Graphical and digital media applications Books
3DTotal Publishing Ltd Beginner's Guide to Digital Painting in
Book SynopsisLearn how to paint on your iPad like the professionals in Beginner’s Guide to Procreate, a comprehensive introduction to this industry-standard software. Accessible and versatile, Procreate is an ideal tool for anyone wanting to give digital painting a go. Step-by-step tutorials, quick tips, and inspiring artwork ensure you’ll have all you need to create stunning concept art quickly and easily.
£19.79
Titan Books Ltd The Art of Spyro: Reignited Trilogy
Book SynopsisThe definitive art book for the remastered Spyro Reignited Trilogy, for fans young and old. In 2018 Toys for Bob Studios thrilled fans world wide by releasing Spyro Reignited Trilogy, a faithful remaster encompassing all three titles from the beloved Spyro trilogy introduced in 1998. The Art of Spyro is a meticulously crafted compendium filled with in-depth behind-the-scenes content, insightful quotes from top illustrators in the industry, anecdotes from the game developers, and a dazzling assortment of incredible concept art, some of which has never been seen by the public. It is a must-have for art lovers, games, fans... and the fun-loving adventurer in all of us.
£28.00
Pearson Education (US) Adobe Photoshop Classroom in a Book 2023 release
Book SynopsisTable of ContentsGetting Started 1 Getting to Know the Work Area 2 Basic Photo Corrections 3 Working with Selections 4 Layer Basics 5 Quick Fixes 6 Masks and Channels 7 Typographic Design 8 Vector Drawing Techniques 9 Advanced Compositing 10 Painting with the Mixer Brush 11 Editing Video 12 Working with Camera Raw 13 Preparing Files for The Web 14 Producing and Printing Consistent Color 15 Exploring Neural Filters Appendixes
£41.64
Pearson Education Adobe Creative 3D Workflows
Book SynopsisJoseph Labrecque is a creative developer, designer, and educator with more than two decades of experience creating expressive web, desktop, and mobile solutions. A faculty member at the University of Colorado Boulder College of Media, Communication and Information, his teaching focuses on creative software, digital workflows, user interaction, and design principles and concepts. Joseph has authored a number of books and video courses on design and development technologies, tools, and concepts. He speaks at design and technology conferences such as Adobe MAX and for a variety of smaller creative communities. He is also the founder of Fractured Vision Media, LLC; a digital media production studio and distribution vehicle for a variety of creative works. Joseph is an Adobe Education Leader and Adobe Community Expert.
£40.79
Taylor & Francis Ltd Game Engine Architecture Third Edition
Book SynopsisIn this new and improved third edition of the highly popular Game Engine Architecture, Jason Gregory draws on his nearly two decades of experience at Midway, Electronic Arts and Naughty Dog to present both the theory and practice of game engine software development. In this book, the broad range of technologies and techniques used by AAA game studios are each explained in detail, and their roles within a real industrial-strength game engine are illustrated.New to the Third Edition This third edition offers the same comprehensive coverage of game engine architecture provided by previous editions, along with updated coverage of: computer and CPU hardware and memory caches compiler optimizations C++ language standardization the IEEE-754 floating-point representation 2D user interfaces plus an entirely new chapter on hardware parallelism and concurrent programming This book is intended to serve as an introductory text, but it also offers the experienced game programmer a useful perspective on aspects of game development technology with which they may not have deep experience. As always, copious references and citations are provided in this edition, making it an excellent jumping off point for those who wish to dig deeper into any particular aspect of the game development process.Key Features Covers both the theory and practice of game engine software development Examples are grounded in specific technologies, but discussion extends beyond any particular engine or API. Includes all mathematical background needed. Comprehensive text for beginners and also has content for senior engineers. Table of ContentsSection I Foundations Chapter 1 Introduction Chapter 2 Tools of the Trade Chapter 3 Fundamentals of Software Engineering for Games Chapter 4 Parallelism and Concurrent Programming Chapter 5 3D Math for Games Section II Low-Level Engine SystemsChapter 6 Engine Support SystemsChapter 7 Resources and the File System Chapter 8 The Game Loop and Real-Time Simulation Chapter 9 Human Interface Devices Chapter 10 Tools for Debugging and Development Section III Graphics, Motion and Sound Chapter 11 The Rendering Engine Chapter 12 Animation Systems Chapter 13 Collision and Rigid Body Dynamics Chapter 14 Audio Chapter 15 Introduction to Gameplay Systems Chapter 16 Runtime Gameplay Foundation Systems Section V Conclusion Chapter 17 You Mean There’s More?
£78.84
Pearson Education Adobe Illustrator Classroom in a Book 2025
Book SynopsisBrian Wood is a Content Strategist for the Adobe MAX team, speaker, and author of dozens of Adobe training books, video training series, and articles. Brian has consulted with teachers, designers, marketing pros, and business owners throughout the United States. Over the years, Brian has spoken at major design conferences, including Adobe MAX, the How Interactive Design Conference, and the InDesign Conference.
£47.59
Taylor & Francis Ltd Data Sketches
Book SynopsisIn Data Sketches, Nadieh Bremer and Shirley Wu document the deeply creative process behind 24 unique data visualization projects, and they combine this with powerful technical insights which reveal the mindset behind coding creatively. Exploring 12 different themes â from the Olympics to Presidents & Royals and from Movies to Myths & Legends â each pair of visualizations explores different technologies and forms, blurring the boundary between visualization as an exploratory tool and an artform in its own right. This beautiful book provides an intimate, behind-the-scenes account of all 24 projects and shares the authorsâ personal notes and drafts every step of the way.The book features: Detailed information on data gathering, sketching, and coding data visualizations for the web, with screenshots of works-in-progress and reproductions from the authorsâ notebooks Never-before-published technical write-ups, with beginner-friendly exTrade Review"The Data Sketches collaboration is a glorious tour de force: two people spur each other along a remarkable spiral of visualization creativity, and let the rest of us come along for the ride! Nadieh and Shirley share their sketches and code, experiments and explorations, reflections and realizations, eurekas and backtracks, and infectious enthusiasm. They each bring a unique vector, voice, and style to the 12 project topics; what unites them is deep technical chops and a superlative eye for design." --Tamara Munzner, Professor of Computer Science at the University of British Columbia, Chair of the Executive Committee of IEEE Visualization, Author of Visualization Analysis and Design "What a rare treat it is for Shirley and Nadieh to share their process so openly! We see not only the technical work—prototyping with real data, riffing from examples—but the circuitous emotional journey from rough concept to polished final product. Shirley and Nadieh are honest, entertaining, and insightful in their retrospectives. For anyone interested in visualization, their stories are a powerful lesson of how designs can be shaped to communicate effectively and with intent. And their openness and humility make the practice less intimidating, inviting newcomers to get started." --Mike Bostock, Creator of D3.js and Founder of Observable "The work of Nadieh Bremer & Shirley Wu is some of the most beautiful and exciting data visualization work being done today. They bring incredible aesthetics to complex data to enlighten and evoke joy in their audiences. In Data Sketches we get to see some of their best, most personal work and, more than that, we get their explanation of what inspired them and how they accomplished such amazing work. This book is a treat for both the eye and the mind." --Elijah Meeks, Executive Director of the Data Visualization Society and Author "This book brings the perfect blend of ingredients together for a nourishing recipe of inspiration and knowledge beneficial to beginners and experienced practitioners alike. Nadieh and Shirley are generational talents. Through their data visualisation work they relentlessly exhibit a wide spectrum of capabilities across the creative, editorial, analytical, and technical dimensions. Above all, they are wonderful communicators. They know how to skilfully communicate to audiences through data. And now, through this book, they share detailed stories of their process giving us the privilege of learning what, why and how they do what they do." --Andy Kirk, Data Visualisation Specialist, Author, and Editor of visualisingdata.com "Nadieh Bremer and Shirley Wu are wondrous eccentrics. Their splendid book is the product of a collaborative experimental project, Data Sketches, that might be one of the first exponents of an emerging visualization orthodoxy in which uniqueness is paramount and templates and conventions are viewed with scepticism." --Alberto Cairo, Knight Chair at the University of Miami and Author - from the Foreword "Nadieh Bremer and Shirley Wu’s Data Sketches collaboration is a great example of what you can do with data visualization beyond a standard chart. They show that visualization can be both useful and beautiful. They show the many possibilities when you put thought into the data and the visuals. The best part of Data Sketches is that Bremer and Wu documented their processes, so that you can learn the tools they used, the messiness of the data, and how they get over the bumps along the way." --Nathan Yau, Creator of FlowingData and Author "Written in an approachable, first-person angle, this book is a delightful behind-the-scenes look at the process for creating any sophisticated data visualization. It provides many personal tips for every stage of development, from data collection and analysis, to sketching and final production. The authors have done a tremendous job in demystifying a normally opaque practice. They made it seem so easy you will want to start on your own project right away." --Manual Lima, Design Lead, Author, Mentor, and Lecturer. RSA Fellow. TED Speaker. Founder of VisualComplexity.com. "As an educator focused on computational media, I consistently point students towards Shirley and Nadieh's work for inspiration. I am so thrilled and excited that they've synthesized years of hard work and exploration into Data Sketches, which is now my go-to resource for coders interested in creative expression and storytelling with data!" --Dan Shiffman, Author, Director of The Processing Foundation, Associate Arts Professor at ITP/IMA, Tisch School of the Arts, NYU "A visual duet to savor! This tag-team visualization bonanza is a total knockout!" --Jim Vallandingham, Data Visualization Designer and Data Scientist at Zymergen "The Data Sketches collaboration is a glorious tour de force: two people spur each other along a remarkable spiral of visualization creativity, and let the rest of us come along for the ride! Nadieh and Shirley share their sketches and code, experiments and explorations, reflections and realizations, eurekas and backtracks, and infectious enthusiasm. They each bring a unique vector, voice, and style to the 12 project topics; what unites them is deep technical chops and a superlative eye for design." --Tamara Munzner, Professor of Computer Science at the University of British Columbia, Former Chair of the Executive Committee of IEEE Visualization, Author of Visualization Analysis and Design "What a rare treat it is for Shirley and Nadieh to share their process so openly! We see not only the technical work—prototyping with real data, riffing from examples—but the circuitous emotional journey from rough concept to polished final product. Shirley and Nadieh are honest, entertaining, and insightful in their retrospectives. For anyone interested in visualization, their stories are a powerful lesson of how designs can be shaped to communicate effectively and with intent. And their openness and humility make the practice less intimidating, inviting newcomers to get started." --Mike Bostock, Creator of D3.js and Founder of Observable "The work of Nadieh Bremer & Shirley Wu is some of the most beautiful and exciting data visualization work being done today. They bring incredible aesthetics to complex data to enlighten and evoke joy in their audiences. In Data Sketches we get to see some of their best, most personal work and, more than that, we get their explanation of what inspired them and how they accomplished such amazing work. This book is a treat for both the eye and the mind." --Elijah Meeks, Executive Director of the Data Visualization Society and Author "This book brings the perfect blend of ingredients together for a nourishing recipe of inspiration and knowledge beneficial to beginners and experienced practitioners alike. Nadieh and Shirley are generational talents. Through their data visualisation work they relentlessly exhibit a wide spectrum of capabilities across the creative, editorial, analytical, and technical dimensions. Above all, they are wonderful communicators. They know how to skilfully communicate to audiences through data. And now, through this book, they share detailed stories of their process giving us the privilege of learning what, why and how they do what they do." --Andy Kirk, Data Visualisation Specialist, Author, and Editor of visualisingdata.com "Nadieh Bremer and Shirley Wu are wondrous eccentrics. Their splendid book is the product of a collaborative experimental project, Data Sketches, that might be one of the first exponents of an emerging visualization orthodoxy in which uniqueness is paramount and templates and conventions are viewed with scepticism." --Alberto Cairo, Knight Chair at the University of Miami and Author - from the Foreword "Nadieh Bremer and Shirley Wu’s Data Sketches collaboration is a great example of what you can do with data visualization beyond a standard chart. They show that visualization can be both useful and beautiful. They show the many possibilities when you put thought into the data and the visuals. The best part of Data Sketches is that Bremer and Wu documented their processes, so that you can learn the tools they used, the messiness of the data, and how they get over the bumps along the way." --Nathan Yau, Creator of FlowingData and Author "Written in an approachable, first-person angle, this book is a delightful behind-the-scenes look at the process for creating any sophisticated data visualization. It provides many personal tips for every stage of development, from data collection and analysis, to sketching and final production. The authors have done a tremendous job in demystifying a normally opaque practice. They made it seem so easy you will want to start on your own project right away." --Manuel Lima, Design Lead, Author, Mentor, and Lecturer. RSA Fellow. TED Speaker. Founder of VisualComplexity.com. "The story behind the magic is sometimes the most magical. Data Sketches is a landmark event in data visualization. Finally, Shirley Wu and Nadieh Bremer reveal how they brought it to life. Go with two of the world’s best interactive makers deep behind-the-scenes. See how it works—and all the drafts it took to get there. Learn from many comparisons: between Wu and Bremer and across the trajectory of their twenty-four stories. After immersing yourself in Data Sketches you will emerge inspired." -- RJ Andrews, Data Storyteller, Author, and Creator of Info We Trust. "As an educator focused on computational media, I consistently point students towards Shirley and Nadieh's work for inspiration. I am so thrilled and excited that they've synthesized years of hard work and exploration into Data Sketches, which is now my go-to resource for coders interested in creative expression and storytelling with data!" --Dan Shiffman, Author, Director of The Processing Foundation, Associate Arts Professor at ITP/IMA, Tisch School of the Arts, NYU "A visual duet to savor! This tag-team visualization bonanza is a total knockout!" --Jim Vallandingham, Data Visualization Designer and Data Scientist at Zymergen “Lay-chart readers cannot appreciate the expertise and thousands of decisions that go into a single visualization, but this wonderful behind-the-scenes peek reveals how there is never just one ‘right’ answer, but many possible answers — each of them beautiful, provocative, and shaped by the unique lens of its creator.”--Scott Murray, Author and Designer, O'Reilly media Table of ContentsForeword by Alberto Cairo. About Data Sketches. 1. July: Movies 2. August: Olympics 3. September: Travel 4. October: Presidents & Royals 5. November: Books 6. December: Music 7. January: Nostalgia 8. February: Nature 9. March: Culture 10. April: Community 11. May: Myths & Legends 12. June: Fearless
£37.99
Ryland, Peters & Small Ltd Smart Phone Smart Photography: Simple Techniques
Book Synopsis“... a genuinely useful guide to the more technical side of phone shooting, including editing with popular apps like Snapseed. Jo Bradford makes the most of the creative possibilities of modern smartphone cameras, and her tips on improving exposure and ensuring decent prints are really useful.” Awarded 5 stars by Amateur Photographer Maximize your potential to get the shots you want with this guide to photography for both Apple and Android phones. There’s a saying that the best camera for the job is the one you have with you when an opportunity arises. Thanks to the boom in camera-phone technology, today we’re lucky enough to have a camera to hand to capture all those incredible moments. But are you making the most of that powerful tool in your pocket? Do the photos you have taken tend to be blurry, or look nothing like what you're seeing? If you want to shoot incredible images with your phone, buy Smart Phone, Smart Photography. Covering simple techniques that will allow you to get the image that you see every single time, you will soon be telling your camera what to do with confidence. Start with The Big Picture and get to know your camera phone and the rules behind taking the perfect shot. The next chapter, Taking Great Pictures, explains the key disciplines of photography – portrait, abstraction, macro, still life and plenty more. Finally, the Post-production chapter demonstrates how to use apps to edit and enhance your images and create incredible prints for display.
£14.44
Pearson Education (US) Computer Graphics
Book SynopsisJohn F. Hughes is a Professor of Computer Science at Brown University. His primary research is in computer graphics, particularly those aspects of graphics involving substantial mathematics. Andries van Dam is the Thomas J. Watson, Jr. University Professor of Technology and Education, and Professor of Computer Science at Brown University. Andy's research includes work on computer graphics, hypermedia systems, post-WIMP user interfaces, including immersive virtual reality and pen- and touch-computing, and educational software. Morgan McGuire is an Associate Professor of Computer Science at Williams College. He's contributed as an industry consultant to products including the Marvel Ultimate Alliance and Titan Quest video game series, the E Ink display used in the Amazon Kindle, and NVIDIA GPUs. <Table of Contents Preface xxxv About the Authors xlv Chapter 1: Introduction 1 Graphics is a broad field; to understand it, you need information from perception, physics, mathematics, and engineering. Building a graphics application entails user-interface work, some amount of modeling (i.e., making a representation of a shape), and rendering (the making of pictures of shapes). Rendering is often done via a “pipeline” of operations; one can use this pipeline without understanding every detail to make many useful programs. But if we want to render things accurately, we need to start from a physical understanding of light. Knowing just a few properties of light prepares us to make a first approximate renderer. 1.1 An Introduction to Computer Graphics 1 1.2 A Brief History 7 1.3 An Illuminating Example 9 1.4 Goals, Resources, and Appropriate Abstractions 10 1.5 Some Numbers and Orders of Magnitude in Graphics 12 1.6 The Graphics Pipeline 14 1.7 Relationship of Graphics to Art, Design, and Perception 19 1.8 Basic Graphics Systems 20 1.9 Polygon Drawing As a Black Box 23 1.10 Interaction in Graphics Systems 23 1.11 Different Kinds of Graphics Applications 24 1.12 Different Kinds of Graphics Packages 25 1.13 Building Blocks for Realistic Rendering: A Brief Overview 26 1.14 Learning Computer Graphics 31 Chapter 2: Introduction to 2D Graphics Using WPF 35 A graphics platform acts as the intermediary between the application and the underlying graphics hardware, providing a layer of abstraction to shield the programmer from the details of driving the graphics processor. As CPUs and graphics peripherals have increased in speed and memory capabilities, the feature sets of graphics platforms have evolved to harness new hardware features and to shoulder more of the application development burden. After a brief overview of the evolution of 2D platforms, we explore a modern package (Windows Presentation Foundation), showing how to construct an animated 2D scene by creating and manipulating a simple hierarchical model. WPF’s declarative XML-based syntax, and the basic techniques of scene specification, will carry over to the presentation of WPF’s 3D support in Chapter 6. 2.1 Introduction 35 2.2 Overview of the 2D Graphics Pipeline 36 2.3 The Evolution of 2D Graphics Platforms 37 2.4 Specifying a 2D Scene Using WPF 41 2.5 Dynamics in 2D Graphics Using WPF 55 2.6 Supporting a Variety of Form Factors 58 2.7 Discussion and Further Reading 59 Chapter 3: An Ancient Renderer Made Modern 61 We describe a software implementation of an idea shown by Dürer. Doing so lets us create a perspective rendering of a cube, and introduces the notions of transforming meshes by transforming vertices, clipping, and multiple coordinate systems. We also encounter the need for visible surface determination and for lighting computations.
£97.99
Pearson Education (US) Adobe Illustrator Classroom in a Book 2024
Book SynopsisBrian Wood is an instructional designer, speaker/trainer, and author of the industry-leading Adobe Illustrator Classroom in a Book and numerous LinkedIn Learning courses and other content. He also works with the worldwide Marketing and Education teams and the Learn team at Adobe to create learning content, including speaking at various industry events. He enjoys designing and building unique, custom wood furniture in his spare time. To learn more, check out www.youtube.com/askbrianwood or linkedin.com/in/brian-wood-training.Table of ContentsWhat’s New in Adobe Illustrator 2024 Release A Quick Tour of Adobe Illustrator 2024 Release Lesson 1 Getting to Know the Work Area Lesson 2 Techniques for Selecting Artwork Lesson 3 Make A Logo with ShapesLesson 4 Editing and Combining Shapes and Paths Lesson 5 Transforming Artwork Lesson 6 Using the Basic Drawing Tools Lesson 7 Drawing with The Pen Tool Lesson 8 Using Color to Enhance Artwork Lesson 9 Adding Type to a Project Lesson 10 Organizing Your Artwork with Layers Lesson 11 Gradients, Blends, and Patterns Lesson 12 Using Brushes to Create an Ad Lesson 13 Exploring Creative Uses of Effects and Graphic Styles Lesson 14 Creating Artwork for a T-Shirt Lesson 15 Placing and Working with Images Lesson 16 Sharing Projects
£46.79
No Starch Press,US The Book Of Inkscape 2nd Edition: The Definitive
Book SynopsisDmitry Kirsanov, a former core Inkscape developer, shares his knowledge of Inkscape's inner workings as he shows how to use Inkscape to draw with various tools, work with objects, apply realistic and artistic effects, and more. Step-by-step task-based tutorials show you how to create business cards, animations, technical and artistic drawings, and graphic assets for games. This second edition covers the new tools, improved text features, advanced new path effects and filters, as well as many new UI conveniences in Inkscape 1.0. A new chapter describes Inkscape's extensions for both users and developers. Learn how to: navigate the canvas and customize your workspace and views; create new objects and transform, style, clone, and combine them; use gradients, patterns, filters, and path effects to liven up your work; work with layers, groups, object order, and locks to control your artwork; view and manipulate your document's structure with the XML Editor and the new Objects dialog; exporTrade Review"If you’ve ever wanted to design art for video games or any other application, The Book of Inkscape, 2nd Edition by Dmitry Kirsanov is for you . . . It doesn’t matter if you’ve never seen a graphics program or even a photo editor. It guides you through the creation of business cards, animations, technical and artistic drawings, and graphics for games." —Bob and Joy Schwabach, oncomp.comReviews from the First Edition:"I give this book a big thumbs up."—LinuxPlanet"Highly recommended, well written and full of practical examples and insights, this excellent text can make you a pro at using Inkscape."—IT World"Inkscape is a really exciting, interesting and powerful design program to learn, and The Book of Inkscape makes this learning process fun and rewarding."—Dr. Dobb's CodeTalk"Kirsanov . . . is able to hand out the knowledge with ease, without confusing the reader. He also has an uncanny ability to prioritize concepts and tools, and so each chapter and each section appears at the right moment in the book, while the reader is ready for it."—OSNews"Dmitry Kirsanov's book enables you to sit down with a freshly downloaded version of Inkscape and work in an ordered and logical way through the software features."—Free Software Magazine"Anyone who wants to use, or learn about, Inkscape should take the time to examine The Book of Inkscape."—Linux Users of Victoria"This book is a great guide to using Inkscape."—On Computers"Clear writing and numerous step-by-step tutorials make this manual the go-to reference for artists new to Inkscape and for experienced users looking for detailed information on the application's features."—SciTech Book News"The Book of Inkscape is an absolute must for anyone trying to master the program for professional use."—The Midwest Book Review"The ability of Dmitry Kirsanov to vary his tone and detail depending on the subject matter is perhaps key to The Book of Inkscape largely being effective in its ambition of being the definitive guide to the graphics editor."—About.comTable of ContentsAcknowledgments Introduction Chapter 1: Inkscape and the World Chapter 2: An Inkscape Primer Chapter 3: Setting Up and Moving Around Chapter 4: Objects Chapter 5: Selecting Chapter 6: Transforming Chapter 7: Snapping and Arranging Chapter 8: Style: Color and Opacity Chapter 9: Style: Stroke and Markers Chapter 10: Gradients, Meshes, and Patterns Chapter 11: Shapes Chapter 12: Editing Paths Chapter 13: Path Effects Chapter 14: Drawing Chapter 15: Text Chapter 16: Clones and Symbols Chapter 17: Filters Chapter 18: Bitmaps Chapter 19: Extensions Chapter 20: Tutorial: Designing a Business Card Chapter 21: Tutorial: Creating an Animation Chapter 22: Tutorial: Drawing a 3D-Correct Cartoon Chapter 23: Tutorial: Artistic Drawing Chapter 24: Tutorial: Technical Drawing Chapter 25: Tutorial: The Rose Chapter 26: Tutorial: Artwork for a Game Appendix A: An SVG Primer Appendix B: Import and Export Appendix C: The Command Line Index Color Illustrations
£35.99
CRC Press Building Blocks of Tabletop Game Design
Book SynopsisBuilding Blocks of Tabletop Game Design: An Encyclopedia of Mechanisms, Second Edition compiles hundreds of game mechanisms, organized by category. The book can be read cover to cover and used as a reference to solve a specific design problem or for inspiration and research on new designs. This second edition collects even more mechanisms, expands on and updates existing entries, and includes color images. Building Blocks is a great starting point for new designers, a handy guidebook for the experienced, and an ideal classroom reference.Each Game Mechanisms Entry Contains: The definition of the mechanism An explanatory diagram of the mechanism Discussion of how the mechanism is used in successful games Considerations for implementing the mechanism in new designs Trade Review"If games were lands to be explored, they would be far too large for one explorer to master. Building Blocks of Tabletop Game Design is a much-needed atlas for the explorer—giving a framework of what to look for in a game, and a focus for game play that will be useful for understanding the whole. The game scholar will find this invaluable."—Richard Garfield, creator of Magic: The Gathering "People talk about the art of game design or the craft of game design. Engelstein and Shalev hone in on the science of game design with a razor-sharp scalpel. This book will be within arm’s reach as I work on games and I expect it to be consulted often."—Rob Daviau, creator of Risk: Legacy and Chief Restoration Officer of Restoration Games"The most comprehensive and well-researched encyclopedia of game mechanisms that I’ve seen to date."—Matt Leacock, creator of Pandemic"The value of this work lies not only in the thoughtful descriptions and discussions of the building blocks themselves, but in the cataloging of example games for each section. So many design problems have been solved before, and this book gives designers a handy overview of those solutions."- Elizabeth Hargrave (designer of Wingspan):Table of ContentsChapter 1 Game StructureChapter 2 Turn Order and StructureChapter 3 ActionsChapter 4ResolutionChapter 5 Game End and VictoryChapter 6 UncertaintyChapter 7 EconomicsChapter 8 AuctionsChapter 9 Worker PlacementChapter 10 MovementChapter 11 Area ControlChapter 12 Set CollectionChapter 13 Card Mechanisms
£109.25
Pearson Education (US) Adobe After Effects Classroom in a Book 2024
Book SynopsisLisa Fridsma has long loved the process of teaching others to use Adobe products. She has been an illustrator, compositor, and lesson designer for over thirty books in the Classroom in a Book series (including books for Photoshop, After Effects, and Acrobat). Lisa also authored and illustrated the 2022 version of Adobe Illustrator Visual QuickStart Guide. Brie Gyncild aims to make technical information accessible to those who need it. Over the past two decades, Brie has written or co-written numerous editions of the Classroom in a Book series on Photoshop, After Effects, Flash, and Acrobat; several editions of the How to Wow series; and various other books about Adobe applications.
£47.59
Pearson Education (US) Adobe Photoshop Book for Digital Photographers
Book SynopsisTable of ContentsChapter 01 The Essentials of Camera Raw Chapter 02 Camera Raw–Beyond the Basics Chapter 03 Masking Miracles Chapter 04 Correcting Lens Problems Chapter 05 Working with Layers Chapter 06 Making Selections Chapter 07 Black & White, Duotones & More Chapter 08 Cropping & Resizing Chapter 09 Retouching Portraits Chapter 10 Removing Distracting Stuff Chapter 11 Photoshop Effects Chapter 12 Sharpening Techniques Index
£37.39
Taylor & Francis Ltd The Art of Game Design
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.
£52.24
Taylor & Francis Ltd The Nine Old Men Lessons Techniques and
Book SynopsisLearn from the men who changed animation foreverWalt Disneyâs team of core animators, who he affectionately called his Nine Old Men, were known for creating Disneyâs most famous works, as well as refining the 12 basic principles of animation. Follow master animator and Disney legend Andreas Deja as he takes you through the minds and works of these notable animators. An apprentice to the Nine Old Men himself, Deja gives special attention to each animator and provides a thoughtful analysis on their techniques that include figure drawing, acting, story structure, and execution. The in-depth analysis of each animatorâs work will allow you to refine your approach to character animation. Rare sequential drawings from the Disney archives also give you unprecedented access and insight into the most creative minds that changed the course of animation. Instruction and analysis on the works of each of the Nine Old Men broaden your creative choices and approTable of ContentsDedication Acknowledgments About the Author Preface Les Clark Wolfgang Reitherman Eric Larson Ward Kimball Milt Kahl Frank Thomas Ollie Johnston John Lounsbery Marc Davis Glossary
£36.54
Raspberry Pi Press Make Games with Python
Book SynopsisLearning to code your own shoot-'em-up is infinitely more satisfying than beating any end-of-level bossWhile countless millions of us like nothing more than spending hours racking up high scores on our favourite games, too few of us are exposed to an even more gratifying way to spend the evening - making them. It's far from easy. Master essential game-making skills:Creating shapes and pathsMovement and animationUsing the keyboard and mouseAdding sound and musicSimulating physics and forcesBuilding classes for actorsCreating your own shoot-em 'upEach chapter will add to your knowledge of Python game development, allowing you both to understand the games you play, and to create almost anything your imagination can come up with. This book is designed to help you learn many of the essential skills you'll need to make games with Python and Pygame, and you'll learn valuable coding skills along the way.This book isn't for absolute programming beginners, but it's not far from it. If you've written some simple Python (or similar) programs in the past, and are able to do things like creating files and get around your computer's filesystem without too much difficulty, then you're ready to get started.
£14.24
Taylor & Francis The Visual Effects Producer
Book SynopsisStep-by-step instruction and outlines of industry standard best practices for VFX productionTrade Review"The Visual Effects Producer is absolutely essential reading! Finance and Zwerman cover every aspect of producing visual effects in a clear and concise manner that will inform novices and industry veterans alike."- Gale Anne Hurd, Producer (The Incredible Hulk, Terminator, Terminator 2: Judgement Day, Aliens)"This indispensable resource for VFX producers (and would-be VFX producers) is not only user friendly but jam packed with the information and techniques you'd otherwise have to learn the hard, painful and expensive way!"- Jeffrey A. Okun, VFX Supervisor (The Day the Earth Stood Still, Blood Diamond, The Last Samurai)"A must read for all filmmakers and aspiring filmmakers. The authors have combined wisdom and practicality to produce an extraordinary book that explains the business of producing VFX without losing sight of the art and magic."- Yudi Bennett, Member of DGA and Academy of Motion Picture Arts & Sciences; Frank Capra Award Recipient(StarTrek Generations, Pleasantville)Table of ContentsDigital Effects: The 15 Minute Version; Basic VFX Technologies; Who You Gonna Call- The VFX Team; Breakdowns; Scheduling and Budgeting Production Support; Budgeting the Effects; The VFX Database; On-Set Operations; Production Calendars; Production; On-Set References; Operating Independently; Production Reports; Stage and VFX Photography Procedures; Models and Miniatures; The VFX Producer's Role During Post; VFX Editorial; Post-Production Scheduling Issues; Legal Matters; Working Overseas;
£29.99
The Pragmatic Programmers The Ray Tracer Challenge
Book SynopsisBrace yourself for a fun challenge: build a photorealistic 3D renderer from scratch! It's easier than you think. In just a couple of weeks, build a ray-tracer that renders beautiful scenes with shadows, reflections, brilliant refraction effects, and subjects composed of various graphics primitives: spheres, cubes, cylinders, triangles, and more. With each chapter, implement another piece of the puzzle and move the renderer that much further forward. Do all of this in whichever language and environment you prefer, and do it entirely test-first, so you know it's correct. Recharge yourself with this project's immense potential for personal exploration, experimentation, and discovery. The renderer is a ray tracer, which means it simulates the physics of light by tracing the path of light rays around your scene. Each exciting chapter presents a bite-sized piece of the puzzle, building on earlier chapters and setting the stage for later ones. Requirements are given in plain English, which you translate into tests and code. When the project is complete, look back and realize you've built an entire system test-first! There's no research necessary -- all the necessary formulas and algorithms are presented and illustrated right here. Dive into intriguing topics from fundamental concepts such as vectors and matrices; to the algorithms that simulate the intersection of light rays with spheres, planes, cubes, cylinders, and triangles; to geometric patterns such as checkers and rings. Lighting and shading effects, such as shadows and reflections, make your scenes come to life, and constructive solid geometry (CSG) enables you to combine your graphics primitives in simple ways to produce complex shapes. Play and experiment as you discover the fun of writing a ray tracer. Accept the challenge today! What You Need: Aside from a computer, operating system, and programming environment, you'll need a way to display PPM image files. On Windows, programs like Photoshop will work, or free programs like IrfanView. On Mac, no special software is needed, as Preview can open PPM files.
£35.14
CRC Press AI for Games Third Edition
Book SynopsisArtificial Intelligence is an integral part of every video game. This book helps propfessionals keep up with the constantly evolving technological advances in the fast growing game industry and equips students with up-to-date infortmation they need to jumpstart their careers. Table of ContentsChapter 1 Introduction. Chapter 2 Game AI. Chapter 3 Movement. Chapter 4 Pathfinding. Chapter 5 Decision making. Chapter 6 Tactical and Strategic AI. Chapter 7 Learning. Chapter 8 Board Games. Chapter 9 Execution Management. Chapter 10 World Interfacing. Chapter 11 Tools and Content Creation. Chapter 12 Designing Game AI. Chapter 13 AI-Based Game Genres.
£35.14
Manning Publications D3.js in Action, 2E
Book SynopsisD3 allows developers to create scalable graphs for any modern browser. They start with a structure, dataset, or algorithm and programmatically generate static, interactive, or animated images that responsively scale to any screen. D3.js in Action, Second Edition is completely revised and updated for D3 v4 and ES6. It's a practical tutorial for creating interactive graphics and data-driven applications using D3. Readers will start with in-depth explanations of D3's out-of-the-box layouts, along with dozens of realworld use cases that align with different types of visualizations. By the end, readers will be ready to integrate D3.js into their web development process and add data visualization to transform any site or internal application. Key Features: · Completely revised and updated · Practical tutorial · In-depth explanations Readers need basic HTML, CSS, and JavaScript skills. No experience with D3 or SVG is required. About the Technology: D3.js is a JavaScript library that allows data to be represented graphically.
£34.19
Apple Academic Press Inc. HTML5 Game Development from the Ground Up with
Book SynopsisWritten for the new generation of hobbyists and aspiring game developers, HTML5 Game Development from the Ground Up with Construct 2 shows you how to use the sophisticated yet user-friendly HTML5-based game engine Construct 2 to develop and release polished, two-dimensional games on a multitude of different platforms. The book also covers the foundational knowledge of game analysis and design based on the author's research and teaching experiences at DigiPen Institute of Technology, James Cook University, and other institutions.The author first helps you understand what really matters in games. He guides you in becoming a better game designer from the ground up, being able to play any game critically, and expressing your ideas in a clear and concise format.The book then presents step-by-step tutorials on designing games. It explains how to build an arcade-style game as well as a platformer integrating some physics elements. It also shows Table of ContentsHTML5 and Construct 2. Understanding How Games Work. About Games and Ideas: Dream vs. Reality. Game Design Documentation for Indies. Moon Wolf, a Space Arcade Game. Moon Wolf Development. Kitty Katty, a Platformer. Kitty Katty Development. Turky on the Run, a Puzzle Game. Turky on the Run Development. The Journey Ahead. Deployment and Monetization. Appendices.
£44.64
Taylor & Francis Ltd Fundamentals of Computer Graphics
Book SynopsisDrawing on an impressive roster of experts in the field, Fundamentals of Computer Graphics, Fifth Edition offers an ideal resource for computer course curricula as well as a user-friendly personal or professional reference.Table of ContentsIntroductionGraphics AreasMajor ApplicationsGraphics APIsGraphics PipelineNumerical IssuesEfficiencyDesigning and Coding Graphics ProgramsMiscellaneous MathSets and MappingsSolving Quadratic EquationsTrigonometryVectorsCurves and SurfacesLinear InterpolationTrianglesRaster ImagesRaster DevicesImages, Pixels, and GeometryRGB ColorAlpha CompositingRay TracingThe Basic Ray-Tracing AlgorithmPerspectiveComputing Viewing RaysRay-Object IntersectionShadingA Ray-Tracing ProgramShadowsIdeal Specular ReflectionHistorical NotesSurface ShadingDiffuse ShadingPhong ShadingArtistic ShadingLinear AlgebraDeterminantsMatricesComputing with Matrices and DeterminantsEigenvalues and Matrix DiagonalizationTransformation Matrices2D Linear Transformations3D Linear TransformationsTranslation and Affine TransformationsInverses of Transformation MatricesCoordinate TransformationsViewingViewing TransformationsProjective TransformationsPerspective ProjectionSome Properties of the Perspective TransformField-of-ViewThe Graphics PipelineRasterizationOperations Before and After RasterizationSimple AntialiasingCulling Primitives for EfficiencySignal ProcessingDigital Audio: Sampling in 1DConvolutionConvolution FiltersSignal Processing for ImagesSampling TheoryTexture MappingLooking Up Texture ValuesTexture Coordinate FunctionsAntialiasing Texture LookupsApplications of Texture MappingProcedural 3D TexturesData Structures for GraphicsTriangle MeshesScene GraphsSpatial Data StructuresBSP Trees for VisibilityTiling Multidimensional ArraysSamplingIntegrationContinuous ProbabilityMonte Carlo IntegrationChoosing Random PointsPhysics-based RenderingPhotonsSmooth metalsSmooth dielectrics Dielectrics with subsurface scatteringA brute force photon tracerRadiometryRadiometry of ScatteringTransport EquationMaterials in practice Monte Carlo Ray Tracing CurvesCurvesCurve PropertiesPolynomial PiecesPutting Pieces TogetherCubicsApproximating CurvesSummaryComputer AnimationPrinciples of AnimationKeyframingDeformationsCharacter AnimationPhysics-Based AnimationProcedural TechniquesGroups of ObjectsUsing Graphics HardwareHardware OverviewWhat Is Graphics HardwareHeterogeneous MultiprocessingGraphics Hardware Programming: Buffers, State, and ShadersState MachineBasic OpenGL Application LayoutGeometryA First Look at ShadersVertex Buffer ObjectsVertex Array ObjectsTransformation MatricesShading with Per-Vertex AttributesShading in the Fragment ProcessorMeshes and InstancingTexture ObjectsObject-Oriented Design for Graphics Hardware ProgrammingContinued LearningColorColorimetryColor SpacesChromatic AdaptationColor AppearanceVisual PerceptionVision ScienceVisual SensitivitySpatial VisionObjects, Locations, and EventsPicture PerceptionTone ReproductionClassificationDynamic RangeColorImage FormationFrequency-Based OperatorsGradient-Domain OperatorsSpatial OperatorsDivisionSigmoidsOther ApproachesNight TonemappingDiscussionImplicit ModelingImplicit Functions, Skeletal Primitives, and Summation BlendingRenderingSpace PartitioningMore on BlendingConstructive Solid GeometryWarpingPrecise Contact ModelingThe Blob TreeInteractive Implicit Modeling SystemsComputer Graphics in GamesPlatformsLimited ResourcesOptimization TechniquesGame TypesThe Game Production ProcessVisualizationBackgroundData TypesHuman-Centered Design ProcessVisual Encoding PrinciplesInteraction PrinciplesComposite and Adjacent ViewsData ReductionExamples
£56.04
Rosenfeld Media Managing Chaos: Digital Governance by Design
Book Synopsis
£33.29
CRC Press Architectural Approach to Level Design
Book SynopsisWritten by a game developer and professor trained in architecture, An Architectural Approach to Level Design is one of the first books to integrate architectural and spatial design theory with the field of level design. It explores the principles of level design through the context and history of architecture. Now in its second edition, An Architectural Approach to Level Design presents architectural techniques and theories for you to use in your own work. The author connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with that space. It also addresses industry issues like how to build interesting tutorial levels and how to use computer-generated level design systems without losing the player-focused design of handmade levels. Throughout the text, you will learn skills for spatial layout, evoking emotion through gamespaces, and cTable of ContentsChapter 1 A Brief History of Architecture and Level Design. Chapter 2 Drawing for Level Designers. Chapter 3 Level Design Workflows. Chapter 4 Basic Gamespaces. Chapter 5 Communicating through Environment Art. Chapter 6 Building exciting levels with dangerous architecture. Chapter 7 Rewards in Gamespaces. Chapter 8 Level 1-1: The Tutorial Level . Chapter 9 Storytelling in Gamespaces. Chapter 10 Possibility Spaces and Worldbuilding. Chapter 11 Working with Procedurally Generated Levels. Chapter 12 Influencing Social Interaction with Level Design. Chapter 13 Sound and Music in Level Design .
£117.00
O'Reilly Media Practical Deep Learning for Cloud and Mobile
Book SynopsisThis step-by-step guide teaches you how to build practical deep learning applications for the cloud and mobile using a hands-on approach.
£53.99
Infotech Publishers MODELING OF CURVES AND SURFACES USING SOFT
Book Synopsis
£38.94
HarperCollins Publishers Inc Creators Take Control
Book SynopsisA leading legal scholar offers a compelling new theory to explain the meteoric rise of non-fungible tokens (NFTs) and their impact on art, business, entertainment, and society, and explains how they are revolutionizing our understanding of ownership.If you buy an NFT, do you own anything?Trade Review"Forget the hype and hysteria—Web3 and NFTs will provide enormous benefits to artists and commerce. And this book, by on of the Internet's most careful and experienced scholars, shows just how. In a powerful analysis that makes understandable the link between the law of IP and the code of Web3, Lee points to a genuinely productive future that will empower digital creativity far more effectively than IP law alone ever has. This is essential reading for our creative future." — Lawrence Lessig, Roy L. Furman Professor of Law and Leadership, Harvard Law School "This book will forever change the way you think about the creator economy. An eye-opening account of the relationships between artists, businesses, platforms, and consumers, this is the foundational book explaining the sweeping transformations just over the horizon. Ed Lee has written both a warning and a blueprint for a better future." — Amy Webb, author of The Big Nine and The Genesis Machine "Engagingly written, this is not just a serious argument for the value of NFTs to creators but also a remarkable story about the growth of a whole new type of property. Highly recommended." — Mark A. Lemley, professor, Stanford Law School "Creators Take Control sends the reader on an exhilarating journey through the dynamic world of artistic and business innovation around digital assets. With a deft blend of vivid examples, technical explanation, and legal analysis, Lee shows that the significance of nun-fungible tokens (NFTs) is not their eye-popping prices; it's the new forms of ownership, organization, and creative activity they enable." — Kevin Werbach, First Pacific Company Professor and Chair, Department of Legal Studies Business Ethics, the Wharton School of the University of Pennsylvania “Creators Take Control taps into the urgent need for mainstream awareness about this fast-growing, fascinating industry.” — Art Plugged "If you read one book about the NFT space, read this one." — Magnus Resch, Leading Art Market Economist
£20.00
HarperCollins Does Anyone Else Feel This Way
£18.70
CRC Press Game Physics Engine Development
Book SynopsisPhysics is really important to game programmers who need to know how to add physical realism to their games. They need to take into account the laws of physics when creating a simulation or game engine, particularly in 3D computer graphics, for the purpose of making the effects appear more real to the observer or player.The game engine needs to recognize the physical properties of objects that artists create, and combine them with realistic motion. The physics ENGINE is a computer program that you work into your game that simulates Newtonian physics and predict effects under different conditions. In video games, the physics engine uses real-time physics to improve realism. This is the only book in its category to take readers through the process of building a complete game-ready physics engine from scratch. The Cyclone game engine featured in the book was written specifically for this book and has been utilized in iPhone application developmentTrade ReviewPraise for 1st edition:"The first game physics book to emphasize building an actual engine...his book fills a gap by demonstrating how you actually build a physics engine." - Dave Eberly, President, Geometric Tools."A competent programmer with sufficient mathematical sophistication could build a physics engine just from the text and equations--even without the accompanying source code. You can't say this about a lot of books!" - Philip J. Schneider, Industrial Light & Magic.Table of ContentsIntroduction. Particle Physics: The Mathematics of Particles. The Laws of Motion. The Particle Physics Engine. Mass Aggregate Physics: Adding General Forces. Springs and Spring-Like Things. Hard Constraints. The Mass Aggregate Physics Engine. Rigid-Body Physics: The Mathematics of Rotations. Laws of Motion for Rigid Bodies. The Rigid-Body Physics Engine. Collision Detection: Collision Detection. Generating Contacts. Contact Physics: Collision Resolution. Resting Contacts and Friction. Stability and Optimization. Putting It All Together. Further Topics in Physics: Physics in Two Dimensions. Other Programming Languages. Other Types of Physics. Appendices: Useful Inertia Tensors. Useful Friction Coefficients. Mathematics Summary
£52.24
Pearson Education Responsive Web Design with Adobe Photoshop
Book Synopsis
£25.12
Pearson Education (US) Photoshop Tricks for Designers
Book SynopsisCorey Barker is the best-selling author of the Photoshop Down & Dirty Tricks for Designers series and regular contributor to Photoshop User magazine. He was one of the Photoshop Guys on the popular videocast Photoshop User TV and is a featured instructor at live events like the Photoshop World Conference and Adobe MAX. He is also the founder of PhotoshopMasterFX.com.Table of Contents 1. Text Effects 2. Commercial Effects 3. Graphic Effects 4. Photo Effects 5. Texture Effects 6. Light Effects 7. Shadow Effects 8. Blur Effects 9. Color Effects 10. Hollywood Effects 11. 3D Effects
£21.99
Pearson Education (US) Adobe Photoshop CC Book for Digital Photographers
Book SynopsisScott Kelby is Editor, Publisher, and co-founder of Photoshop User magazine, and is co-host of The Grid, the weekly, live talk show for photographers. He is also President and CEO of KelbyOne, an online educational community for learning Photoshop, Lightroom, and photography. Scott is a photographer, designer, and award-winning author of more than 80 books, including Photoshop for Lightroom Users, Professional Portrait Retouching Techniques for Photographers Using Photoshop, Light It, Shoot It, Retouch It: Learn Step by Step How to Go from Empty Studio to Finished Image, The Adobe Photoshop Book for Digital Photographers, The Adobe Photoshop Lightroom Book for Digital Photographers, and The Best of The Digital Photography Book Series. For the past six years, Scott has been honored with the distinction of Table of Contents Chapter 1 Raw and Un-Kutt the essentials of camera raw Chapter 2 Beyond the Reach camera raw–beyond the basics Chapter 3 The Adjustment Bureau camera raw’s adjustment tools Chapter 4 Lens correcting lens problems Chapter 5 Special Effects effects using camera raw Chapter 6 Scream of the Crop how to resize and crop photos Chapter 7 Layers of Light layers, selections, and compositing Chapter 8 HDR creating high dynamic range images Chapter 9 Problem Child fixing common problems Chapter 10 Special Edition special effects for photographers Chapter 11 Sharp Tale sharpening techniques Chapter 12 Dirty Work my step-by-step workflow
£53.46
Pearson Education Metal Programming Guide
Book Synopsis
£42.49
Pearson Education (US) Adobe InDesign CC Classroom in a Book 2018
Book SynopsisKelly Kordes Anton has written and edited dozens of books and training resources on publishing technologies and InDesign, including six previous editions of the Adobe InDesign Classroom in a Book. She is a Communications Specialist for MillerCoors, based at the Golden Brewery, home of the famed Coors Banquet. Kelly lives in Littleton, Colorado. Tina DeJarld has worked on the front lines of taking designs from the computer screen to real-world production since before InDesign 1.0. As both a prepress master and production designer building files that will work correctly, she has handled thousands of large and complex projects, becoming an expert on InDesign best practices and techniques. Table of ContentsGetting Started 1 Introducing the Workspace 2 Getting to Know InDesign 3 Setting Up a Document and Working with Pages 4 Working with Objects 5 Flowing Text 6 Editing Text 7 Working with Typography 8 Working with Color 9 Working with Styles 10 Importing and Modifying Graphics 11 Creating Tables 12 Working with Transparency 13 Printing and Exporting 14 Creating Adobe PDF Files with Form Fields 15 Creating a fixed-Layout epub
£40.04
Pearson Education Adobe Illustrator CC Classroom in a Book 2019
Book Synopsis
£54.00
Pearson Education (US) Foundations of Digital Art and Design with Adobe
Book SynopsisTable of ContentsIntroduction: What Are the Foundations of Digital Art and Design? Section 1: Bits, Pixels, Vectors, and Design 1. The Dot, the Path and the Pixel 2. Drawing Expressive Lines 3. Modify Basic Shapes Section 2: Digital Photography 4. Creating and Organizing Digital Photographs 5. Resolution and Value 6. Color Models Section 3: Digital Manipulation and Fair Use 7. Repairs and Hoaxes 8. Select, Copy, Paste, Collage 9. Prototyping Experiences for Mobile Audiences Section 4: Typography 10. Type and Image 11. The Grid 12. Continuity Coda: Revision Practices Bonus Section available in digital books and online from Peachpit.com Section 5: Effective Work Habits 13. Automation 14. Pagination and Printing
£32.99
Pearson Education (US) Adobe Photoshop Classroom in a Book 2021 release
Book SynopsisAdobe Photoshop Classroom in a Book (2021 release) contains 15 lessons that cover the basics and beyond, providing countless tips and techniques to help you become more productive with the program. You can follow the book from start to finish or choose only those lessons that interest you.Table of ContentsGETTING STARTED 1 GETTING TO KNOW THE WORK AREA 2 BASIC PHOTO CORRECTIONS 3 WORKING WITH SELECTIONS 4 LAYER BASICS 5 QUICK FIXES 6 MASKS AND CHANNELS 7 TYPOGRAPHIC DESIGN 8 VECTOR DRAWING TECHNIQUES 9 ADVANCED COMPOSITING 10 PAINTING WITH THE MIXER BRUSH 11 EDITING VIDEO 12 WORKING WITH CAMERA RAW 13 PREPARING FILES FOR THE WEB 14 PRODUCING AND PRINTING CONSISTENT COLOR 15 EXPLORING NEURAL FILTERS APPENDIXES
£33.74
Pearson Education (US) Adobe After Effects Classroom in a Book 2022
Book SynopsisTable 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
£41.64
Pearson Education (US) Video Storytelling Projects
Book SynopsisRC is an award-winning photographer, podcast host, educator, and the author of 15 best-selling books on photography, video, Photoshop, Lightroom, and HDR. He is an assistant teaching professor of visual communications at the Newhouse School for Visual Communications at Syracuse University. As an Adobe Certified Instructor in Photoshop, Illustrator, and Lightroom, RC has over 27 years of experience creating content in creative, information technology, and e-commerce industries and spends his days developing creative content for corporate clients, educational institutions, and students looking to take their creative vision further. As a Photoshop and Lightroom expert, RC also worked with Adobe to write the Adobe Certified Expert exam for Photoshop CS6, Lightroom 4, and Lightroom 5. He has written the Lightroom and Photoshop books for the Adobe Press Classroom in a Book series. RC is a highly sought-after public speaker, presenting to corporations and creative studTable of ContentsCHAPTER 1 The Elements of Story CHAPTER 2 How to Structure Your Story CHAPTER 3 Previsualizing Your Idea CHAPTER 4 Working with Sound CHAPTER 5 Working with Video CHAPTER 6 The Importance of Dialogue CHAPTER 7 Everything in Its Place CHAPTER 8 Assembling Your Story in Adobe Premiere Pro CHAPTER 9 Basic Edits: Sharpening Your Point in Premiere Pro CHAPTER 10 Editing: Beyond the Basics CHAPTER 11 Mobile Journalism Project CHAPTER 12 Sharing Your Video Online CHAPTER 13 Project: Card Game
£28.04
Pearson Education (US) Adobe Creative Cloud Classroom in a Book
Book SynopsisJoseph Labrecque is a creative developer, designer, and educator with nearly two decades of experience creating expressive web, desktop, and mobile solutions. He joined the University of Colorado Boulder College of Media, Communication and Information as faculty with the Department of Advertising, Public Relations and Media Design in Autumn 2019. His teaching focuses on creative software, digital workflows, user interaction, and design principles and concepts. Before joining the faculty at CU Boulder, he was associated with the University of Denver as adjunct faculty and as a senior interactive software engineer, user interface developer, and digital media designer. Labrecque has authored a number of books and video course publications on design and development technologies, tools, and concepts through publishers which include LinkedIn Learning (Lynda.com), Peachpit Press, and Adobe. He has spoken at large design and technology conferences such as Adobe MAX aTable of ContentsGetting Started 1 Creative Cloud Desktop and Mobile Applications 2 Cloud-Based Photography with Lightroom 3 Raster Image Compositing with Photoshop 4 Designing Vector Graphics with Illustrator 5 Managing Page Layout with InDesign 6 Prototyping for Screens with Adobe XD 7 3d Rendering with Dimension 8 Producing Audio Content with Audition 9 Sequencing Video Content with Premiere Pro 10 Compositing Motion Graphics with After Effects 11 Animating Interactive Content with Animate Bonus Lesson 1 Fundamentals of Design with Adobe Express Bonus Lesson 2 Live Performance Capture with Character Animator
£41.64
Pearson Education (US) Final Cut Pro Power Tips
Book SynopsisLarry Jordan is a producer, director, editor, author, teacher, and Apple Certified Trainer in Digital Media with more than 50 years of media experience with national broadcast and corporate credits. Based in Boston, he's a member of the Directors Guild of America and the Producers Guild of America. He's been recognized with awards as an Industry Innovator and Top Corporate [Media] Producers in America. An adjunct professor at USC from 20112020, he's written 11 books on media and software, written thousands of technical tutorials, and created hundreds of hours of video training. Visit his website at LarryJordan.com.Table of ContentsIntroduction CHAPTER 1 Video Fundamentals Final Cut Pro Basics Video Basics Computer Basics Storage Basics Command Set Basics Chapter 1: Video Fundamentals Shortcuts CHAPTER 2 The Final Cut Pro Interface Introduction The Final Cut Pro Interface Optimize Preferences The Browser The Timeline The Viewer Hidden Viewers Troubleshooting Chapter 2: Interface Shortcuts CHAPTER 3 Libraries & Media Introduction Libraries, Events & Projects Import Media Manage Media Organize Media Customize the Timeline Chapter 3: Libraries & Media Shortcuts CHAPTER 4 Basic Editing Introduction Definitions for This Chapter Mark Clips Edit Clips Editing Tools Trim Clips The Timeline Index Chapter 4: Basic Editing Shortcuts CHAPTER 5 Advanced Editing Introduction Definitions for This Chapter Ingenious Techniques Compound Clips Multicam Editing Closed Captions Color Basics & Video Scopes Chapter 5: Advanced Editing Shortcuts CHAPTER 6 Audio Introduction Definitions for This Chapter Audio Prep Edit Audio Levels & Pan Audio Inspector Roles Audio Mixing & Effects Chapter 6: Audio Shortcuts CHAPTER 7 Transitions & Titles Introduction Definitions for This Chapter Transitions Titles & Text Generators Chapter 7: Transitions & Titles Shortcuts CHAPTER 8 Visual Effects Introduction Definitions for This Chapter Video Inspector Effects Transform Effects Viewer Effects The Effects Browser Effects Cookbook Masks & Keys The Color Inspector Chapter 8: Visual Effects Shortcuts CHAPTER 9 Share & Export Introduction Definitions for This Chapter Share & Export Basics After "The End" Chapter 9: Share & Export Shortcuts CHAPTER 10 Special Cases (online) Workflow & Planning Clip Speed Changes Advanced Share & Export 360° Video Additional Resources Chapter 10: Special Cases Shortcuts Larry Jordan's Most Useful Shortcuts
£34.19
Pearson Education (US) The Art and Science of UX Design
Book SynopsisAnthony Conta's career in design began when he was four years old, thanks to the carelessness of another student at his school. His mother, Christina, was the school nurse for a K-12 school in New York City. One day, a student forgot their Game Gear in his mother's office. After a month of asking every student who came in if it was theirs and no one claiming it, she gave it to her son and opened his world. From that day, Anthony knew he wanted to design experiences like the ones he played on that video game system (and many others). But at college, he found that coding those experiences was a lot more difficult than he expected, and he instead focused on understanding behaviors rather than understanding code. Anthony graduated from Binghamton University with a master's degree in financial economics, a bachelor's in quantitative economics, and a bachelor's in mathematics. His first job was at a law firm, helping uncover illegal anti-competitive behavior by analyzing theTable of ContentsCHAPTER 1 Understanding Human-Centered Design CHAPTER 2 Using Empathy as a Design Tool CHAPTER 3 Defining the User’s Problems CHAPTER 4 Exploring Ideation Techniques and Tools CHAPTER 5 Prototyping Solutions CHAPTER 6 Testing Your Designs CHAPTER 7 Implementing Your Designs CHAPTER 8 What’s Next? Appendix: What Good Looks Like
£27.74
The University of Chicago Press Science in the Age of Computer Simulation
Book SynopsisDigital computer simulation helps study phenomena of great complexity, but how much do we know about the limits and possibilities of this new scientific practice? How do simulations compare to traditional experiments? And are they reliable? The author seeks to answer these questions.Trade Review"This is the first book-length study of the role of simulation models from the standpoint of philosophy of science. It will be required reading for all who follow." - Ronald Giere, University of Minnesota"
£26.60
Taylor & Francis Ltd Digital Painting Techniques
Book SynopsisDiscover the tips, tricks and techniques that really work for concept artists, matte painters and animators. Compiled by the team at 3dtotal.com, Digital Painting Techniques, Volume 1 offers digital inspiration with hands-on insight and techniques from professional digital artists. More than just a gallery book - within Digital Painting Techniques each artist has written a breakdown overview, with supporting imagery of how they made their piece of work. Beginner and intermediate digital artists will be inspired by the gallery style collection of the finest examples of digital painting from world renowned digital artists. Start your mentorship into the world of digital painting today with some of the greatest digital artists in the world and delve into professional digital painting techiques, such as speed painting, custom brush creation and matte painting. Develop your digital painting skills beyond the variety of free online digital painting tutorials and apply the most up to date tTrade Review"[O]ffers a range of digital inspirations and techniques from some 25 professional artists. More than just a gallery of images, this features step-by-step techniques that beginners through intermediate users can easily follow, inspired by world computer graphics artists. Photography, computer and arts collections alike will relish this."---BookWatchTable of ContentsSpeed Painting; Custom Brushes; Matte Painting; Creatures; Humans; Environments; Sci-Fi / Fantasy; Complete Projects; Gallery
£39.94
Taylor & Francis Ltd Houdini on the Spot
Book SynopsisOver 250 professional techniques to improve your Houdini workflow.Table of ContentsIntroduction-Why Houdini?; UI Tricks-Fully Exploit the Houdini Interface; External Tricks-Getting the Most from the Other Installed Tools; Modeling Tricks-Useful SOP Idioms; Particle Tricks-Using POPs for Fun and Profit; Dynamic Simulations-Things to Know; Digital Assets-Creating and Using Libraries of Neat Tricks; Rendering Tricks; Channel Tricks-CHOPs: The Most Under-used Part of Houdini; VEX and VOPs Tricks-Creating Custom Operators; Compositing Tricks; Miscellaneous Useful Obscurities
£28.49
CRC Press The Art of the Storyboard 2nd Edition
Book SynopsisCommunicate your vision, tell your story and plan major scenes with simple, effective storyboarding techniques. Using sketches of shots from classic films, from silents to the present day, John Hart leads you through the history and evolution of this craft to help you get to grips with translating your vision onto paper, from the rough sketch to the finished storyboard. More than 150 illustrations from the author's and other storyboard artists' work illuminate the text throughout to help you master the essential components of storyboarding, such as framing, placement of figures, and camera angles.Level: NoviceTrade Review'Chock full of valuable advice for anyone who wishes to create a visual representation of a production before rolling tape.'Videomaker magazineTable of ContentsThe Storyboard's Beginnings: Where it all startedThe Storyboard Artist Is a Part of Preproduction TeamBasic components of the StoryboardCreate on Demand - How to Accommodate the Production TeamOn Planes and Perspective Added Emphasis on Design, Composition and ColorShowing Action in Your StoryboardDepth of Field and Light SourcesDynamics of the ShotAnimatics - The Future of Motion Control
£27.54
CRC Press How to Make Animated Films
Book SynopsisBecome Tony White's personal animation student. Experience many of the teaching techniques of the golden era of Disney and Warner Brothers studios and beyond.all from the comfort of your own home or studio. Tony White's Animation Master Class is uniquely designed to cover the core principles of animated movement comprehensively. How to Make Animated Films offers secrets and unique approaches only a Master Animator could share. Includes hands-on Tutorials, demonstrations and final sample animations. . Whether you want to become a qualified animator of 2D, 3D, Flash or any other form of animation, Tony White's foundations bring you closer to that goal. The downloadable resources are invaluable, in that readers are not only taught principles and concepts in the book, they are able to see them demonstrated in action in the movies.Trade ReviewRoy E. Disney's Introduction for "Animation from Pencils to Pixels"Table of ContentsTony White's Animation Master ClassIntroduction.1) Why this book?For 2D AnimatorsFor 3D AnimatorsFor ALL Animators2) First PrinciplesEquipment & techniques overviewDope Sheets & Production FoldersTop Pegs versus Bottom PegsFlipping Techniques(This section will include video footage on DVD)3) InbetweeningTiming & ChartingArcs & Paths of ActionSuperimpositionEven InbetweensSlowing-InSlowing-OutStraight Ahead AnimationAssignment 01(This section will include video footage on DVD)4) Bouncing BallKeysInbetweensWeight & TimingAssignment 02(This section will include video footage on DVD)5) Generic WalkPrinciplesCycle Action versus Moving ForwardKeys (legs only)Passing PositionInbetween positionsKeys (upper body & arms)InbetweensHead actionTimingAssignment 03(This section will include video footage on DVD)6) Personality WalksPrinciplesAlternative Passing PositionsEccentric InbetweensTimingAssignment 04(This section will include video footage on DVD)7) RunsPrinciplesPositions (lower body)Positions (upper body)Variations in actionTimingAssignment 05(This section will include video footage on DVD)8) QuadrupedsPrinciplesBreaking down the actionBack legsFront legsBodyTailHead & NeckVariationsAssignment 06(This section will include video footage on DVD)9) WeightPrinciplesWeight in actionWeight movingCarrying weightThrowing weightAssignment 07(This section will include video footage on DVD)10) AnticipationPrinciplesStarting an actionThrowingJumpingAssignment 08(This section will include video footage on DVD)11) DialoguePrinciplesBody languageEmotionLip SyncAssignment 09(This section will include video footage on DVD)12) Putting it all togetherOverviewWorking with audioStoryboardAnimaticAssignmentDope sheet timingKey pose testInbetweeningPencil TestLip SyncFinal movieAssignment 10(This section will include video footage on DVD)13) The future of animationThe still untapped potential for animation.2D or not 2D?The Animaticus FoundationReaders critique (information)14) Tony White's Animation Master Class ~ DVD Outline:Introduction.Author at his drawing desk offering an overview of animation. Presenting the tools of the trade, the principles of movement and key concepts. Demonstrating everything, especially key drawings, dope sheets, flipping techniques, inbetweening and superimposition.Assignment 01: Inbetweening test. (Key poses provided in book.) Bouncing BallPresentation of the principles of weight, flexibility, timing and movement on arcs. Author at desk animating a bouncing ball. Examples of animated movie clips to demonstrate the final work.Assignment 02: Bouncing Ball.Generic WalkPresenting the principles of a generic walk movement, cycle action versus moving forward, key stride positions, passing positions, inbetweening options. The author breaking down the action of a walk first the lower legs, then the body and arms, then the head action options. Discussion on timing.Assignment 03: Generic Walk.Personality WalksDemonstration on how the generic walk can be evolved to something with more eccentricity or personality. Author animating various styles of walk from identical keys. Side-by-side demonstration of each walk, in comparison to the generic walk.Assignment 04: Personality walk.RunsAuthor defines what a walk is and discusses the various forms from minimum to maximum number of frames. Demonstrates walk animation, first showing lower body, then upper body, then variations in action. Animated examples of runs.Assignment 05: Animated Run.QuadrupedsAuthor discuses the principles of generic quadruped action and their anatomical make-up, then presents variations of movement from critter to critter. Desktop demonstration of how the action is broken down for a cartoon quadruped walk first the back legs, then the front legs, then head, body and tail. Example of eccentric quadruped walk. Assignment 06: Eccentric quadruped walk.WeightAuthor discusses the principles of weight and its importance in animated action. Demonstrates how to put weight into a moving, bouncing, jumping flour sack. Example of sack animation.Assignment 07: Flour Sack animation.AnticipationAuthor discusses the principles of anticipation and discusses the various moments where the implementation of anticipation is necessary. Demonstrates the creating of anticipation in a running action. Examples of anticipation animation.Assignment 08: Anticipation with throw.PerspectiveAuthor discusses the principles of animation and the process of placement in action moving to and from the camera's point of view. Demonstration of walk in perspective. Examples of perspective animation.Assignment 09: Perspective walk through 360 degrees.DialogueAuthor discusses the principles and requirements of dialogue animation. The principles of body language, facial expression and lip syncing are presented. Demonstration of talking character animation, approached and illustrated (with pencil test clips) stage-by-stage.Assignment 10: Dialogue sequence (from free audio tracks downloadable from author's website).Multi-character actionAuthor discusses the principles of action and dialogue between two or more characters on the screen at the same time. The principles of principle and secondary action are explained, plus the importance of the role of the passive character in a dialogue sequence. Author demonstrates action between two characters. Examples of animation shown.Assignment 11: Two-character dialogue sequence (from free audio tracks downloadable from author's website).Production secretsAuthor discusses the stages of animation production, emphasizing the importance of animated storytelling and filmic technique for animators. The stages of production are presented breaking down audio tracks, storyboards, animatics, dope sheets & timing, key pose test, inbetweening secrets, pencil test, coloring, compositing and post production.Assignment 12: Short film project.
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