Digital animation Books
Taylor & Francis Communication Technology Update and Fundamentals
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£58.89
Taylor & Francis Ltd The Routledge Handbook of Audio Description
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£204.25
Taylor & Francis Mythopoeic Narrative in The Legend of Zelda
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£128.25
Taylor & Francis Ltd The Foley Grail
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£135.00
Taylor & Francis Videogames and the Gothic
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£128.25
Taylor & Francis Ltd Sounding Emerging Media
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£36.99
Taylor & Francis Ltd Sounding Emerging Media
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£128.25
Taylor & Francis Ltd Virtual Reality Designs
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£68.39
Taylor & Francis Ltd Data Publics
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£38.99
Taylor & Francis Ltd A Moving Subject
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£118.75
Taylor & Francis Ltd Independent Videogames
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£38.99
Taylor & Francis Ltd A Moving Subject
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£49.39
Taylor & Francis Ltd Game Usability
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£152.56
Taylor & Francis Ltd VRay 5 for 3ds Max 2020 3D Rendering Workflows Volume 1 3D Photorealistic Rendering
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£50.34
Taylor & Francis Ltd An EthicoPhenomenology of Digital Art Practices
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£38.99
Taylor & Francis Ltd Timing for Animation 40th Anniversary Edition
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£123.50
Taylor & Francis Ltd The Gig Economy Workers and Media in the Age of Convergence
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£128.25
Taylor & Francis The Game Music Toolbox
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£152.56
Taylor & Francis Ltd Environment Art in the Game Industry
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£42.74
Taylor & Francis Ltd Environment Art in the Game Industry
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£109.25
Taylor & Francis Understanding Reddit
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£47.49
Taylor & Francis Ltd Developing Graphics Frameworks with Python and OpenGL
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£99.99
Taylor & Francis Making the Cut at Pixar
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£140.00
Taylor & Francis Immersion Narrative and Gender Crisis in Survival Horror Video Games
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£135.00
Taylor & Francis The Fantasy Sport Industry
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£137.75
Taylor & Francis Qualitative Research in Gambling
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£128.25
Taylor & Francis Ltd How to Cheat in After Effects
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£999.99
Taylor & Francis Ltd Hybrid Animation
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£999.99
Taylor & Francis Ltd Rigging for Games
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£46.54
Taylor & Francis Ltd Digital Media Foundations
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£135.00
Taylor & Francis Ltd Digital Media Foundations
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£49.99
Taylor & Francis Ltd The Art of Drawing Folds An Illustrators Guide to Drawing the Clothed Figure
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£128.25
Taylor & Francis Ltd How to Cheat in Maya 2014 Tools and Techniques for Character Animation
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£42.99
Taylor & Francis Art Hack Practice
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Taylor & Francis Art Hack Practice
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Taylor & Francis The Media Workflow Puzzle How It All Fits Together
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Taylor & Francis Computer Architectures
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Taylor & Francis Ltd Fedor Khitruk
Book SynopsisThis book is a first and long-awaited study of the directorial work of the animation master Fëdor Khitruk (19172012), an artist who formed in the tradition of classical cel animation only to break the conventions once he turned into a director; a liaison between artists and authorities; a personality who promoted daring films to be created in the Soviet Union dominated by socialist realism; and a teacher and supporter of young artists that continued to carry on his legacy long after the Soviet empire collapsed.Fëdor Khitruk: A Look at Soviet Animation through the Work of One Master reveals Khitruk's mastery in the art of the moving image and his critical role as a director of films that changed the look of Soviet animation and its relation to the animation world within and beyond the Eastern Bloc. Based on archival research, personal interviews, published memoirs, and perceptive analyses of Khitruk's production of films for children and adults, this studyTable of ContentsAcknowledgments. Preface. Introduction: Khitruk the Man and the Animator. 1 A Turning Point in the Profession: Story of a Crime (1962), Man in the Frame (1966). 2 Films for Children: Toptyzhka (1964), Bonifatius’s Vacation (1965), and Vinni Pukh (1969–72). 3 Art and Society: Othello 67 (1967) and Film, Film, Film (1968). 4 Individual and Society: The Island (1973), I’ll Give You a Star (1974), and Icarus and the Wisemen (1976). 5 In Search for Unconventional Sources: The Young Friedrich Engels (1970), A Day Before Our Era (1977), and Olympics (1982). 6 The Last Torch: The Lion and the Bull (1983). Conclusion: Khitruk – The Teacher. Films Cited. Films Directed by Fëdor Khitruk and Awards. Selected Bibliography. Appendix: Films Animated by Khitruk at Soyuzmultfilm. Index.
£44.99
Taylor & Francis Ltd Making it HUGE in Video Games
Book SynopsisMaking it HUGE in Video Games recounts the astonishing journey of an unassuming, middle-of-the-bell-curve young man, rising from mundane beginnings to scale the dizzying heights of artistic distinction and financial success in the worldwide video game industry.This is the story of Chance Thomas, a moderately talented musician who struggled and grew to compose original scores for some of the most well-known entertainment properties in the world. Detailed personal accounts and instructive side bars carry readers across the jagged peaks and valleys of an absolutely achievable career in video games. World-famous IP's get personal treatment here The Lord of the Rings, Marvel, Avatar, Dungeons & Dragons, Warhammer, DOTA 2, King Kong, The Settlers, and many more.Readers will discover unvarnished true stories about starting out, pitching and pursuing gigs, negotiating contracts, composing anTable of ContentsIntroductionAcknowledgementsChapter 01. Music Degree... What Now?Chapter 02. Quest for Glory and Grammy AwardsChapter 03. The Lord of the Rings, Part OneChapter 04. King KongChapter 05. Left BehindChapter 06. Academy AwardChapter 07. The Lord of the Rings, Part TwoChapter 08. EA GamesChapter 09. AvatarChapter 10. GDC, GANG, and GSCChapter 11. Warcraft and Other Peripheral Life SaversChapter 12. DOTA 2Chapter 13. Faeria and RoguebookChapter 14. Might & Magic and Combat of GiantsChapter 15. Rise and Fall of HUGEsoundChapter 16. WarhammerChapter 17. Swinging For The FencesChapter 18. Avatar 2Chapter 19. The SettlersChapter 20. Church MusicChapter 21. Securing the Future
£29.99
Taylor & Francis Ltd The Routledge Companion to Video Game Studies
Book SynopsisA definitive guide to contemporary video game studies, this second edition has been fully revised and updated to address the ongoing theoretical and methodological development of game studies.Expertly compiled by well-known video game scholars Mark J. P. Wolf and Bernard Perron, the Companion includes comprehensive and interdisciplinary models and approaches for analyzing video games, new perspectives on video games both as an art form and cultural phenomenon, explorations of the technical and creative dimensions of video games, and accounts of the political, social, and cultural dynamics of video games. Brand new to this second edition are chapters examining topics such as preservation; augmented, mixed, and virtual reality; eSports; disability; diversity; and identity, as well as a new section that specifically examines the industrial aspects of video games including digital distribution, game labor, triple-A games, indie games, and globalization. Each essay providesTable of ContentsTECHNOLOGICAL ASPECTS 1. Artifact (Olli Sotamaa) 2. Artificial Intelligence (Robin Johnson) 3. Controllers (Sheila C. Murphy & Lefloïc-Lebel) 4. Emulation (Simon Dor) 5. Interface (Vincent Mauger) 6. Platforms (Bobby Schweizer) 7. Preservation (Judd Ruggill & Ken McAllister) 8. Resolution (Mark J. P. Wolf) INDUSTRIAL ASPECTS 9. Digital Distribution (Ashley P. Jones) 10. Free-to-Play (Jean Paul Simon) 11. Economy (Aphra Kerr) 12. Game Labor (Bjarke Liboriussen) 13. Globalization (Minako O’Hagan) 14. Indie Games (Paolo Ruffino) 15. Triple-A Games (Brendan Keogh) FORMAL ASPECTS 16. Art and Aesthetics (Grant Tavinor) 17. Augmented, Mixed, and Virtual Reality (Lei Chen) 18. Color (Simon Nidenthal) 19. Conventions (Bernard Perron) 20. Design (Richard Rouse III) 21. Dimensionality (John Sharp) 22. Levels (Martin Picard) 23. Perspective (John Sharp) 24. Sound (Mark Grimshaw-Aagaard) 25. Worlds (Mark J. P. Wolf) PLAYFULNESS ASPECTS 26. Casualness (Julia G. Raz) 27. Challenge (Robert Furze) 28. Cheating (Mia Consalvo) 29. Competition / Co-operation (Emma Witkowski) 30. Conflict (Marko Siitonen) 31. Interactivity (Lori Landay) 32. Ludology (Espen Aarseth) 33. Objectives (Louis-Martin Guay) 34. Players / Gamers (Frédérique Clément) 35. Repetition (Christopher Hanson) 36. Single-player / Multiplayer (Daniel Joseph & Lee Knuttila) GENERIC ASPECTS 37. Action (Dominic Arsenault) 38. Adventure (Clara Fernandez-Vara) 39. eSports (Zhouxiang Lu) 40. Role-playing (Andrew Burn) 41. Shooting (Gerald Voorhees) 42. Simulation (Seth Giddings) 43. Sports Games (Andrew Baerg) 44. Strategy (Simon Dor) CULTURAL ASPECTS 45. Convergence (Robert Alan Brookey & Charles Ecenbarger) 46. Culture (Frans Mäyrä) 47. Cut-scenes (Rune Kelvjer) 48. Death (Karin Wenz) 49. Education (Rick Ferdig & Enrico Gandolfi) 50. Media Ecology (Kevin Schut) 51. Player Practices (Ashley ML Guajardo) 52. Research (David Myers) 53. Retrogaming (Michael Thomasson) 54. Violence (Peter Krapp) SOCIOLOGICAL ASPECTS 55. Characters (Jessica Aldred) 56. Community (Carly Kocurek) 57. Disability (Sky LaRell Anderson) 58. Diversity (Sarah Stang) 59. Identity (Rosa Mikeal Martey) 60. Femininity (Stephanie C. Jennings) 61. Masculinity (Michael Z. Newman & John Vanderhoef) 62. Performance (Michael Nitsche) 63. Race (Anna Everett) 64. Sociology (Andras Lukacs) PHILOSOPHICAL ASPECTS 65. Cognition (Andreas Gregerson & Dooley Murphy) 66. Émergence (Joris Dormans) 67. Fiction (Grant Tavinor) 68. Ideology (Mark Hayse) 69. Immersion (Carl Therrien) 70. Meaning (Christopher Paul) 71. Ethics (Mark Hayse) 72. Narratology (Dominic Arsenault) 73. Ontology (Espen Aarseth) 74. Transcendence (Mark Hayse)
£215.00
Taylor & Francis Ltd The Business of Indie Games
The Business of Indie Games provides exceptional insight into how the video games industry works. It shares valuable information on how to successfully self-publish and secure publisher support. Whether you're making your first game or tenth, this book is a must read. Paul Baldwin, Curve DigitalThe video game industry is a tough business and anyone looking to succeed in indie development should give The Business of Indie Games a read. Graham Smith, Co-Founder of DrinkBox StudiosThis book is a fast track to success for anyone managing a game launch and looking to raise funding for their projects. It shares knowledge that you only learn after years of triumphs and failures within this industry. Scott Drader, Co-Founder of Metalhead Software There's nothing like The Business of Indie Games taught in school. You learn how to make a game, but not how to conduct business, market, and laun
£44.64
Taylor & Francis Ltd Game Design Tools
Book SynopsisThis book provides a series of transdisciplinary tools to help game designers improve their design pipeline and design output. Using approaches from psychology, anthropology, and sociology, it offers practical tools for all the main aspects of game design from conception through to testing.Drawing on game design theory, the book looks at the relationship between game design and other disciplines to create a toolbox of modern tools for game designers. It covers archetypes, praxeology, behavioural game design, and emotional game design. Covering a wide breadth of content, the book includes chapters on: Documentation Production Evaluation Analysis and Marketing tools This book will be of great interest to students on game design courses, as well as early-career game designers and those looking to break into the industry. It will also be of interest to more experienced game designers looking for new game design tools.Table of ContentsSection One - IntroductionChapter 1 - How to Use This BookChapter 2 - Book IntroductionSection Two - Analysis ToolsChapter 3 - Design and AnalysisChapter 4 - Target Audience ToolsChapter 5 - Data ToolsSection Three - Game Design ToolsChapter 6 - Introduction to Game Design ToolsChapter 7 - Brainstorming TechniquesChapter 8 - PraxeologyChapter 9 - Self-Determination TheoryChapter 10 - Habit Loop and Operant ConditioningChapter 11 - Game Design PatternsChapter 12 - MDA FrameworkChapter 13 - NudgesChapter 14 - Behavioural Game DesignChapter 15 - Emotional Game DesignChapter 16 - Emotional TheoriesSection Four - DocumentationChapter 17 - Introduction to DocumentationChapter 18 - Golden RulesChapter 19 - Pivotal DocumentsSection Five - ConclusionChapter 20 - Games, Cakes, and LoveChapter 21 - The Cake Is Real
£42.99
Taylor & Francis Ltd Mad Eyed Misfits
Book SynopsisOne of the most stylistically original and provocative writers in animation returns with this informal sequel to his previous books on indie animation, Unsung Heroes of Animation and Animators Unearthed.In this collection, award-winning writer Chris Robinson looks at a wide range of films and filmmakers, including cult favourites Don Hertzfeldt, Adam Elliot, Masaaki Yuasa, Wong Ping, Bruce Bickford, Jodie Mack, Rosto, Suzan Pitt, Clyde Henry and Cartoon Saloon.Eclectic, opinionated, passionate and personal, Robinson's writing will amuse, confuse, infuriate and enlighten while introducing readers to some of the most astonishing and important animation artists from around the world.Table of ContentsChapter 1 ◾ Masaaki Yuasa Speaks in Many Colors Chapter 2 ◾ 52 Films, 1 Year: Meet John Morena Chapter 3 ◾ Passing on by Us: Clyde Peterson Talks Torrey Pines Chapter 4 ◾ Marcel, the King of Tervuren Chapter 5 ◾ "People Are Finally Listening": Indigenous Animation Rises Up Chapter 6 ◾ Fight! Fight! Fight!: Malcolm Sutherland’s Bout Chapter 7 ◾ Ghosts of a Different Dream: The Films of Mariusz WilczynskiChapter 8 ◾ Wondering Boy Poet: Bruce Bickford Chapter 9 ◾ The Burden of Dreams Chapter 10 ◾ Unity by Tobias Stretch Chapter 11 ◾ Don Hertzfelt’s Beautiful DaysChapter 12 ◾ Don Herzfeldt Talks World of Tomorrow II Chapter 13 ◾ Joy Street: Remembering Suzan Pitt Chapter 14 ◾ Nightlights in the Forest: Cartoon Saloon Chapter 15 ◾ Beautiful Maladies: The Uncanny World of Rosto Chapter 16 ◾ Špela Cˇadež’s Nighthawk Chapter 17 ◾ Kaspar Jancis’ Motel of Fools Chapter 18 ◾ The Moneygoround: Liu Jian’s Have a Nice DayChapter 19 ◾ Clyde Henry Talks GymnasiaChapter 20 ◾ The Crushed Dreams of a Magnificent Cake Chapter 21 ◾ The Frog, The Dog and The Devil: The Ballad of Bad WhiskeyChapter 22 ◾ Consuming Chris Sullivan Chapter 23 ◾ It’s a Good Life , If You Don’t Weaken: Luc Chamberland and Seth’s Dominion Chapter 24 ◾ Yield by Caleb WoodChapter 25 ◾ Visiting Ville Neuve With Felix Dufour-Laperrière Chapter 26 ◾ Where Is Here: Felix Dufour- Laperrière’s Archipelago Chapter 27 ◾ Laughing at Chaos: Alex Boya Talks Turbine Chapter 28 ◾ Banana Skins and Cigarette Butts: The Films of Adam Elliot Chapter 29 ◾ Pineapple Calamari Chapter 30 ◾ The Joys of Jodie Mack Chapter 31 ◾ Moving on With Ainslie HendersonChapter 32 ◾ Peeping Wong PingChapter 33 ◾ On the Weave of Construction: RISD Animation Chapter 34 ◾ Lesley the Pony Has an A+ Day
£18.99
Taylor & Francis Ltd Game Audio Programming 4
Welcome to the fourth volume of Game Audio Programming: Principles and Practices the first series of its kind dedicated to the art, science, and craft of game audio programming. This volume contains 17 chapters from some of the top game audio programmers in the industry and dives into subjects that apply to diverse game genres and from low-level topics such as thread-safe command buffers and pitch detection to high-level topics such as object management, music systems, and audio tools.With such a wide variety of topics, game audio programmers of all levels will find something for them in this book. The techniques presented in this book have all been used to ship games, including some large AAA titles, so they are all practical and many will find their way into your audio engines. There are chapters about timed ADSRs, data-driven music systems, background sounds, and more.This book collects a wealth of advanced knowledge and wisdom about gam
£42.74
Taylor & Francis Ltd The Ludotronics Game Design Methodology
Book SynopsisThis book supports readers to transition to more advanced independent game projects by deepening their understanding of the concept development process. It covers how to make concepts sufficiently viable, ambitious, and innovative to warrant the creation of a polished prototype in preparation of a publisher pitch.The book is divided into six sections. After a brief tutorial (Preliminary Phase), readers embark on a journey along the book's methodology. They travel through successive conceptual phases (Preparations, Procedures, Processes, and Propositions); advance through levels and action beats in each of these phases; master challenges (conceptual tasks) and overcome level bosses (design decisions) that become successively harder; collect items (fulfilled documentation tasks); and win the game by having progressed from a raw, initial idea to a full-fledged, polished game treatment. Additional resources for the bookare available at Table of ContentsPhase 01: Preliminaries. 1. Level One: The Thing. 2. Level Two: The Map. 3. Level Three: The Stage. Phase 02: Preparations. 1. Level One: Spawning Ideas. 2. Level Two: Panning for the Core. 3. Level Three: Tough Investigations. 4. Level Four: An Army of Avatars. 5. Level Five: Enter the Value Matrix. 6. Level Six: Serve with Distinction. Phase 03: Procedures. 1. Level One: The Enchanted Theme. 2. Level Two: The Design-Driven Goal. 3. Level Three: The Desire-Driven Goal. Phase 04: Processes. 1. Level One: Integral Perspectives I. 2. Level Two: Interactivity. 3. Level Three: Plurimediality. 4. Level Four: Narrativity. 5. Level Five: Architectonics. 6. Level Six: Integral Perspectives II. Phase 05: Propositions. 1. Level One: Prototyping. 2. Level Two: Polishing. 3. Level Three: Presenting. Phase 06: Postmortems. 1. Level One: References. 2. Level Two: Rightsholders. 3. Level Three: Responses.
£44.99
CRC Press Game Design Deep Dive
Book SynopsisIn Game Design Deep Dive: Trading and Collectible Card Games, game design analyst Joshua Bycer is back to discuss the deck-building genre, from the original success of Magic: The Gathering to todayâs market with online card games like Hearthstone and Gwent. The design and philosophy of deck builders and tabletop games can be and have been applied to many genres. Looks at the history of popular tabletop card games and collectible card games Discusses how to design and balance your game with low numbers Examines the application of card-based design in other genres Perfect for students and designers to learn about designing deck builders and card-based games.Table of ContentsPreface. Acknowledgments. Social Media: Social Media Contacts. Additional Books. 1 What Is the Goal of Game Design Deep Dive: Trading and Collectible Card Games? 2 The Major Names of TCGs. 3 What Is TCG Design? 4 The Arrival of CCGs. 5 How Monetization Works. 6 Designing Cards. 7 How TCGs/CCGs Influenced Game Design. 8 Balancing the Present and Future of Your Game. 9 The Work Outside the Game. 10 The TCG/CCG Market. 11 Conclusion. Glossary. Index.
£34.99
Taylor & Francis Ltd Interactive Storytelling
Book SynopsisTaking a cross-media approach to the ever-changing field of digital storytelling, this book offers an essential introduction to producing and editing interactive storytelling content, and to the platforms that host it.Table of ContentsContents Acknowledgments Preface Where to start? How this volume is organized Chapter 1: Introduction 1.1 Preliminary definitions 1.1.1 The fascination for interactivity 1.1.2 Digital, virtual, interactive 1.1.3 Interacting, participating, collaborating 1.2 Telling stories through actions 1.2.1 Dramatic media 1.2.2 Actions and events 1.2.3 Dramatic action 1.2.4 Narrative action 1.2.5 Sequence of actions 1.2.6 Generating events 1.3 Last general issues 1.3.1 Author, authorship, control 1.3.2 Characters or stories 1.3.3 The field of investigation 1.3.4 Database, narrative and video contents 1.3.5 Delimiting the field 1.4 A general model of analysis Chapter 2 - Dynamic Elements: the Units 2.1. What are the units 2.2 The logical relationship between the units 2.3 Organising the Multilinear Project 2.4. What separates the units 2.5. Tagging the units: metadata 2.6 Exercises 2.6.1 The flow chart of dynamic elements 2.6.2 The user actions Chapter 3 - Dynamic elements: the Agents 3.1 Agents and audience 3.2 Intelligent agents 3.2.1 Planning as improvisation 3.2.2 Planning as directing 3.2.3 Scripting as planning 3.3 Emotions and agents 3.3.1 The (mental) reality of emotions 3.3.2 The social component of emotions 3.3.3 Emotions as a behavioural drive 3.4 Exercises 3.4.1 Describing the state of the world 3.4.2 Writing the actions 3.4.3 Writing Preconditions and Effects 3.4.4 Simulating the execution 3.4.5 Starting from the goal state 3.4.6 Reusing the plan Chapter 4 - Display: audience, system, emotions 4.1 Participation 4.1.1 Narratology vs Ludology 4.1.2. Interaction vs Narration 4.1.3. Balancing the agency 4.1.4. Intensity of process 4.1.5. User’s action 4.1.6. Intelligible actions 4.2 Writing the interaction through the units 4.2.1. Interaction by navigating the map 4.2.2. Interaction by dialogues and behaviours 4.2.3. Interaction by physical actions 4.3 Emotions in computational systems 4.3.1 Coding characters’ emotions 4.3.2 The emotions of the audience 4.4. Cross media contents’ communication 4.5 Exercises Chapter 5 - Engines and systems: supporting creativity and dramatic tension 5.1 Systems and automation 5.2 System classification 5.3 Fully manual authorship 5.4 Manually authored database and automation for plot generation 5.4.1 Plot grammars 5.4.2 Constraints on plot generation 5.4.3 Planning for plot generation 5.4.4 Plot generation based on dramatic tension 5.5 Database and automation 5.6 Emergent narratives: joint automation of plot and database 5.6.1 Constraints on the plot and modifications of database elements 5.6.2 Plot and database modelled with constraints 5.6.3 Full plot automation and database simulation 5.7 General Considerations on Storytelling Systems 5.8 Exercises 5.8.1 The form to the story, or the application of a template 5.8.2 The constrained plot generation: preconditions and effects annotation 5.8.3 The dramatic tension of the story Chapter 6. Examples to know 6.1. 1966: Eliza 6.2. 1976: Adventure 6.3. 1978: Aspen Movie Map 6.4. 1987: Afternoon a story 6.5. 1987: City in transition: New Orleans 1983-86 6.6 1911: Angels 6.7 1993: Myst 6.8 1996: Pokémon 6.9 1999. Desert rain 6.10 2001:Can you see me now? 6.11 2003: Facade 6.12 2005: FearNot! 6.13 2006: DramaTour 6.14 2012: The Walking Dead 6.15 2013: Nothing for Dinner 6.16 2018:. Black mirror Bandersnatch 61.7 2029: The Invisible Guardian 6.18 2020: Down the Rabbit Hole Index .
£33.99
Taylor & Francis Ltd The Pocket Mentor for Animators
Book SynopsisWant to work as an animator in the video games industry? Then this is the book for you. This is a friendly guide to understanding the industry that offers practical advice and guidance to prepare you for the challenge!This book covers every step of the way, from picking universities through to your first year on the job. Outlining the whole job application process, with essential dos and don'ts, it also includes helpful animator-specific tips that might come in handy in those early years! Drawing from personal experience, along with interviews with ten incredibly talented people within the industry, this book ensures you feel supported and ready to enter the industry. From lessons learned to mistakes made, tackling imposter syndrome to finding friends, this book shares plenty for the reader to take away with them even if that is just a bunch of things they know not to do . . .A beginner's guide to life as an animator, this book is an invaluable resource for aspiring a
£29.99