide to aspiring storytellers as it illustrates the different manner of how and why stories are told, and how to make them interactive. Storytelling features heavy game development as a method of storytelling and delivery, and how to develop compelling plots, characters, settings, and actions inside a game. The concept of digital storytelling will be explored, and how this differs frTable of ContentsChapter 1 What is a Story? Fundamental Components of the StoryChapter 2 Who is Telling the Story? Teller/Audience RelationshipChapter 3 How Do We Tell Stories? Formats of StorytellingChapter 4 What Are Stories About? The Content of StoriesChapter 5 Why Do We Tell Stories? Functional StorytellingChapter 6 Activities For StorytellersChapter 7 ConclusionChapter 9 The Moving ImageChapter 10 Memes and SymbolsChapter 11 AudioChapter 12 ExercisesChapter 13 ConclusionChapter 14 Interaction BasicsChapter 15 Interactive Media TypesChapter 16 GamesChapter 17 Stories and GamesChapter 18 ActivitiesChapter 19 Conclusion

    Out of stock

    £999.99

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