Digital animation Books

408 products


  • 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

  • Taylor & Francis Ltd Directing Game Animation

    15 in stock

    Book SynopsisThe best character animation has a strong creative intent, driving a compelling performance. With the addition of interactivity, game animation adds complexity to the craft of how best to balance art, design and technology to realize a character's performance. As a director, you are responsible for not only defining a vision for how those should balance but also being a leader, mentor and advocate for your team. But in a field of rapid iteration of ideas and techniques, that strong creative intent can be easily lost or sacrificed if not properly fostered and defined.Directing Game Animation: Building a Vision and a Team with Intent breaks down the process of creating an intentional animation vision that can be both unique and flexible. From defining the high-level experience to breaking down tech needs, projecting a team size and empowering everyone to work together, this book will help you to wrap your mind around a project's animation needs.Animation, l

    15 in stock

    £39.99

  • Taylor & Francis Ltd VRay 5 for 3ds Max 2020

    15 in stock

    Book SynopsisRevitalize your architectural visualizations by bringing new levels of realism to your day and night interior scenes. This book features full-color, step-by-step tutorials to develop a firm understanding of the processes and techniques involved in creating jaw-dropping 3d visualizations for top marketing agencies.This second volume includes day and night lighting of an atrium scene using seasoned tools and techniques to deploy V-Ray 5 and 3ds Max 2020. It has never been quicker and easier to create the industry's top-of-the-range 3d marketing visuals.The book starts with an overview of the best techniques to approach clients via emails, calls, meetings, and social media. There are also key insights into the best practices of handling projects, pricing, contracts, invoices, pre-production, production, post-production, etc.The subsequent step takes users through the installation of V-Ray 5 and the process of accessing the V-Ray Material browseTable of ContentsPreface. Acknowledgments. Author. 1 Using Resource Files. 2 Creating Materials and Shaders in V-Ray 5. 3 Cameras and Lighting in V-Ray. 4 Rendering in V-Ray. 5 Tips and Tricks. 6 anima® from AXYZ design®. 7 Daylight Scene Pre-Production. 8 Scene, Camera and Lights. 9 Materials and Final Render. 10 Daylight Scene Post-Production. 11 Night Scene Pre-Production. 12 Night Scene Lighting/Rendering. 13 Night Scene Post-Production. 14 Verified Views for Planning Applications. Index.

    15 in stock

    £114.00

  • 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

  • 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

    £128.25

  • 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

    £47.49

  • Taylor & Francis Ltd Tabletop Game Accessibility

    15 in stock

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

    15 in stock

    £44.99

  • Taylor & Francis Ltd Blender 2D Animation

    1 in stock

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

    1 in stock

    £58.99

  • Taylor & Francis Ltd Situational Game Design

    Out of 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.

    Out of stock

    £42.74

  • CRC Press Costume Design for Video Games

    15 in stock

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

    15 in stock

    £44.64

  • 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

  • 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

    £47.49

  • 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

    £44.64

  • Taylor & Francis Ltd Procedural Storytelling in Game Design

    Out of 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.

    Out of stock

    £48.99

  • The Art of Game Design

    Taylor & Francis Ltd The Art of Game Design

    1 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.

    1 in stock

    £123.50

  • 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

  • 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

  • Taylor & Francis Ltd Composition for the 21st century Vol 2

    15 in stock

    Book SynopsisComposition for the 21st century: Characters in Animation focuses on characters and their application in animation, illustration, games, and films. It covers various technical aspects of character design and their artistic applicability. This book analyzes in detail the purpose of these character design features and provides examples of their impact. Emphasis is placed on each aspect and how it affects and is affected by the narrative. Additionally, complex case studies that assist in explaining the successful use of these concepts in films and animation are included. This book is geared toward students; however, it is also reader-friendly for professionals. Composition for the 21st century: Characters in Animation's goal is to comprehend composition as an artistic tool and as a significant part of the professional character design process.Key Features: Teaches the complexity of composition in the profeTable of ContentsChapter 1: The Job of a Character Designer Chapter 2: Visual Development Process Chapter 3: Storytelling and Drama Chapter 4: Personality Chapter 5: Relationships Chapter 6: Emotions Chapter 7: Message or Theme Chapter 8: Research and Concept Chapter 9: Design Scale Chapter 10: Pose and Communication Chapter 11: Thumbnail Drawings Chapter 12: Shape Chapter 13: Form Chapter 14: Line of Action Chapter 15: Anatomy Chapter 16: Weight Chapter 17: Tension and Compression Chapter 18: Contrapposto Chapter 19: Movement and Twist Chapter 20: Pivot Point Chapter 21: Balance and Tension Chapter 22: Silhouette Chapter 23: Perspective and Dimensionality Chapter 24: Foreshortening Chapter 25: Tangents Chapter 26: Light and Shadow Chapter 27: Vectors and Directions Chapter 28: Facial Expressions Chapter 29: Extroverted and Introverted Pose Chapter 30: Negative and Positive Space Chapter 31: Body Ratio Chapter 32: Contrast Chapter 33: Texture Chapter 34: Line Quality Chapter 35: Simplicity and Readability Chapter 36: Believability Chapter 37: Color Design Chapter 38: Clothing Design, Folds, and Fabrics Chapter 39: Style Pass Chapter 40: Character / Model Sheets Chapter 41: Refinement

    15 in stock

    £54.14

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

    15 in stock

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

    15 in stock

    £99.75

  • 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

  • Taylor & Francis Ltd Animation A World History

    15 in stock

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

    15 in stock

    £142.50

  • Taylor & Francis Ltd Animation A World History

    15 in stock

    Book SynopsisA continuation of 1994's groundbreaking Cartoons, Giannalberto Bendazzi's Animation: A World History is the largest, deepest, most comprehensive text of its kind, based on the idea that animation is an art form that deserves its own place in scholarship. Bendazzi delves beyond just Disney, offering readers glimpses into the animation of Russia, Africa, Latin America, and other often-neglected areas and introducing over fifty previously undiscovered artists. Full of first-hand, never before investigated, and elsewhere unavailable information, Animation: A World History encompasses the history of animation production on every continent over the span of three centuries. Volume II delves into the decades following the Golden Age, an uncertain time when television series were overshadowing feature films, art was heavily influenced by the Cold War, and new technologies began to emerge that threatened the traditional methods of animation. Take part in the turmoiTable of ContentsVol 2: AMERICA WESTERN EUROPE EASTERN EUROPE SOVIET UNION ASIA LATIN AMERICA AFRICA THE THREE MARKETS AMERICA WESTERN EUROPE EASTERN EUROPE SOVIET UNION I SOVIET UNION II ASIA AFRICA LATIN AMERICA OCEANIA ISSUES

    15 in stock

    £171.00

  • Minecraft Guide to Redstone Updated

    Random House USA Inc Minecraft Guide to Redstone Updated

    5 in stock

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

    5 in stock

    £12.34

  • Communication Technology Update and Fundamentals

    Routledge Communication Technology Update and Fundamentals

    1 in stock

    Book SynopsisCommunication 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 whatâs in store for the future. The 15th edition is completely updated, reflecting the changes that have swept the communication industries. The first five chapters offer the communication technology fundamentals, including the ecosystem, the history, and structureâthen delves into each of about two dozen technologies, including mass media, computers, consumer electronics, and networking technologies. Each chapter is 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 15th edition includes: First-ever chapters on Big Data and the Internet of Things Updated user data in every chapter Projections of what each technology will become by 2031 Suggestions on how to get a job working with the technologies discussed The companion website, www.tfi.com/ctu, offers updated information on the technologies covered in this text, as well as links to other resources

    1 in stock

    £51.30

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