3D Art Essentials: The Fundamentals of 3D Modeling, Texturing, and Animation Ami Chopine ISBN: 9780240814711
Form: Paperback
Pub date: 2011-04-28
Edition: 1
Price: GBP 26.99
Pages: 288
Publisher: Taylor & Francis (ML)
Readership:
Language: Eng
Discipline: Humanities
Category: Arts
Subject: Digital animation, ART / Digital
Create high-quality 3D animations and models by using the basic concepts and principles of 3D art presented by GeekAtPlay.com's Ami Chopine. This handy studio reference breaks down the core concepts into easy-to-understand segments and teaches you the 'why' in addition to the 'how.' Using application agnostic step-by-step tutorials, this book teaches you how to model, pose, and texture your creations as well as scenery creation, animation, and rendering. Learn which applications are best for your needs and how you can get started making money in the 3D field. The companion website includes video tutorials, models, project files, and other resources. This book is endorsed by Daz3d.com and includes exclusive Daz3d models.
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3D Automotive Modeling: An Insider's Guide to 3D Car Modeling and Design for Games and Film Andrew Gahan ISBN: 9780240814285
Form: Paperback
Pub date: 2010-12-06
Edition: 1
Price: GBP 31.99
Pages: 472
Publisher: Taylor & Francis (ML)
Readership:
Language: Eng
Discipline: Humanities
Category: Arts
Subject: Digital animation, ART / Digital
Master techniques from top automotive designers and world-class game developers with this insider's guide to designing and modeling 3D vehicles. With techniques demonstrated in 3ds Max, Maya, XSI, and Photoshop, 3D Automotive Modeling starts with a fantastic series of hot concept designs and continues by offering a full hands-on modeling tutorial for each. Some of the very best designers and modelers from across the globe take you through their processes step-by-step, giving you the tips, tricks, and short-cuts that true professionals use. 3D Automotive Modeling features tutorials from Honda, Toyota, and Mercedes-Benz designers, as well as modelers from Sony Computer Entertainment, Lucas Arts, and Simbin-artists who have worked on some of the biggest games in the industry, including the MotorStorm series. You will get:
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3D Game Environments: Create Professional 3D Game Worlds Luke Ahearn ISBN: 9781138920026
Form: Paperback
Pub date: 2017-05-02
Edition: 2
Price: GBP 34.95
Pages: 361
Publisher: Taylor & Francis (ML)
Readership:
Language: Eng
Discipline: Hard Science
Category: Computing & IT
Subject: Digital animation, COMPUTERS / Programming / Games
From a steamy jungle to a modern city, or even a sci-fi space station, 3D Game Environments is the ultimate resource to help you create AAA quality art for a variety of game worlds. Primarily using Photoshop and 3ds Max, students will learn to create realistic textures from photo source and a variety of techniques to portray dynamic and believable game worlds. With detailed tutorials on creating 3D models, applying 2D art to 3D models, and clear concise advice on issues of efficiency and optimization for a 3D game engine, Luke Ahearn gives you everything students need to make their own realistic game environments.
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3D Game Textures: Create Professional Game Art Using Photoshop Luke Ahearn ISBN: 9781138920064
Form: Paperback
Pub date: 2016-06-22
Edition: 4
Price: GBP 36.99
Pages: 412
Publisher: Taylor & Francis (ML)
Readership:
Language: Eng
Discipline: Hard Science
Category: Computing & IT
Subject: Digital animation, COMPUTERS / Programming / Games
The new edition of 3D Game Textures: Create Professional Game Art Using Photoshop features the most up-to-date techniques that allow you to create your own unique textures, shaders, and materials. Revised to take new technology into account, it is an ideal hands-on resource for creating online worlds, simulations, web-based applications, and architectural visualization projects. Continuing the practical, no-nonsense approach of its predecessors, the fourth edition shows you how to advance your digital art skills with textures and shaders by exploring their interactions in single objects or entire scenes. It contains expanded coverage of shader nodes, and the companion website— www.lukeahearn.com/textures—has been updated to include video tutorials as well as updated sample textures, shaders, materials, actions, brushes, and all of the art from the book. Written with the beginner and the professional in mind, this book provides an excellent stepping stone for artists of any level. It shows aspiring artists how to create their own game textures. It also shows technically oriented professionals who struggle with artistic aspects of graphic design how to create textures in a way that they can relate to, while teaching technically challenged artists how to create their art in a fashion that allows them to set up their work with an eye toward the important technical aspects of game development.
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3D Modeling: Digital Sculpting, Texture, and Topology Ken Cope ISBN: 9781498781787
Form: Paperback
Pub date: 2017-09-05
Edition: 1
Price: GBP 31.99
Pages: 416
Publisher: Taylor & Francis (ML)
Readership:
Language: Eng
Discipline: Hard Science
Category: Computing & IT
Subject: Digital animation, COMPUTERS / Programming / Games
3D modelers use Maya in pipelines for animation, video game, VR/AR. Maya's integration with Mudbox complements general strengths, but professionals turn to specialized tools, including Photoshop, Quixel, 3D-Coat, and Allegorithmic. You will learn how to import/export in various formats, generate and refine models with polygonal geometry, digital sculpting, and textures. Tutorials demonstrate the use of individual photos to generate textures and shading networks, multiple photos to create 3D reference models, and how to use an XBox Kinect for an artist mirror and 3D scanner. This book guides the creation of simple props and environments, from cartoon characters to more realistic humans.
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3D Photorealistic Rendering: Interiors & Exteriors with V-Ray and 3ds Max Jamie Cardoso ISBN: 9781138780729
Form: Paperback
Pub date: 2016-11-11
Edition: 1
Price: GBP 37.99
Pages: 566
Publisher: Taylor & Francis (ML)
Readership:
Language: Eng
Discipline: Humanities
Category: Arts
Subject: Art forms, ARCHITECTURE / Interior Design / General,COMPUTER
Increase the photorealism of your 3d visualizations with enhanced toolsets of V-ray in 3ds Max. Full-color, step-by-step tutorials about techniques involved in creating photorealistic renders for interior/exterior scenes. Each tutorial includes a 3d project scene to guide you through, production and post-production. The production chapter shows how to create shaders, fine-tune textures and set up a day/night lighting rig. You will be rendering high-res images with render elements included for the final stage of post-production. The book also includes tips about, pre-production, camera settings, verified views, material editors, shaders, 3ds max scripts, and much more!
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3D Photoshop for Creative Professionals: Interactive Guide for Creating 3D Art Stephen Burns ISBN: 9781138842250
Form: Paperback
Pub date: 2015-12-21
Edition: 1
Price: GBP 34.99
Pages: 310
Publisher: Taylor & Francis (ML)
Readership: General/trade
Language: Eng
Discipline: Hard Science
Category: Computing & IT
Subject: Digital animation, PHOTOGRAPHY / Techniques / Digital
Photoshop is the cornerstone of the graphics industry and understanding its 3D capabilities is becoming a requirement for graphic designers, photographers, and creatives alike. Starting with the fundamental tools and ending with advanced resources, Adobe Community Professional Stephen Burns guides you with a clear voice and creative exercises that encourage you to work as you read. Accompanied by a free app that includes video tutorials, interactive models to compare your activity work from the book against, and on-going updates about the latest Photoshopreleases, this book will elevate your art off the page and into a new world of possibilities. (The app is available for the iPad and iPhone in the iTunes App Store, and Android users can find it through Google Play. Just search for 3D Photoshop on either of these platforms and download it to your device.)
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3D Technology in Fine Art and Craft: Exploring 3D Printing, Scanning, Sculpting and Milling Bridgette Mongeon ISBN: 9781138844339
Form: Paperback
Pub date: 2015-08-24
Edition: 1
Price: GBP 31.99
Pages: 328
Publisher: Taylor & Francis (ML)
Readership:
Language: Eng
Discipline: Humanities
Category: Arts
Subject: Digital animation, ART / Techniques / Sculpting,ART / Genera
The 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 Learn how to enlarge, reduce, and repurpose existing artwork and create virtual pieces in physical forms through a variety of mediums Research your options with an accessible list of pros and cons of the various software, 3D printers, scanners, milling machines, and vendors that provide services in 3D technology Listen to podcasts with the artists and learn more tips and tricks through the book's website at  www.digitalsculpting.net
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3ds Max 9 Essentials: Autodesk Media and Entertainment Courseware Autodesk ISBN: 9780240809083
Form: Paperback
Pub date: 2006-12-12
Edition: 1
Price: GBP 30.99
Pages: 640
Publisher: Taylor & Francis (ML)
Readership:
Language: Eng
Discipline: Humanities
Category: Arts
Subject: Digital animation, ART / Digital
Bring 3D film effects to the big screen. Generate realistic characters for a top-selling game. Create rich and complex design visualization. AutodeskÂŽ 3ds MaxÂŽ 9 lets you maximize your productivity and tackle challenging animation projects. And this book, developed by Autodesk insiders, lets you master the essential tools and techniques. Learn how to use 3ds Max 9 confidently in a production environment. Each chapter of this book has a series of theory lessons and one lab. The theory lessons introduce you to the functional areas of 3ds Max and explain these features with short simple examples. The lab demonstrates a practical application of the theory. Combined, each chapter delivers a sound understanding of the functions, features and principles behind 3ds Max 9, and shows you how to apply this knowledge to real-world situations.
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3ds Max Design Architectural Visualization: For Intermediate Users Brian L. Smith ISBN: 9780240821078
Form: Hardback
Pub date: 2011-11-24
Edition: 1
Price: GBP 42.99
Pages:
Publisher: Taylor & Francis (ML)
Readership:
Language: Eng
Discipline: Humanities
Category: Arts
Subject: Digital animation, ART / Digital
Learn time-saving techniques and tested production-ready tips for maximum speed and efficiency in creating professional-level architectural visualizations in 3ds Max. Move from intermediate to an advanced level with specific and comprehensive instruction with this collaboration from nine different authors from around the world. Get their experience and skills in this full-color book, which not only teaches more advanced features, but also demonstrates the practical applications of those features to get readers ready for a real production environment. Fully updated for the most recent version of 3ds Max.
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3ds Max Modeling for Games: Insider's Guide to Game Character, Vehicle, and Environment Modeling: Volume I Andrew Gahan ISBN: 9780240815824
Form: Paperback
Pub date: 2011-07-22
Edition: 2
Price: GBP 34.99
Pages: 480
Publisher: Taylor & Francis (ML)
Readership:
Language: Eng
Discipline: Humanities
Category: Arts
Subject: Digital animation, ART / Digital
With 18 years under his belt in the game industry, a key contributor to the MotorStorm series, and the creator of the 3ds Max in Minutes video series (at FocalPress.com), Andrew Gahan delivers the expert techniques in 3ds Max Modeling for Games, 2nd edition. This updated edition is packed with new tutorials that will enhance your modeling skills and pump up your portfolio with high-quality work in no time. Along with Anthony O'Donnell and a team of experts, Gahan covers all of the fundamental game modeling techniques, including character and environment modeling, mapping, and texturing. Finally, a bonus section in 3ds Max Modeling for Games offers readers insights and tips on how to get their careers started in the game industry. New, expanded tutorials take readers of all abilities through full character and environment modeling from beginning to end Companion website (3d-for-games.com) offers a robust, supportive forum where readers can get commentary on new work, develop skills and portfolio art, as well as network with other game artists on a variety of projects. Also features project files for all tutorials in the book and enough support images and photos to keep the budding artist busy for months Completely updated gallery allows the reader to build on various models
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3ds Max Modeling for Games: Volume II: Insider’s Guide to Stylized Modeling Andrew Gahan ISBN: 9780240816067
Form: Paperback
Pub date: 2011-12-29
Edition: 1
Price: GBP 34.99
Pages: 380
Publisher: Taylor & Francis (ML)
Readership:
Language: Eng
Discipline: Humanities
Category: Arts
Subject: Digital animation, ART / Digital
Learn how to model comic-style à la Pixar™ with the expert techniques found in 3ds Max Modeling for Games Volume 2: Insider’s Guide to Stylized Modeling. This new volume will show you the ins-and-outs of stylized modeling, including characters, vehicles, environments, and much more. Follow the story of cover characters Robert and Robot as their adventure takes you through the world of modeling, vegetation, alpha-maps, and much more! This book is also packed with highly detailed tutorials feared toward enhancing your modeling skills and expanding your portfolio. The companion website (www.3d-for-games.com) is unique - an online forum where readers can post and answer questions about their work. In terms of developing a portfolio, online peer critiques are invaluable, and current readers have made use of this feature, in fact some have happily become the forum responders (along with Andy) to coach and develop new artists at work. Also included: step-by-step project files for each chapter; all the relevant texture files and source photos; panoramic skies, small scene objects, bonus texture maps & models so that artists can create whole scenes very quickly without starting from scratch each time; countless examples of what's hot and what's not in 3D modeling and also enough support images and photos to keep the budding artist busy for months. Unrivalled support in over 10,000 current posts - backing up the book with a lively forum and community of readers from all over the world, ready to help your work.
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A Broadcast Engineering Tutorial for Non-Engineers Skip Pizzi, Graham Jones ISBN: 9780415733397
Form: Paperback
Pub date: 2014-05-21
Edition: 4
Price: GBP 34.99
Pages: 360
Publisher: Taylor & Francis (ML)
Readership: Professional and scholarly
Language: Eng
Discipline: Hard Science
Category: Physics
Subject: Digital animation, TECHNOLOGY & ENGINEERING / Radio,TECHNOLO
A Broadcast Engineering Tutorial for Non-Engineers is the leading publication on the basics of broadcast technology. Whether you are new to the industry or do not have an engineering background, this book will give you a comprehensive primer of television, radio, and digital media relating to broadcast—it is your guide to understanding the technical world of radio and television broadcast engineering. It covers all the important topics such as DTV, IBOC, HD, standards, video servers, editing, electronic newsrooms, and more. This long-awaited fourth edition includes new standards and identifies and explains the emerging digital technologies that are revolutionizing the industry, including: HDTV —and "UltraHD" IP-based production and distribution and Internet delivery (including "over-the-top" TV) Connected/Smart TV, Mobile TV Second Screens and Social TV "Hybrid" broadcasting (over-the-air and online convergence) Podcasting and Mobile Apps Connected Cars
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A Practical Guide to Indie Game Marketing Joel Dreskin ISBN: 9781138801547
Form: Paperback
Pub date: 2016-02-11
Edition: 1
Price: GBP 26.99
Pages: 178
Publisher: Taylor & Francis (ML)
Readership:
Language: Eng
Discipline: Hard Science
Category: Computing & IT
Subject: Digital animation, COMPUTERS / Digital Media / Video & Anima
Learn how to market for your indie game, even with a small budget and limited resources. For those who want to earn a regular income from making indie games, marketing can be nearly as vital to the success of the game as the game itself. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your game. With special focus on developers with small budgets and limited staff and resources, this book is packed with recommendations and techniques that you can put to use immediately. As a seasoned marketing professional, author Joel Dreskin provides insight into practical, real-world experiences from marketing numerous successful games and also shares tips on mistakes to avoid. Presented in an easy to read format, A Practical Guide to Indie Game Marketing includes information on establishing an audience and increasing visibility so you can build successes with your studio and games. Through case studies, examples, guidelines and tips, you will learn best practices for developing plans for your game launches, PR, community engagement, channel promotions and more Sample timelines help you determine how long in advance of a launch to prepare your first public communications, when to announce your game, as well as recommended timing for releasing different game assets Book also includes marketing checklist 'cheat sheets', dos and don’ts and additional resources
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Acting and Character Animation: The Art of Animated Films, Acting and Visualizing Rolf Giesen, Anna Khan ISBN: 9781498778633
Form: Paperback
Pub date: 2017-10-24
Edition: 1
Price: GBP 53.99
Pages: 392
Publisher: Taylor & Francis (ML)
Readership:
Language: Eng
Discipline: Hard Science
Category: Computing & IT
Subject: Digital animation, COMPUTERS / Programming / Games
Animation has a lot to do with acting. That is, character animation, not the standardized, mechanical process of animation. Acting and animation are highly creative processes. This book is divided into two parts: From film history we learn about the importance of actors and the variety of acting that goes into animation; then, we will turn to the actor's point of view to describe the various techniques involved. Through exhaustive research and interviews with people ranging from Peter Jackson and Andy Serkis to Jaffrey Katzenberg and Ed Hooks, this book will be the primary source for animators and animation actors.
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Acting and Performance for Animation Derek Hayes, Chris Webster ISBN: 9780240812397
Form: Paperback
Pub date: 2013-03-20
Edition: 1
Price: GBP 30.99
Pages: 224
Publisher: Taylor & Francis (ML)
Readership:
Language: Eng
Discipline: Humanities
Category: Arts
Subject: Digital animation, ART / Digital
Unique, believable characters that think, feel, and captivate your audience are ones that involve emotion, personality, and story. Successful animators balance all of these elements within a single character and narrative. With Acting and Performance for Animation, discover how to create dynamic, dramatic performances and believable character interaction for 2D and 3D animation and motion capture. An invaluable resource, Acting and Performance for Animation is a practical guide to the variety of performance techniques relevant to animators. Develop believable character interactions with chapters detailing the principles of performance, performance types, character emotion and personality, physical and psychological performance, and scene composition. Analyze scripts, sound, acting, action and performance with hints, tips, and animated examples featured in an extensive guide for animators working in film, TV, games, and commercials. Explore different performance techniques based upon the experiences of seasoned animators and actors with case studies featuring Peter Lord, John Stevenson, Marco Marenghi, Mark Baker, Neville Astley, Joanna Quinn, and more.
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Action Analysis for Animators Chris Webster ISBN: 9780240812182
Form: Paperback
Pub date: 2012-04-17
Edition: 1
Price: GBP 28.99
Pages: 424
Publisher: Taylor & Francis (ML)
Readership:
Language: Eng
Discipline: Humanities
Category: Arts
Subject: Digital animation, ART / Digital
Action Analysis is one of the fundamental princples of animation that underpins all types of animation: 2d, 3d, computer animation, stop motion, etc. This is a fundamental skill that all animators need to create polished, believable animation. An example of Action Analysis would be Shrek's swagger in the film, Shrek. The animators clearly understood (through action analysis) the type of walk achieved by a large and heavy individual (the real) and then applied their observations to the animated character of an ogre (the fantastic). It is action analysis that enabled the animation team to visually translate a real life situation into an ogre's walk, achieving such fantastic results.Key animation skills are demonstrated with in-depth illustrations, photographs and live action footage filmed with high speed cameras. Detailed Case Studies and practical assignments ground action analysis methodology with real life examples. Action Analysis for Animators is a essential guide for students, amateurs and professionals.
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Adaptation for Animation: Transforming Literature Frame by Frame Hannes Rall ISBN: 9781138886483
Form: Paperback
Pub date: 2018-08-05
Edition: 1
Price: GBP 38.99
Pages: 400
Publisher: Taylor & Francis (ML)
Readership: Professional and scholarly
Language: Eng
Discipline: Humanities
Category: Arts
Subject: Digital animation, PERFORMING ARTS / Animation
Talented animation artists often neglect successful storytelling in favour of strong visuals, but now you can have both with this complete guide to adaptation for animation. Veteran independent filmmaker Hannes Rall teaches you how to draw and adapt inspiration from copyright-free materials like fairy tales, myths, and classic literature, making it easier than ever to create your own compelling narrative. With sections on subjects like transcultural adaptations, storyboarding, visual poetry, and colour scripts, this book is just the right mix of practical advice, lavish illustrations, and industry case studies to give you everything you need to start adapting your story today.
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Aesthetic 3D Lighting: History, Theory, and Application Lee Lanier ISBN: 9781138737563
Form: Hardback
Pub date: 2018-04-12
Edition: 1
Price: GBP 130.00
Pages: 224
Publisher: Taylor & Francis (ML)
Readership: College/higher education
Language: Eng
Discipline: Humanities
Category: Arts
Subject: Film, TV & radio, PERFORMING ARTS / Film & Video / Direction
Aesthetic 3D Lighting: History, Theory, and Application delves into the history, the theory, and the practical and aesthetic application of lighting in the fine arts and 3D animation. In this book, animation industry veteran and lighting expert Lee Lanier examines the importance of lighting and its ability to communicate information to the viewer. Lee examines the history of lighting as applied to the fine arts, film, photography, and 3D animation. He discusses the use of light color, light location and direction, and light shadow types to recreate specific locations and to generate moods. He includes guides for successful lighting in 3D animation. Software agnostic examples lead you through useful 3D lighting set-ups. Chapter-long case studies step you through more complex 3D lighting projects in Autodesk Maya. An accompanying eResource (www.routledge.com/9781138737570) features 3D model files, scene files, and texture bitmaps, allowing you to practice the discussed techniques in Autodesk Maya and many other 3D programs. The lighting techniques covered in this book include: History of lighting as used in the fine arts The scientific mechanisms of light Light types and light application in 3D programs Light qualities including shadows variations Basic and advanced 3D lighting approaches 1-, 2-, 3-point, naturalistic, and stylistic lighting techniques Replication of real-world lighting scenarios and locations Overview of advanced 3D lighting and rendering systems
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After Effects and Cinema 4D Lite: 3D Motion Graphics and Visual Effects Using CINEWARE Chris Jackson ISBN: 9781138777934
Form: Paperback
Pub date: 2014-10-17
Edition: 1
Price: GBP 34.99
Pages: 316
Publisher: Taylor & Francis (ML)
Readership: Professional and scholarly
Language: Eng
Discipline: Humanities
Category: Arts
Subject: Film, TV & radio, COMPUTERS / Digital Media / Video & Animat
One of the most exciting new features in After Effects is the integration of Cinema 4D using the CINEWARE plug-in and a free version of Cinema 4D Lite. Both provide a wide assortment of new 3D tools and options that are difficult or nearly impossible to achieve in After Effects alone. This book clearly demonstrates how the new 3D workflow bridges the two applications together to raise the design bar for motion graphics and broadcast design. Hands-on exercises teach you essential production skills including: Modeling in CINEMA 4D Lite Importing 3D models in After Effects Tracking 3D motion in After Effects Compositing with CINEWARE Using MoGraph features in CINEMA 4D Rendering and optimization techniques Additional online materials include project files and videos showcasing the techniques covered in the book. To access these materials, please see the 'eResources' tab.
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Alternate Reality Games: Gamification for Performance Charles Palmer, Andy Petroski ISBN: 9781498722384
Form: Paperback
Pub date: 2016-03-24
Edition: 1
Price: GBP 27.99
Pages: 130
Publisher: Taylor & Francis (ML)
Readership:
Language: Eng
Discipline: Social Science
Category: Economics/ Business/Finance
Subject: Digital animation, BUSINESS & ECONOMICS / Human Resources &
While formal training and communication are a foundational approach to developing employees in the workplace, alternate reality games (ARGs) provide a framework for increased and sustained engagement within business organizations. ARGs are transmedia experiences designed to generate engagement and immersive learning beyond what is achieved in formal and conventional training and communication approaches. Alternate Reality Games: Gamification for Performance leads you through the fundamentals of ARGs. It includes a discussion of what is and is not an ARG, citing examples and identifying business challenges that can be addressed through ARGs. It presents case studies that illustrate the variety of forms that ARGs take and the issues to which they can be applied, such as improving performance and critical communication situations. It also gives guidelines for creating your own ARGs, reviewing the process and technological tools and considerations relevant to their creation. Presenting a thorough examination of the beneficial roles ARGs can play in the business environment as well as methods for creating effective ARGs, Alternate Reality Games: Gamification for Performance is an ideal reference for those approaching or considering ARGs for the first time as well as the training professional or professional game designer. It presents a comprehensive overview of the advantages of applying ARGs to the workplace as well as methods for designing and using them.
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An Essential Introduction to Maya Character Rigging with DVD Cheryl Cabrera ISBN: 9780240520827
Form: Paperback
Pub date: 2008-03-07
Edition: 1
Price: GBP 30.99
Pages: 408
Publisher: Taylor & Francis (ML)
Readership:
Language: Eng
Discipline: Humanities
Category: Arts
Subject: Digital animation, ART / Digital
Discover the concepts and techniques required to rig engaging CG character models with Maya in this unique book and DVD package. The stunning color images show just what you can achieve, and the detailed step-by-step tutorials show exactly how to achieve them. Every technique and tip is backed up with practical tutorials, using the models, student work and tutorial assets on the companion DVD to offer a crash course in this vital skill. With Cheryl Cabrera you'll learn about:Designing your first Biped Character; Creating your first Biped Character - Modeling Basics, Biped Character Facial Expressions, Texturing Basics; Skeleton setup for a Biped Character Joint Placement; Control Rig setup for a Biped Character - IK and FK; Wrapping up the setup; Skinning your Character
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An Introduction to HTML5 Game Development with Phaser.js Travis Faas ISBN: 9781138921849
Form: Paperback
Pub date: 2016-11-10
Edition: 1
Price: GBP 37.99
Pages: 300
Publisher: Taylor & Francis (ML)
Readership:
Language: Eng
Discipline: Hard Science
Category: Computing & IT
Subject: Digital animation, COMPUTERS / Programming / Games
Experience the thrill of crafting your own HTML5 game with Phaser.js game engine. HTML5 and modern JavaScript game engines have helped revolutionized web based games. Each chapter in An Introduction to HTML5 Game Development with Phaser.js showcases a sample game that illustrates an aspect of Phaser.js (now Lazer.js) that can be used as is, or in remixed games of the developer’s design. Each of these examples help the reader to understand how to optimize JavaScript game development with modern project tooling like Grunt and Bower. Though the world of HTML game development continues to grow and evolve, An Introduction to HTML5 Game Development with Phaser.js, provides a grounded resource and vital learning tool to anyone looking to optimize web game development process.
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An Introduction to Statistical Signal Processing Robert M. Gray, Lee D. Davisson ISBN: 9780521131827
Form: Paperback
Pub date: 2010-02-18
Edition: 1
Price: GBP 43.99
Pages: 478
Publisher: Cambridge University Press (ML)
Readership: Professional and scholarly
Language: Eng
Discipline: Social Science
Category: Reference/ Librarianship
Subject: Electrical engineering,Communications engineering / telecomm
This book describes the essential tools and techniques of statistical signal processing. At every stage theoretical ideas are linked to specific applications in communications and signal processing using a range of carefully chosen examples. The book begins with a development of basic probability, random objects, expectation, and second order moment theory followed by a wide variety of examples of the most popular random process models and their basic uses and properties. Specific applications to the analysis of random signals and systems for communicating, estimating, detecting, modulating, and other processing of signals are interspersed throughout the book. Hundreds of homework problems are included and the book is ideal for graduate students of electrical engineering and applied mathematics. It is also a useful reference for researchers in signal processing and communications.
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An Introduction to Unreal Engine 4 Andrew Sanders ISBN: 9781498765091
Form: Paperback
Pub date: 2016-10-13
Edition: 1
Price: GBP 38.99
Pages: 270
Publisher: Taylor & Francis (ML)
Readership:
Language: Eng
Discipline: Hard Science
Category: Computing & IT
Subject: Digital animation, COMPUTERS / Programming / Games
This book serves as an introduction to the level design process in Unreal Engine 4. By working with a number of different components within the Unreal Editor, readers will learn to create levels using BSPs, create custom materials, create custom Blueprints complete with events, import objects, create particle effects, create sound effects and combine them to create a complete playable game level. The book is designed to work step by step at the beginning of each chapter, then allow the reader to complete similar tasks on their own to show an understanding of the content. A companion website with project files and additional information is included.
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Animate to Harmony: The Independent Animator's Guide to Toon Boom Adam Phillips ISBN: 9780415705370
Form: Paperback
Pub date: 2014-10-15
Edition: 1
Price: GBP 30.99
Pages: 456
Publisher: Taylor & Francis (ML)
Readership:
Language: Eng
Discipline: Humanities
Category: Arts
Subject: Digital animation, PERFORMING ARTS / Animation
Want to create studio-quality work and get noticed? Just coming off Flash and looking for a Toon Boom intro? Are you a traditional penciland-paper animator? From scene setup to the final render, learn how to navigate the Toon Boom interface to create animation that can be published on a variety of platforms and formats. Animate to Harmony guides you through Toon Boom’s Animate, Animate Pro and Harmony programs, teaching you how to create high-quality 2D animation of all complexities. The main text focuses onfeatures that are common across all three programs while "Advanced Techniques" boxes throughout the book elaborate on Pro and Harmony features, appealing to all levels of experience with any of the three main Toon Boom products.
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Animated Life: A Lifetime of tips, tricks, techniques and stories from an animation Legend Floyd Norman ISBN: 9780240818054
Form: Paperback
Pub date: 2013-03-11
Edition: 1
Price: GBP 25.99
Pages: 288
Publisher: Taylor & Francis (ML)
Readership:
Language: Eng
Discipline: Humanities
Category: Arts
Subject: Digital animation, ART / Digital
Since Steamboat Mickey, animators have been creating characters and films that are charming, warm and humorous, allowing people to connect with the animated medium. Animation fans love the characters for a lifetime. This is the legacy of the countless animators and artists who created the classic characters and fun stories, and it is the legacy of Disney Legend, Floyd Norman. Written with wit and verve, Animated Life is a guided tour through an entire lifetime of techniques, practical hands-on advice and insight into an entire industry. This is a vital tutorial in animation's past, present and future for students who are now poised to be part of another new generation in the art form. Apply artistic magic to your own projects and garner valuable insight and inspiration from a True Disney legend. Animated Life is a classic in the making with completely relevant techniques and tools for the contemporary animation or fine arts professional.
27
Animated Realism: A Behind The Scenes Look at the Animated Documentary Genre Judith Kriger ISBN: 9780240814391
Form: Paperback
Pub date: 2012-05-23
Edition: 1
Price: GBP 25.99
Pages: 224
Publisher: Taylor & Francis (ML)
Readership:
Language: Eng
Discipline: Humanities
Category: Arts
Subject: Digital animation, ART / Digital
With the development and accessibility of animation tools and techniques, filmmakers are blurring the boundaries between documentary filmmaking and animation. The intimacy, imperfection and charm of the animated form is providing live-action and animation directors with unique ways to tell stories, humanize events and convey information not easily adapted for live-action media. Animated Realism presents animation techniques as they apply to the documentary genre with an inspirational behind-the-scenes look at award-winning animated documentaries. Animators and documentary filmmakers alike will learn how to develop a visual style with animation, translate a graphic novel into a documentary and use 3D animation as a storytelling tool, all in the context of creating animated documentaries. With insight and inspiration, Animated Realism includes interviews from industry luminaries like John Canemaker, Oscar Winning Director of The Moon and the Son, Yoni Goodman, Animation Director of Oscar Nominated Waltz with Bashir and Chris Landreth, Oscan Winning creator of Ryan. Packed with beautiful, instructive illustrations and previously unpublished material (including storyboards, photos and hand-drawn sketches) and interspersed with interviews - this is an exceptional source of inspiration and knowledge for animators, students and fans alike. With a companion website featuring animated shorts from leading animated documentaries, animators, students and documentary filmmakers will be able to analyze and apply Oscar-winning animation techniques to their own films.
28
Animation in China: History, Aesthetics, Media Sean Macdonald ISBN: 9781138094789
Form: Paperback
Pub date: 2017-06-17
Edition: 1
Price: GBP 36.99
Pages: 252
Publisher: Taylor & Francis (ML)
Readership: College/higher education
Language: Eng
Discipline: Humanities
Category: Arts
Subject: Society & culture: general, PERFORMING ARTS / Animation,PERF
By the turn of the 21st century, animation production has grown to thousands of hours a year in the People’s Republic of China (PRC). Despite this, and unlike American blockbuster productions and the diverse genres of Japanese anime, much animation from the PRC remains relatively unknown. This book is an historical and theoretical study of animation in the PRC. Although the Wan Brothers produced the first feature length animated film in 1941, the industry as we know it today truly began in the 1950s at the Shanghai Animation Film Studio (SAFS), which remained the sole animation studio until the 1980s. Considering animation in China as a convergence of the institutions of education, fine arts, literature, popular culture, and film, the book takes comparative approaches that link SAFS animation to contemporary cultural production including American and Japanese animation, Pop Art, and mass media theory. Through readings of classic films such as Princess Iron Fan, Uproar in Heaven, Princess Peacock, and Nezha Conquers the Dragon King, this study represents a revisionist history of animation in the PRC as a form of "postmodernism with Chinese characteristics." As a theoretical exploration of animation in the People’s Republic of China, this book will appeal greatly to students and scholars of animation, film studies, Chinese studies, cultural studies, political and cultural theory.
29
Animation: A World History: The Complete Set Giannalberto Bendazzi ISBN: 9781138035348
Form: Paperback
Pub date: 2017-03-01
Edition: 1
Price: GBP 241.00
Pages: 1456
Publisher: Taylor & Francis (ML)
Readership: College/higher education
Language: Eng
Discipline: Humanities
Category: Arts
Subject: Digital animation, ART / History / General,PERFORMING ARTS /
A continuation of 1994’s groundbreaking Cartoons, Giannalberto Bendazzi’s three-volume 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. Features include: Over 200 high quality head shots and film stills to add visual reference to your research Detailed information on hundreds of never-before researched animators and films Coverage of animation from more than 90 countries and every major region of the world Chronological and geographical organization for quick access to the information you’re looking for 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 covers everything from well-known classics like Steamboat Willie to animation in Egypt and Nazi Germany. 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 turmoil of the 1950s through 90s as American animation began to lose its momentum and the advent of television created a global interest in the art form. Volume III catches you up to speed on the state of animation from 1991 to present. Although characterized by such trends as economic globalization, the expansion of television series, emerging markets in countries like China and India, and the consolidation of elitist auteur animation, the story 30
Animation: A World History: Volume I: Foundations - The Golden Age Giannalberto Bendazzi ISBN: 9781138035317
Form: Paperback
Pub date: 2016-12-16
Edition: 1
Price: GBP 31.99
Pages: 238
Publisher: Taylor & Francis (ML)
Readership:
Language: Eng
Discipline: Humanities
Category: Arts
Subject: Graphical & digital media applications, PERFORMING ARTS / An
A 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 covers everything from well-known classics like Steamboat Willie to animation in Egypt and Nazi Germany. With a wealth of new research, hundreds of photographs and film stills, and an easy-to-navigate organization, this book is essential reading for all serious students of animation history.
31
Animation: A World History: Volume I: Foundations - The Golden Age Giannalberto Bendazzi ISBN: 9781138854529
Form: Hardback
Pub date: 2015-12-17
Edition: 1
Price: GBP 86.00
Pages: 238
Publisher: Taylor & Francis (ML)
Readership:
Language: Eng
Discipline: Humanities
Category: Arts
Subject: Graphical & digital media applications, PERFORMING ARTS / An
A 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 covers everything from well-known classics like Steamboat Willie to animation in Egypt and Nazi Germany. With a wealth of new research, hundreds of photographs and film stills, and an easy-to-navigate organization, this book is essential reading for all serious students of animation history.
32
Animation: A World History: Volume II: The Birth of a Style - The Three Markets Giannalberto Bendazzi ISBN: 9781138035324
Form: Paperback
Pub date: 2016-12-16
Edition: 1
Price: GBP 38.99
Pages: 476
Publisher: Taylor & Francis (ML)
Readership:
Language: Eng
Discipline: Humanities
Category: Arts
Subject: Graphical & digital media applications, PERFORMING ARTS / An
A 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 turmoil of the 1950s through 90s as American animation began to lose its momentum and the advent of television created a global interest in the art form. With a wealth of new research, hundreds of photographs and film stills, and an easy-to-navigate organization, this book is essential reading for all serious students of animation history.
33
Animation: A World History: Volume II: The Birth of a Style - The Three Markets Giannalberto Bendazzi ISBN: 9781138854819
Form: Hardback
Pub date: 2015-12-17
Edition: 1
Price: GBP 139.00
Pages: 476
Publisher: Taylor & Francis (ML)
Readership:
Language: Eng
Discipline: Humanities
Category: Arts
Subject: Graphical & digital media applications, PERFORMING ARTS / An
A 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 turmoil of the 1950s through 90s as American animation began to lose its momentum and the advent of television created a global interest in the art form. With a wealth of new research, hundreds of photographs and film stills, and an easy-to-navigate organization, this book is essential reading for all serious students of animation history.
34
Animation: A World History: Volume III: Contemporary Times Giannalberto Bendazzi ISBN: 9781138035331
Form: Paperback
Pub date: 2016-12-16
Edition: 1
Price: GBP 38.99
Pages: 426
Publisher: Taylor & Francis (ML)
Readership:
Language: Eng
Discipline: Humanities
Category: Arts
Subject: Graphical & digital media applications, PERFORMING ARTS / An
A 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 III catches you up to speed on the state of animation from 1991 to present. Although characterized by such trends as economic globalization, the expansion of television series, emerging markets in countries like China and India, and the consolidation of elitist auteur animation, the story of contemporary animation is still open to interpretation. With an abundance of first-hand research and topics ranging from Nickelodeon and Pixar to modern Estonian animation, this book is the most complete record of modern animation on the market and is essential reading for all serious students of animation history.
35
Animation: A World History: Volume III: Contemporary Times Giannalberto Bendazzi ISBN: 9781138854826
Form: Hardback
Pub date: 2015-12-17
Edition: 1
Price: GBP 139.00
Pages: 426
Publisher: Taylor & Francis (ML)
Readership:
Language: Eng
Discipline: Humanities
Category: Arts
Subject: Graphical & digital media applications, PERFORMING ARTS / An
A 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 III catches you up to speed on the state of animation from 1991 to present. Although characterized by such trends as economic globalization, the expansion of television series, emerging markets in countries like China and India, and the consolidation of elitist auteur animation, the story of contemporary animation is still open to interpretation. With an abundance of first-hand research and topics ranging from Nickelodeon and Pixar to modern Estonian animation, this book is the most complete record of modern animation on the market and is essential reading for all serious students of animation history.
36
Animation: Concepts and Production Hannes Rall ISBN: 9781138042223
Form: Hardback
Pub date: 2017-12-14
Edition: 1
Price: GBP 115.00
Pages: 342
Publisher: Taylor & Francis (ML)
Readership:
Language: Eng
Discipline: Hard Science
Category: Computing & IT
Subject: Digital animation, COMPUTERS / Programming / Games
This book explains the creation of animation from concept to production. Instead of focusing on singular aspects of animation production, talented animators can learn to make better films by understanding the process as a whole. Veteran independent filmmaker Hannes Rall teaches you how to develop an animation project from the very start of conceptual exploration though to completed production. Subjects like script, storyboarding, character and production design illuminate the pre-production process; later chapters explain the production process applied to different animation techniques like 2D animation, 3D computer animation and stop motion. This book is just the right mix of practical advice, lavish illustrations, and industry case studies to give you everything you need to start creating animation today.
37
Animation: From Concept to Production Hannes Rall ISBN: 9781138041196
Form: Paperback
Pub date: 2017-12-14
Edition: 1
Price: GBP 38.99
Pages: 342
Publisher: Taylor & Francis (ML)
Readership:
Language: Eng
Discipline: Hard Science
Category: Computing & IT
Subject: Digital animation, COMPUTERS / Programming / Games
This book explains the creation of animation from concept to production. Instead of focusing on singular aspects of animation production, talented animators can learn to make better films by understanding the process as a whole. Veteran independent filmmaker Hannes Rall teaches you how to develop an animation project from the very start of conceptual exploration though to completed production. Subjects like script, storyboarding, character and production design illuminate the pre-production process; later chapters explain the production process applied to different animation techniques like 2D animation, 3D computer animation and stop motion. This book is just the right mix of practical advice, lavish illustrations, and industry case studies to give you everything you need to start creating animation today.
38
Architectural Rendering with 3ds Max and V-Ray: Photorealistic Visualization Markus Kuhlo, Enrico Eggert ISBN: 9780240814773
Form: Paperback
Pub date: 2010-08-27
Edition: 1
Price: GBP 34.99
Pages: 224
Publisher: Taylor & Francis (ML)
Readership:
Language: Eng
Discipline: Humanities
Category: Arts
Subject: Digital animation, ART / Digital
Create high-quality photorealistic renders of architectural visualizations using 3ds Max and Vray with the project-based tutorials in this book. Learn how to combine lighting and rendering options to end-up with the most realistic final renders possible at a professional level. The tutorials in this book are filled with beautiful full-color images and they teach you how to light both interiors and exteriors and daytime and nighttime scenes. Learn how to save time without sacrificing the quality of your final renders with tips and tricks on rendering with Vray - the most accurate rendering application for 3ds Max. The companion CD includes all the project files that you need to recreate each of the projects presented within the book. Please note that this book does not support the current versions of 3ds Max and V-Ray. Topics include:
39
Artificial Intelligence for Computer Games: An Introduction John David Funge ISBN: 9781568812083
Form: Hardback
Pub date: 2004-07-29
Edition: 1
Price: GBP 31.99
Pages: 160
Publisher: Taylor & Francis (ML)
Readership:
Language: Eng
Discipline: Hard Science
Category: Computing & IT
Subject: Digital animation, COMPUTERS / Programming / Games
Learn to make games that are more fun and engaging! Building on fundamental principles of Artificial Intelligence, Funge explains how to create Non-Player Characters (NPCs) with progressively more sophisticated capabilities. Starting with the basic capability of acting in the game world, the book explains how to develop NPCs who can perceive, remember what they perceive, and then continue in the game play to think about the effects of possible actions, and finally learn from their experience. Funge considers the system architecture and explains how to implement potential behaviors (both reactive and deliberate) for intelligent and responsive NPCs allowing for games that are more fun and engaging. Emphasizing enduring design principles, Funge covers the basics of Game AI and provides a clear, easy to read introduction that beginning programmers and game designers will enjoy.
40
Becoming a Video Game Artist: From Portfolio Design to Landing the Job John Pearl ISBN: 9781138824935
Form: Paperback
Pub date: 2016-09-16
Edition: 1
Price: GBP 31.99
Pages: 247
Publisher: Taylor & Francis (ML)
Readership:
Language: Eng
Discipline: Hard Science
Category: Computing & IT
Subject: Digital animation, COMPUTERS / General,COMPUTERS / Programmi
The game industry continues to grow and evolve as the years pass. Despite this growth, the competition in obtaining a career in video games remains as arduous as ever. Becoming a Video Game Artist helps guide readers from their first steps of making a portfolio, to acing the job interview and beyond. John Pearl explores the different art related jobs and their responsibilities. Questions are posed to industry professionals throughout each chapter to help with the reader’s growth and understanding. Becoming a Video Game Artist is the ultimate roadmap in navigating a career in video games by teaching how to make your portfolio shine, what expect once hired, and how to make the best decisions to help flourish your talents and cultivate an exciting career.
41
Bendazzi's History of Animation, Student Edition Giannalberto Bendazzi ISBN: 9781138033528
Form: Paperback
Pub date: 2018-09-05
Edition: 1
Price: GBP 44.99
Pages:
Publisher: Taylor & Francis (ML)
Readership:
Language: Eng
Discipline: Hard Science
Category: Computing & IT
Subject: Digital animation, COMPUTERS / Programming / Games
42
Blender Foundations, Second Edition: The Essential Guide to Learning Blender 7.2x, Second Edition Alan Thorn, Roland Hess ISBN: 9781138626201
Form: Paperback
Pub date: 2018-01-24
Edition: 2
Price: GBP 38.99
Pages: 400
Publisher: Taylor & Francis (ML)
Readership:
Language: Eng
Discipline: Humanities
Category: Arts
Subject: Digital animation, ART / Digital
Blender Foundations is the definitive resource for getting started with 3D art in Blender, one of the most popular 3D/Animation tolls on the market. With the expert insight and experience of Alan Thorn and Roland Hess, animators and artists will learn the basics starting with the revised 2.7x interface, featuring modeling tools, sculpting, lighting and materials throughout the animation pipeline from rendering to video editing.
43
Blender Foundations: The Essential Guide to Learning Blender 2.6 Roland Hess ISBN: 9780240814308
Form: Paperback
Pub date: 2010-08-26
Edition: 1
Price: GBP 29.99
Pages: 416
Publisher: Taylor & Francis (ML)
Readership:
Language: Eng
Discipline: Humanities
Category: Arts
Subject: Digital animation, ART / Digital
Blender Foundations is the definitive resource for getting started with 3D art in Blender, one of the most popular 3D/Animation tools on the market . With the expert insight and experience of Roland Hess, noted Blender expert and author, animators and artists will learn the basics starting with the revised 2.6 interface, modeling tools, sculpting, lighting and materials through rendering, compositing and video editing. Some of the new features covered include the completely re-thought interface, the character animation and keying system, and the smoke simulator. More than just a tutorial guide, "Blender Foundations" covers the philosophy behind this ingenious software that so many 3D artists are turning to today. Start working today with Blender with the accompanying web site which includes all of the projects and support files alongside videos, step-by-step screenshots of the trickier tutorials, as well as a direct links to official resources like the Blender download site and artist forums.
44
Blender Production: Creating Short Animations from Start to Finish Roland Hess ISBN: 9780240821450
Form: Paperback
Pub date: 2012-08-20
Edition: 1
Price: GBP 33.99
Pages: 320
Publisher: Taylor & Francis (ML)
Readership:
Language: Eng
Discipline: Humanities
Category: Arts
Subject: Digital animation, ART / Digital
Short animation projects are ambitious and time-consuming, but with a good plan and toolset, they can be hugely rewarding. Blender expert Roland Hess will get you up to speed on animated short fundamentals, including writing, storyboarding, blocking, and character creation. This follow-up of Blender Foundations will introduce the more advanced functionalities of Blender, such as the Library and Linking system, physics simulators, the integrated compositor, and the Sequence Editor. If that wasn’t enough, this tutorial-based book will also have you create a short animation from scratch, making you a master of the Blender toolkit in no time. * Learn how to fully manage your art assets using the Library and Linking system *Gain practical advice on story construction tailored specifically for short animations *Companion website includes the full Blender software kit, sample project files amounting to 100+ MB of valuable content, including models, textures, materials, scenes and animations ***PLEASE NOTE THAT WE ARE CURRENTLY EXPERIENCING DIFFICULTIES WITH THE COMPANION SITE URL. PLEASE VISIT http://cw.routledge.com/textbooks/9780240821450/ TO ACCESS ALL OF THE COMPANION MATERIALS!***
45
Bringing Animals to Life: A Personal Approach and Practical Strategies from a Disney Animator Russ Edmonds ISBN: 9781138958814
Form: Paperback
Pub date: 2018-09-12
Edition: 1
Price: GBP 38.99
Pages: 230
Publisher: Taylor & Francis (ML)
Readership: Professional and scholarly
Language: Eng
Discipline: Humanities
Category: Arts
Subject: Digital animation, PERFORMING ARTS / Animation
Animals are just as much a part of animation as they ever were, but many of today’s artists, stuck inside wrestling with software, miss out on the real-world interaction necessary to properly design and animate these four-legged friends. In Bringing Animals to Life, veteran Disney animator Russ Edmonds simplifies the process, from first observation to finished scene, combining years of invaluable study and practice into a single book. You’ll be able to get beyond the basics and add believability through proper physics and motion and create essential acting performances by giving your characters unique personalities. Original research on animals‘ locomotion, anatomy, biology, behavior, and personalities, all broken down into gesture analysis and method acting in a step-by-step approach that anyone can duplicate Over 200 pencil and pen-and-ink color wash animal illustrations, as well as reference photographs of real animals Behind-the-scenes look at the design and animation process for some of your favourite Disney animal characters! With Edmonds‘ fast, tried-and-true process, you’ll be able to embue your animal drawings with a winning mix of human and animal emotion and anatomy, creating characters that are both interesting and accurate. Great for story artists, character designers and animators, and illustrators, Bringing Animals to Life is your one-stop resource for creating belieavable animal characters from the inside out!
46
Building Virtual Reality with Unity and Steam VR Jeff W Murray ISBN: 9781138033511
Form: Paperback
Pub date: 2017-07-11
Edition: 1
Price: GBP 46.99
Pages: 352
Publisher: Taylor & Francis (ML)
Readership:
Language: Eng
Discipline: Hard Science
Category: Computing & IT
Subject: Digital animation, COMPUTERS / Programming / Games
This book takes a hands-on approach to getting up and running with virtual reality using the Unity game engine. By utilizing the free SteamVR libraries, the book and its example code is compatible with the main virtual reality head mounted displays currently available. The book also takes a look at some of the main issues surrounding virtual reality, such as motion sickness and performance issues, and providing practical ways to reduce their impact to make better VR experiences.
47
Character Animation Fundamentals: Developing Skills for 2D and 3D Character Animation Steve Roberts ISBN: 9780240522272
Form: Paperback
Pub date: 2011-09-20
Edition: 1
Price: GBP 29.99
Pages: 456
Publisher: Taylor & Francis (ML)
Readership:
Language: Eng
Discipline: Humanities
Category: Arts
Subject: Digital animation, ART / Digital
Expand your animation toolkit and remain competitive in the industry with this leading resource for 2D and 3D character animation techniques. Apply the industry's best practices to your own workflows and develop 2D, 3D and hybrid characters with ease. With side by side comparisons of 2D and 3D character design, improve your character animation and master traditional principles and processes including weight and balance, timing and walks. Develop characters inspired by humans, birds, fish, snakes and four legged animals. Breathe life into your character and develop a characters personality with chapters on acting, voice-synching and facial expressions. Expertly integrate core animation techniques with your software of choice featuring step-by-step tutorials, highlighting 3ds Max, Maya and Blender workflows. Adapt the tips, tricks and techniques for unique projects like character design for rotoscoping and motion capture. Advance beyond the fundamentals of 2D and 3D character animation with the companion website which includes short demonstration movies, 2D and 3D exercises and fully rigged character models.
48
Character Creation for Games and Animation: Professional Techniques with Maya and ZBrush Michael Ingrassia ISBN: 9781138949119
Form: Paperback
Pub date: 2018-10-08
Edition: 1
Price: GBP 38.99
Pages: 328
Publisher: Taylor & Francis (ML)
Readership:
Language: Eng
Discipline: Social Science
Category: Computing & IT
Subject: Digital animation, GAMES / Video & Electronic
Learn the proper tools, techniques and methods used by the pros, along with many tips and tricks to achieving amazing character creations. Readers will also gain an understanding of the processes, workflows and methods used in a studio pipeline from an Art Director’s point of view. This book demonstrates multiple approaches that take you through processes using a variety of top tools used by professional game artists, including comparing the results. The optimization methods demonstrated in this book are tried and true, and game production tested. Included are student and instructor resources as well as video tutorials.
49
Character Mentor: Learn by Example to Use Expressions, Poses, and Staging to Bring Your Characters to Life Tom Bancroft ISBN: 9780240820712
Form: Paperback
Pub date: 2012-04-01
Edition: 1
Price: GBP 19.99
Pages: 178
Publisher: Taylor & Francis (ML)
Readership:
Language: Eng
Discipline: Humanities
Category: Arts
Subject: Digital animation, ART / Digital
You've researched your character extensively, tailored her to your audience, sketched hundreds of versions, and now you lean back content as you gaze at your final character model sheet. But now what? Whether you want to use her in an animated film, television show, video game, web comic, or children's book, you're going to have to make her perform. How a character looks and is costumed starts to tell her story, but her body language reveals even more. Character Mentor shows you how to pose your character, create emotion through facial expressions, and stage your character to create drama. Author Tom Bancroft addresses each topic with clear, concise prose, and then shows you what he really means through commenting on and redrawing artwork from a variety of student "apprentices." His assignments allow you to join in and bring your drawing to the next level with concrete techniques, as well as more theoretical analysis. Character Mentor is an apprenticeship in a book. Professional artists from a variety of media offer their experience through additional commentary. These include Marcus Hamilton (Dennis the Menace), Terry Dodson (X-Men), Bobby Rubio (Pixar), Sean "Cheeks" Galloway (Spiderman animated), and more. With a foreword by comicbook artist Adam Hughes, who has produced work for DC, Marvel Comics, Lucasfilm, Warner Bros. Pictures, and other companies.
50
Character Modeling with Maya and ZBrush: Professional polygonal modeling techniques Jason Patnode ISBN: 9780240520346
Form: Paperback
Pub date: 2008-03-13
Edition: 1
Price: GBP 30.99
Pages: 408
Publisher: Taylor & Francis (ML)
Readership:
Language: Eng
Discipline: Humanities
Category: Arts
Subject: Digital animation, ART / Digital
Create believable CG character models with this unique book and DVD package. The stunning color images show just what you can achieve, and the detailed step-by-step tutorials show exactly how to achieve them. Every technique and tip is backed up with practical tutorials, using the models, textures and video on the companion DVD to offer a crash course to this vital skill. Jason Patnode takes you from low to highresolution modeling - helping you span the gap between game and film industry skills. Based on Maya 2008 and ZBrush 3.0.You'll learn: Pipeline and modeling guidelines . Overview of Maya . Introduction to ZBrush modeling . Concept art . Anatomy . Creating a video game character . Creating a hyper-real character . Creating a photo-real character . UVs and texturing . How to create a demo reel
51
Cinematic Game Secrets for Creative Directors and Producers: Inspired Techniques From Industry Legends Rich Newman ISBN: 9780240810713
Form: Paperback
Pub date: 2008-10-10
Edition: 1
Price: GBP 24.99
Pages: 242
Publisher: Taylor & Francis (ML)
Readership:
Language: Eng
Discipline: Humanities
Category: Arts
Subject: Digital animation, ART / Digital
Create effective cinematography for your games with this film-based approach to creating cinematic games. Cinematic Game Secrets gives game producers, directors, and developers insight into how to make their games more cinematic. Game developers will learn how to create compelling video games by: developing quality stories and characters; visualizing scenes within the game through the eyes of a cinematographer; and using tried and true film industry methods for casting, voice-over, direction, and production.Includes interview with luminaries and leading figures in the field such as Warren Spector (Founder, Junction Point Studios), Bruce Block (Author, The Visual Story), Ron Burke (Founder, GamingTrend), Bob Sabiston (Flat Black Films), Tom Buscaglia (GameDevKit.com), Daniel Erickson (BioWare), Jay Duplass (Director, The Puffy Chair), Ray Pena (Spacetime Studios), Richard Rouse III (Author, Game Design: Theory and Practice), Mathieu Raynault (Artist, 300, King Kong), Donise Hardy (C.S.A.), Patrick Hamilton (President, Wardog Studios), and Marc Schaefgen (Midway Games).
52
Clockwork Game Design Keith Burgun ISBN: 9781138798731
Form: Paperback
Pub date: 2015-06-26
Edition: 1
Price: GBP 28.99
Pages: 146
Publisher: Taylor & Francis (ML)
Readership:
Language: Eng
Discipline: Hard Science
Category: Computing & IT
Subject: Digital animation, COMPUTERS / Educational Software,COMPUTER
Only by finding and focusing on a core mechanism can you further your pursuit of elegance in strategy game design.Clockwork Game Design is the most functional and directly applicable theory for game design. It details the clockwork game design pattern, which focuses on building around fundamental functionality. You can then use this understanding to prescribe a system for building and refining your rulesets. A game can achieve clarity of purpose by starting with a strong core, then removing elements that conflict with that core while adding elements that support it.Filled with examples and exercises detailing how to put the clockwork game design pattern into use, this book is a must-have manual for designing games. A hands-on, practical book that outlines a very specific approach to designing games Develop the mechanics that make your game great, and limit or remove factors that disrupt the core concept Practice designing games through the featured exercises and illustrations
53
Comedy for Animators Jonathan Lyons ISBN: 9781138777187
Form: Paperback
Pub date: 2016-01-18
Edition: 1
Price: GBP 33.99
Pages: 212
Publisher: Taylor & Francis (ML)
Readership:
Language: Eng
Discipline: Humanities
Category: Arts
Subject: Digital animation, PERFORMING ARTS / Animation,ART / Digital
While comedy writers are responsible for creating clever scripts, comedic animators have a much more complicated problem to solve: What makes a physical character funny? Comedy for Animators breaks down the answer by exploring the techniques of those who have used their bodies to make others laugh. Drawing from traditions such as commedia dell’arte, pantomime, Vaudeville, the circus, and silent and modern film, animators will learn not only to create funny characters, but also how to execute gags, create a comic climate, and use environment as a character. Whether you’re creating a comic villain or a bumbling sidekick, this is the one and only guide you need to get your audience laughing! Explanation of comedic archetypes and devices will both inspire and inform your creative choices Exploration of various modes of storytelling allows you to give the right context for your story and characters Tips for creating worlds, scenarios, and casts for your characters to flourish in Companion website includes example videos and further resources to expand your skillset--check it out at www.comedyforanimators.com! Jonathan Lyons delivers simple, fun, illustrated lessons that teach readers to apply the principles of history’s greatest physical comedians to their animated characters. This isn’t stand-up comedy—it’s the falling down and jumping around sort!
54
Comics for Film, Games, and Animation: Using Comics to Construct Your Transmedia Storyworld Tyler Weaver ISBN: 9780240823782
Form: Paperback
Pub date: 2012-11-08
Edition: 1
Price: GBP 31.99
Pages: 288
Publisher: Taylor & Francis (ML)
Readership:
Language: Eng
Discipline: Humanities
Category: Arts
Subject: Digital animation, ART / Digital
Writers, directors, and producers— reach a wider audience by embracing comics to supplement your own ideas, and offer more options for audience engagement. Comics are a key element in today’s convergence culture. From their use in video games, like Batman: Arkham City and the Halo series to their use in films like Star Trek and The Incredibles, comics have proven an invaluable method for creators to expand their storyworld and provide audiences with irresistible gateways into the story. Tyler Weaver teaches you how to integrate comic storytelling into your own transmedia work by exploring their past, present, and future. He discusses the creation of the unique mythologies in comic stories and digs into the details of comic construction, from pacing to scripting to collaboration. * Chapters on convergence and mythology building: Comics have endured because of their expansive and exciting mythologies. How can you apply that to your own work? * Interviews with key practitioners and artists in the field, bringing a personal look into how professionals do their work * The companion website features a blog with new projects and advancements in digital comics, expanded interviews, script templates, and listings of independent artists
55
Communicating Science and Technology through Online Video: Researching a New Media Phenomenon Bienvenido Leรณn, Michael Bourk ISBN: 9781138483491
Form: Hardback
Pub date: 2018-03-08
Edition: 1
Price: GBP 115.00
Pages: 144
Publisher: Taylor & Francis (ML)
Readership: College/higher education
Language: Eng
Discipline: Humanities
Category: Language/ Linguistics
Subject: Communication studies, LANGUAGE ARTS & DISCIPLINES / Communi
56
Communication Technology Update and Fundamentals: 15th Edition August E. Grant, Jennifer H. Meadows ISBN: 9781138668263
Form: Paperback
Pub date: 2016-09-30
Edition: 15
Price: GBP 44.99
Pages: 322
Publisher: Taylor & Francis (ML)
Readership: College/higher education
Language: Eng
Discipline: Humanities
Category: Language/ Linguistics
Subject: Digital animation, LANGUAGE ARTS & DISCIPLINES / Journalism,
Communication Technology Update and Fundamentals has set the standard as the single best resource for students and professionals looking to brush up on how communication technologies have developed, grown, and converged, as well as what’s in store for the future. The 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 structure—then 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
57
Communication Technology Update and Fundamentals: 15th Edition August E. Grant, Jennifer H. Meadows ISBN: 9781138668256
Form: Hardback
Pub date: 2016-08-03
Edition: 15
Price: GBP 145.00
Pages: 322
Publisher: Taylor & Francis (ML)
Readership: College/higher education
Language: Eng
Discipline: Humanities
Category: Language/ Linguistics
Subject: Digital animation, TECHNOLOGY & ENGINEERING / Radio,TECHNOLO
Communication Technology Update and Fundamentals has set the standard as the single best resource for students and professionals looking to brush up on how communication technologies have developed, grown, and converged, as well as what’s in store for the future. The 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 structure—then 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
58
Composing Music for Games: The Art, Technology and Business of Video Game Scoring Chance Thomas ISBN: 9781138021419
Form: Paperback
Pub date: 2016-04-07
Edition: 1
Price: GBP 40.99
Pages: 364
Publisher: Taylor & Francis (ML)
Readership:
Language: Eng
Discipline: Hard Science
Category: Computing & IT
Subject: Digital animation, COMPUTERS / Speech & Audio Processing,COM
Composing Music for Games is a guidebook for launching and maintaining a successful career as a video game composer. It offers a pragmatic approach to learning, intensified through challenging project assignments and simulations. Author Chance Thomas begins with the foundation of scoring principles applicable to all media, and then progresses serially through core methodologies specific to video game music. This book offers a powerful blend of aesthetic, technique, technology and business, which are all necessary components for a successful career as a video game composer.
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Composition for the 21st ½ century, Vol 1: Image-making for Animation Thomas Paul Thesen ISBN: 9781138740891
Form: Paperback
Pub date: 2018-05-11
Edition: 1
Price: GBP 53.99
Pages: 528
Publisher: Taylor & Francis (ML)
Readership:
Language: Eng
Discipline: Hard Science
Category: Computing & IT
Subject: Digital animation, COMPUTERS / Programming / Games
This 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.
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Composition for the 21st ½ century, Vol 2: Characters in Animation Thomas Paul Thesen ISBN: 9781138740907
Form: Paperback
Pub date: 2018-05-11
Edition: 1
Price: GBP 53.99
Pages: 362
Publisher: Taylor & Francis (ML)
Readership:
Language: Eng
Discipline: Hard Science
Category: Computing & IT
Subject: Digital animation, COMPUTERS / Programming / Games
This 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
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Composition for the 21st ½ century, Vol 2: Composition for the Character Thomas Paul Thesen ISBN: 9781138740945
Form: Hardback
Pub date: 2018-05-11
Edition: 1
Price: GBP 115.00
Pages: 312
Publisher: Taylor & Francis (ML)
Readership:
Language: Eng
Discipline: Hard Science
Category: Computing & IT
Subject: Digital animation, COMPUTERS / Programming / Games
This 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
62
Composition in the Moving Image Volume 1: Composition and Design Thomas Paul Thesen ISBN: 9781138740938
Form: Hardback
Pub date: 2018-05-11
Edition: 1
Price: GBP 115.00
Pages: 504
Publisher: Taylor & Francis (ML)
Readership:
Language: Eng
Discipline: Hard Science
Category: Computing & IT
Subject: Digital animation, COMPUTERS / Programming / Games
This 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.
63
Composition in the Moving Image, 2 Volume set Thomas Paul Thesen ISBN: 9781138740921
Form: Paperback
Pub date: 2018-04-23
Edition: 1
Price: GBP 100.00
Pages: 1104
Publisher: Taylor & Francis (ML)
Readership:
Language: Eng
Discipline: Hard Science
Category: Computing & IT
Subject: Digital animation, COMPUTERS / Programming / Games
This 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.
64
Computer Animation Jaron S Wright, Lloyd M Hughes ISBN: 9781607415596
Form: Hardback
Pub date: 2010-11-01
Edition: 1
Price: GBP 112.50
Pages:
Publisher: Nova Science Publishers Inc (ML)
Readership:
Language: Eng
Discipline: Hard Science
Category: Computing & IT
Subject: Digital animation
During the last decades, computer-aided engineering (CAE) methodologies have deeply changed the way of designing and developing products, systems and services. Thanks also to significant hardware and software improvements, CAE techniques are widely used by designers from the early conceptual phases up to the final stages of engineering processes. At the industry level, these methodologies have become a fundamental tool to be competitive and to ensure high quality standards. In industrial engineering, computer-aided methodologies typically are instrumental for design teams in shape modelling, behavioural simulations, digital mock-ups and realistic animations. They are able to follow the development of a product from conception to production, also managing its life-cycle. Character animation is one of the key research areas in computer graphics and multimedia. It has applications in many fields, ranging from entertainment, games, virtual presence and others. This new important book gathers the latest research from around the globe in this dynamic field.
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Craft Notes for Animators: A Perspective on a 21st Century Career Ed Hooks ISBN: 9781138854345
Form: Paperback
Pub date: 2016-12-05
Edition: 1
Price: GBP 21.99
Pages: 172
Publisher: Taylor & Francis (ML)
Readership: Professional and scholarly
Language: Eng
Discipline: Humanities
Category: Arts
Subject: Acting techniques, PERFORMING ARTS / Animation,PERFORMING AR
If Disney’s Snow White and the Seven Dwarfs represented the Animation industry’s infancy, Ed Hooks thinks that the current production line of big-budget features is its artistically awkward adolescence. While a well-funded marketing machine can conceal structural flaws, uneven performances and superfluous characters, the importance of crafted storytelling will only grow in importance as animation becomes a broader, more accessible art form. Craft Notes for Animators analyses specific films – including Frozen and Despicable Me – to explain the secrets of creating truthful stories and believable characters. It is an essential primer for the for tomorrow’s industry leaders and animation artists.
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Create 2D Mobile Games with Corona SDK: For iOS and Android David Mekersa ISBN: 9781138014091
Form: Paperback
Pub date: 2015-03-27
Edition: 1
Price: GBP 30.99
Pages: 202
Publisher: Taylor & Francis (ML)
Readership:
Language: Eng
Discipline: Hard Science
Category: Computing & IT
Subject: Digital animation, COMPUTERS / Programming / Games
Corona SDK is one of the most powerful tools used to create games and apps for mobile devices. The market requires speed; new developers need to operate quickly and efficiently. Create 2D Mobile Games with Corona SDK gives you the tools needed to master Corona - even within the framework of professional constraints. A must-read guide, this book gives you fast, accurate tips to learn the programming language necessary to create games. Read it sequentially or as an FAQ and you will have the tools you need to create any base game before moving on to advanced topics. The tutorial-based format: Contains step-by-step directions complete with coding and screenshots Is filled with tutorials, tips, and links to useful online resources Includes a comprehensive companion website featuring online exercise files to practice coding, full build samples from the text, additional book details, and more!
67
Creating 3D Game Art for the iPhone with Unity: Featuring modo and Blender pipelines Wes McDermott ISBN: 9780240815633
Form: Paperback
Pub date: 2010-11-18
Edition: 1
Price: GBP 31.99
Pages: 272
Publisher: Taylor & Francis (ML)
Readership:
Language: Por,eng
Discipline: Humanities
Category: Arts
Subject: Digital animation, ART / Digital
Revolutionize your iPhone and iPad game development with Unity iOS, a fully integrated professional application and powerful game engine, which is quickly becoming the best solution for creating visually stunning games for Apple's iDevices easier, and more fun for artists. From concept to completion you'll learn to create and animate using modo and Blender as well as creating a full level utilizing the powerful toolset in Unity iOS as it specifically relates to iPhone and iPad game development. Follow the creation of "Tater," a character from the author's personal game project "Dead Bang," as he's used to explain vital aspects of game development and content creation for the iOS platform. Creating 3D Game Art for the iPhone focuses on the key principles of game design and development by covering in-depth, the iDevice hardware in conjunction with Unity iOS and how it relates to creating optimized game assets for the iDevices. Featuring Luxology's artistfriendly modo, and Blender, the free open-source 3D app, along side Unity iOS, optimize your game assets for the latest iDevices including iPhone 3GS, iPhone 4, iPad and the iPod Touch. Learn to model characters and environment assets, texture, animate skinned characters and apply advanced lightmapping techniques using Beast in Unity iOS. In a clear, motivating, and entertaining style, Wes McDermott offers captivating 3D imagery, real-world observation, and valuable tips and tricks all in one place - this book is an invaluable resource for any digital artist working to create games for the iPhone and iPad using Unity iOS.
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Creating Games with Unity and Maya Jere Miles, Adam Watkins ISBN: 9781498797443
Form: Paperback
Pub date: 2018-08-05
Edition: 2
Price: GBP 46.99
Pages: 528
Publisher: Taylor & Francis (ML)
Readership:
Language: Eng
Discipline: Hard Science
Category: Computing & IT
Subject: Digital animation, COMPUTERS / Programming / Games
Creating Games with Unity and Maya 2nd edition provides you with an end-to-end solution for Unity game development with Maya. This book takes you step-by-step through the process of developing an entire game from scratch—including coding, art, production and deployment. This accessible guide provides a “non-programmer” entry point to the world of game creation. Aspiring developers with little or no coding experience will learn character development in Maya, scripts, GUI interface, and first-and-their person interactions. Also included is access to a powerful website, www.creating3dgames.com with completed tutorial files and all source code from the book.
69
Creating Graphics for Game and Animation with Adobe Illustrator CC: Assets, Environments and Characters Kathleen Andler ISBN: 9781138908840
Form: Paperback
Pub date: 2018-02-22
Edition: 1
Price: GBP 53.99
Pages: 352
Publisher: Taylor & Francis (ML)
Readership:
Language: Eng
Discipline: Hard Science
Category: Computing & IT
Subject: Digital animation, COMPUTERS / Programming / Games
Want to learn how to create realistic weapons, awesome alien environments or characters that rock without wasting your time on things you already know? Although intended to be a classroom textbook, the book will also appeal to anyone interested in learning how to create graphics for game design. This book includes a build-up of skills, a rewards system and a personalized path for a player profile. The personal path will be geared towards different levels of skills and experience levels so that student can skip over material they already know, spending more time on advanced skills. Instructor Resources are included on a companion website.
70
Creative Character Design Bryan Tillman ISBN: 9780240814957
Form: Paperback
Pub date: 2011-07-15
Edition: 1
Price: GBP 21.99
Pages: 250
Publisher: Taylor & Francis (ML)
Readership:
Language: Eng
Discipline: Humanities
Category: Arts
Subject: Digital animation, ART / Digital
Create compelling, original characters using archetypes and design elements such as shadows and line with the tips and techniques found in this image-packed book. Bryan Tillman bridges the gap between the technique of drawing characters and the theory of good character design by using case studies, examples of professional art, and literary and pop culture references to teach you how to develop a character, not just draw one. The book also features Character Model Sheets that will guide you through the creation of new and unique characters. Finally, Bryan will break down established character archetypes to show you why and how the different aspects of good character design work. The content on the book is based on Bryan's popular 2009 Comic-Con course on "Character Design."
71
Data Visualization with Flash Builder: Designing RIA and AIR Applications with Remote Data Sources Cesare Rocchi ISBN: 9780240815039
Form: Paperback
Pub date: 2011-02-25
Edition: 1
Price: GBP 28.99
Pages: 316
Publisher: Taylor & Francis (ML)
Readership:
Language: Eng
Discipline: Hard Science
Category: Computing & IT
Subject: Digital animation, COMPUTERS / Web / Design
Design and create functional applications that interact with remote data sources. You get a thorough introduction to the latest Flash Builder tools learning how you can use the built-in wizards, MXML or pure ActionScript 3 to build information-rich applications for the browser or AIR applications. Hand's on tutorials guide you through each iteration including building user interaction, charting, incorporating audio and video, customizing the UI; and a code repository provides re-usable code that you can modify and deploy in your own applications.
72
Deconstructing the Elements with 3ds Max: Create natural fire, earth, air and water without plug-ins Pete Draper ISBN: 9780240521268
Form: Paperback
Pub date: 2008-12-10
Edition: 3
Price: GBP 32.99
Pages: 344
Publisher: Taylor & Francis (ML)
Readership:
Language: Eng
Discipline: Humanities
Category: Arts
Subject: Digital animation, ART / Digital
3ds Max is the leading 3D modeling, animation, and rendering solution for artists, schools, and production environments. The unique tutorial approach of this book permits readers to learn essential techniques that every 3D artist needs to create CG environments by recreating the earth's elements of earth, air, fire and water. No extra plug-ins are required to perform the exercises. Draper studies the real world and then simulates it with 3ds Max -a unique approach that reflects classical art training."Deconstructing the Elements" allows artists to recreate natural effects using AutodeskÂŽ 3ds MaxÂŽ. This new edition boasts all new tutorials. All editorial content is updated to be current with the current version of 3ds Max. Inspirational images cover every page as the author shares his professional insight, detailing the how and why of each effect, ensuring the reader a complete understanding of all the processes involved. The companion web site includes all of the tutorials from the previous two editions, only available to purchasers of this 3rd edition - plus all new tutorials of the current edition. It's like getting 3 books in one!
73
Designing Games for Children: Developmental, Usability, and Design Considerations for Making Games for Kids Carla Fisher ISBN: 9780415729178
Form: Paperback
Pub date: 2015-02-09
Edition: 1
Price: GBP 35.99
Pages: 276
Publisher: Taylor & Francis (ML)
Readership:
Language: Eng
Discipline: Social Science
Category: Computing & IT
Subject: Digital animation, GAMES / Video & Electronic
When making games for kids, it’s tempting to simply wing-it on the design. We were all children once, right? The reality is that adults are far removed from the cognitive changes and the motor skill challenges that are the hallmark of the developing child. Designing Games for Children, helps you understand these developmental needs of children and how to effectively apply them to games. Whether you’re a seasoned game designer, a children's media professional, or an instructor teaching the next generation of game designers, Designing Games for Children is the first book dedicated to service the specific needs of children's game designers. This is a hands-on manual of child psychology as it relates to game design and the common challenges designers face. Designing Games for Children is the definitive, comprehensive guide to making great games for kids, featuring: Guidelines and recommendations divided by the most common target audiences – babies and toddlers (0-2), preschoolers (3-5), early elementary students (6-8), and tweens (9-12). Approachable and actionable breakdown of child developmental psychology, including cognitive, physical, social, and emotional development, as it applies to game design Game design insights and guidelines for all aspects of game production, from ideation to marketing
74
Designing Gamified Systems: Meaningful Play in Interactive Entertainment, Marketing and Education Sari Gilbert ISBN: 9780415725705
Form: Paperback
Pub date: 2015-10-08
Edition: 1
Price: GBP 26.99
Pages: 334
Publisher: Taylor & Francis (ML)
Readership:
Language: Eng
Discipline: Social Science
Category: Computing & IT
Subject: Digital animation, GAMES / Video & Electronic
Designing Gamified Systems is a fundamental guide for building essential skills in game and interaction design to revitalize and reimagine real world systems – from cities and corporations to schools and the military. Author Sari Gilbert develops a set of core principles and tools for using game thinking and interactive design to build motivation, explain hard concepts, broaden audiences, deepen commitments and enhance human relationships. Designing Gamified Systems includes: Topics such as gamified system design, behavioral psychology, marketing, business strategy, learning theory and instructional design Interviews with leaders and practitioners in this emerging field who explain how the job of the game designer is being redefined Exercises designed to both encourage big-picture thinking about gamified systems and help you experience and understand the challenges and nuances involved in designing them A companion website (www.gamifiedsystems.com) with additional materials to supplement learning and practice
75
Designing Sound for Animation Robin Beauchamp ISBN: 9780240824987
Form: Paperback
Pub date: 2013-03-20
Edition: 2
Price: GBP 34.99
Pages: 224
Publisher: Taylor & Francis (ML)
Readership:
Language: Eng
Discipline: Humanities
Category: Arts
Subject: Digital animation, ART / Digital
Sound is just as crucial an aspect to your animation as your visuals. Whether you're looking to create a score, ambient noise, dialog, or a complete soundtrack, you'll need sound for your piece. This nuts-and-bolts guide to sound design for animation will explain the theory and workings behind sound for image, and provide an overview of the systems and production path to help you create your soundtrack. Follow the sound design process along animated shorts and learn how to use the tools and techniques of the trade. Enhance your piece and learn how to design sound for animation.
76
Digital Creature Rigging: The Art and Science of CG Creature Setup in 3ds Max Stewart Jones ISBN: 9780240823799
Form: Paperback
Pub date: 2012-12-05
Edition: 1
Price: GBP 36.99
Pages: 452
Publisher: Taylor & Francis (ML)
Readership:
Language: Eng
Discipline: Humanities
Category: Arts
Subject: Digital animation, ART / Digital
Get an inside look at the creation of production-ready creature rigs for film, TV and video games. Garner strategies and techniques for creating creatures of all types, and make them ready for easy automatic use in many different types of media (transmedia): film, TV, games - one rig for all. You will move step by step from idea, to concept, and finally to completion through a proven production-pipeline. "Digital Creature Rigging" gives you the practical, hands-on approaches to rigging you need, with a theoretical look at 12 rigging principles, and plenty of tips, tricks and techniques to get you up and running quickly. This is the definitive guide to creating believe production-ready creature rigs with 3ds Max. The companion web site has all scene files, scripts, tutorials from the book.
77
Digital Mayhem 3D Landscape Techniques: Where Inspiration, Techniques and Digital Art Meet Duncan Evans ISBN: 9780240525983
Form: Paperback
Pub date: 2013-11-19
Edition: 1
Price: GBP 35.99
Pages: 256
Publisher: Taylor & Francis (ML)
Readership:
Language: Eng
Discipline: Humanities
Category: Arts
Subject: Digital animation, ART / Digital
The secrets to creating stunning landscapes are at your fingertips with Digital Mayhem 3D Landscapes Techniques. Compiled by Duncan Evans, launch Editor of 3D Artist Magazine, Digital Mayhem features a variety of beautiful art from some of the finest digital artists working today. Inspiration and technique meet here as you learn how to create every type of landscape from harsh desert savannahs to icy tundra. Using a blend of showcase images, step-by-step and long-form tutorials, you will be guided through the featured artist’s process so you can incorporate their techniques and workflow into your own projects. Not just another button-pushing manual or coffee table book, Digital Mayhem will help develop your critical eye for composition, choice of camera lens, lighting, rendering, and post production, allowing you to work more intuitively. With insight from some of the best digital artists in the world, Digital Mayhem will have you creating your own masterpiece in no time! Unique coverage on a variety of software allows you to hone your skills across different platforms. Illustrious and colorful artwork coupled with artist insight will both inspire and inform your creative decisions. Comprehensive companion website offers additional resources for you to further expand your skillset.
78
Digital Mayhem 3D Machine Techniques: Where Inspiration, Techniques and Digital Art meet Duncan Evans ISBN: 9780240525990
Form: Paperback
Pub date: 2014-11-04
Edition: 1
Price: GBP 35.99
Pages: 320
Publisher: Taylor & Francis (ML)
Readership:
Language: Eng
Discipline: Humanities
Category: Arts
Subject: Digital animation, ART / Digital
Inspire your own creativity with Digital Mayhem 3D Machine Techniques. Compiled by Duncan Evans, founder of 3D Artist Magazine, this book is the next installment of the Digital Mayhem series. Explore, page after page, spectacular machine images created by the industry’s top talent. With over 500 stunning images, Digital Mayhem 3D Machine Techniques is not your basic software manual. It is where technique and inspiration meet – a detailed and innovative guide to great machine images. Each chapter contains vibrant images and an explanation of the artist’s workflow, including a step-by-step tutorial to help you achieve similar results. From pre-viz to post production, this book takes you through the whole process of creating your very own machine masterpiece! Get inside the minds of the artists with breakdown overviews and supporting imagery to explain what went into their piece. Expand your digital canvas to include a variety of software techniques, tools and workflows. Visit the companion website for additional resources to help you develop your machine technique skills.
79
Digital Sculpting with Mudbox: Essential Tools and Techniques for Artists Mike de la Flor, Bridgette Mongeon ISBN: 9780240812038
Form: Paperback
Pub date: 2010-05-28
Edition: 1
Price: GBP 32.99
Pages: 284
Publisher: Taylor & Francis (ML)
Readership:
Language: Eng
Discipline: Humanities
Category: Arts
Subject: Digital animation, ART / Digital
Digital sculpting is the use of tools to push, pull, smooth, grab, pinch or otherwise manipulate a digital object as if it were made of a real-life substance such as clay. Mudbox is the premier sculpting solution for digital artists, allowing them to naturally and easily sculpt detailed, organic characters and models in a way that feels like traditional sculpting.This book guides CG professionals through the process of creating amazing digital sculptures using the Mudbox arsenal of ground-breaking digital sculpting and 3D painting tools, and porting the models into their Maya or Max work.Artists will explore tried and true, traditional sculpting techniques and learn to apply them to digital sculpting. A series of in-depth tutorials are incluced, each challenging them with progressively more complex models as they go on.Fine art sculptors transitioning from traditional sculpting to digital sculpting will benefit for unique never-before-published guidance on how to successfully integrate digital sculpting into their workflow.Associated web site with: support files, models, materials, and textures for completing the tutorials in the book.
80
Digital Storytelling: A creator's guide to interactive entertainment Carolyn Handler Miller ISBN: 9780415836944
Form: Paperback
Pub date: 2014-06-27
Edition: 3
Price: GBP 32.99
Pages: 568
Publisher: Taylor & Francis (ML)
Readership:
Language: Eng
Discipline: Humanities
Category: Arts
Subject: Digital animation, ART / Digital
Digital Storytelling shows you how to create immersive, interactive narratives across a multitude of platforms, devices, and media. From ageold storytelling techniques to cutting-edge development processes, this book covers creating stories for all forms of New Media, including transmedia storytelling, video games, mobile apps, and second screen experiences. The way a story is told, a message is delivered, or a narrative is navigated has changed dramatically over the last few years. Stories are told through video games, interactive books, and social media. Stories are told on all sorts of different platforms and through all sorts of different devices. They’re immersive, letting the user interact with the story and letting the user enter the story and shape it themselves. This book features case studies that cover a great spectrum of platforms and different story genres. It also shows you how to plan processes for developing interactive narratives for all forms of entertainment and non-fiction purposes: education, training, information and promotion. Digital Storytelling features interviews with some of the industry’s biggest names, showing you how they build and tell their stories.
81
Directing for Animation: Everything You Didn't Learn in Art School Tony Bancroft ISBN: 9780240818023
Form: Paperback
Pub date: 2013-10-04
Edition: 1
Price: GBP 25.99
Pages: 256
Publisher: Taylor & Francis (ML)
Readership:
Language: Eng
Discipline: Humanities
Category: Arts
Subject: Digital animation, ART / Digital
There’s no class in art school that can teach you this. Believe it or not, there’s a lot more to directing a great animated film than beautiful illustrations and cool characters. You need to bring out your inner creative visionary and take your savvy leadership skills to the front lines – being great with a pencil, brush, or stylus is not enough. Tony Bancroft released his inner creative visionary when creating Mulan. In Directing for Animation he shows you exactly how. Pull the right strings to bring your characters to life and center your story by developing the visual cues that lend to your audience’s understanding of the plot, place, and purpose. Tony walks you through the process, bringing you behind the scenes of real, well-known projects – with a little help from some famous friends. Learn from the directors of Aladdin, The Little Mermaid, Ice Age, Chicken Run, and Kung Fu Panda, and see how they developed stories and created characters that have endured for generations. Get the inside scoop behind these major features… pitfalls and all.
82
Distributed Game Development : Harnessing Global Talent to Create Winning Games Tim Fields ISBN: 9780240812717
Form: Paperback
Pub date: 2010-04-16
Edition: 1
Price: GBP 29.99
Pages: 240
Publisher: Taylor & Francis (ML)
Readership:
Language: Eng
Discipline: Humanities
Category: Arts
Subject: Digital animation, ART / Digital
Take control of your global game development team and make successful AAA game titles using the 'Distributed Development' model. Game industry veteran Tim Fields teaches you how to evaluate game deals, how to staff teams for highly distributed game development, and how to maintain challenging relationships in order to get great games to market. This book is filled with interviews with a broad spectrum of industry experts from top game publishers and business owners in the US and UK. A supplementary web site provides interviews from the book, a forum where developers and publishers can connect, and additional tips and tricks. Topics include:
83
Drawn to Life: 20 Golden Years of Disney Master Classes: Volume 1: The Walt Stanchfield Lectures Walt Stanchfield ISBN: 9780240810966
Form: Paperback
Pub date: 2009-03-23
Edition: 1
Price: GBP 23.99
Pages: 422
Publisher: Taylor & Francis (ML)
Readership:
Language: Eng
Discipline: Humanities
Category: Arts
Subject: Digital animation, ART / Digital
Discover the lessons that helped bring about a new golden age of Disney animation!Published for the first time ever, Drawn to Life is a two volume collection of the legendary lectures from long-time Disney animator Walt Stanchfield. For over twenty years, Walt helped breathe life into the new golden age of animation with these teachings at the Walt Disney Animation Studios and influenced such talented artists as Tim Burton, Brad Bird, Glen Keane, and John Lasseter. These writings represent the quintessential refresher for fine artists and film professionals, and it is a vital tutorial for students who are now poised to be part of another new generation in the art form.Written by Walt Stanchfield (1919-2000), who began work for the Walt Disney Studios in the 1950s. His work can be seen in films like Sleeping Beauty, The Jungle Book, 101 Dalmatians, and Peter Pan.Edited by Academy AwardÂŽ-nominated producer Don Hahn, who has prduced such classic Disney films as Beauty and the Beast and The Lion King.
84
Drawn to Life: 20 Golden Years of Disney Master Classes: Volume 2: The Walt Stanchfield Lectures Walt Stanchfield ISBN: 9780240811079
Form: Paperback
Pub date: 2009-04-23
Edition: 1
Price: GBP 23.99
Pages: 370
Publisher: Taylor & Francis (ML)
Readership:
Language: Eng
Discipline: Humanities
Category: Arts
Subject: Digital animation, ART / Digital
Discover the lessons that helped bring about a new golden age of Disney animation!Published for the first time ever, Drawn to Life is a two volume collection of the legendary lectures from long-time Disney animator Walt Stanchfield. For over twenty years, Walt helped breathe life into the new golden age of animation with these teachings at the Walt Disney Animation Studios and influenced such talented artists as Tim Burton, Brad Bird, Glen Keane, and John Lasseter. These writings represent the quintessential refresher for fine artists and film professionals, and it is a vital tutorial for students who are now poised to be part of another new generation in the art form. Written by Walt Stanchfield (1919-2000), who began work for the Walt Disney Studios in the 1950s. His work can be seen in films like Sleeping Beauty, The Jungle Book, 101 Dalmatians, and Peter Pan.Edited by Academy AwardÂŽ-nominated producer Don Hahn, who has prduced such classic Disney films as Beauty and the Beast and The Lion King.
85
Dream Worlds: Production Design for Animation Hans Bacher ISBN: 9780240520933
Form: Hardback
Pub date: 2007-11-23
Edition: 1
Price: GBP 24.99
Pages: 220
Publisher: Taylor & Francis (ML)
Readership:
Language: Eng
Discipline: Humanities
Category: Arts
Subject: Digital animation, ART / Digital
A truly unique visual delight offering insight into the development of animation classics like Bambi, Beauty and the Beast, The Lion King, Lilo and Stitch as well as a tantalizing examination of unfinished Disney projects.
86
Elemental Magic, Volume I: The Art of Special Effects Animation Joseph Gilland ISBN: 9780240811635
Form: Paperback
Pub date: 2009-02-19
Edition: 1
Price: GBP 27.99
Pages: 328
Publisher: Taylor & Francis (ML)
Readership:
Language: Eng
Discipline: Humanities
Category: Arts
Subject: Digital animation, ART / Digital
Create amazing animated effects such as fiery blazes, rippling water, and magical transformations. Animation guru Joseph Gilland breaks down the world of special effects animation with clear step-by-step diagrams and explanations on how to create the amazing and compelling images you see on the big screen. 'Elemental Magic' is jam-packed with rich, original illustrations from the author himself which help explain and illuminate the technique, philosophy, and approach behind classical hand drawn animated effects and how to apply these skills to your digital projects.
87
Elemental Magic, Volume II: The Technique of Special Effects Animation Joseph Gilland ISBN: 9781138403109
Form: Hardback
Pub date: 2017-10-23
Edition: 1
Price: GBP 145.00
Pages:
Publisher: Taylor & Francis (ML)
Readership:
Language: Eng
Discipline: Humanities
Category: Arts
Subject: Digital animation, ART / Digital
Design beautiful, professional-level animated effects with these detailed step-by-step tutorials from former Disney animator and animated effects expert Joseph Gilland. Filled with beautiful, full-color artwork, Elemental Magic, Volume II, breaks down the animated effect process from beginning to end-including booming explosions, gusting winds, magical incantations, and raging fires. He also breaks down the process of effects "clean-up," as well as timing and frame rates. The companion website includes real-time footage of the author lecturing as he animates the drawings from the book. In these videos, he elucidates the entire process from blank page to final animation. See it all come to life like never before. Throughout the book, Joseph refers to and includes examples from his own professional work from feature films such as Lilo and Stitch and Tarzan.
88
Elemental Magic, Volume II: The Technique of Special Effects Animation Joseph Gilland ISBN: 9780240814797
Form: Paperback
Pub date: 2011-09-23
Edition: 1
Price: GBP 34.99
Pages: 318
Publisher: Taylor & Francis (ML)
Readership:
Language: Eng
Discipline: Humanities
Category: Arts
Subject: Digital animation, ART / Digital
Design beautiful, professional-level animated effects with these detailed step-by-step tutorials from former Disney animator and animated effects expert Joseph Gilland. Filled with beautiful, full-color artwork, Elemental Magic, Volume II, breaks down the animated effect process from beginning to end-including booming explosions, gusting winds, magical incantations, and raging fires. He also breaks down the process of effects "clean-up," as well as timing and frame rates. The companion website includes real-time footage of the author lecturing as he animates the drawings from the book. In these videos, he elucidates the entire process from blank page to final animation. See it all come to life like never before. Throughout the book, Joseph refers to and includes examples from his own professional work from feature films such as Lilo & Stitch and Tarzan.
89
End-to-End Game Development: Creating Independent Serious Games and Simulations from Start to Finish Nick Iuppa, Terry Borst ISBN: 9780240811796
Form: Paperback
Pub date: 2009-12-31
Edition: 1
Price: GBP 26.99
Pages: 381
Publisher: Taylor & Francis (ML)
Readership:
Language: Eng
Discipline: Humanities
Category: Arts
Subject: Digital animation, ART / Digital
You're part of a new venture, an independent gaming company, and you are about to undertake your first development project. The client wants a serious game, one with instructional goals and assessment metrics. Or you may be in a position to green light such a project yourself, believing that it can advance your organization's mission and goals. This book provides a proven process to take an independent game project from start to finish. In order to build a successful game, you need to wear many hats. There are graphic artists, software engineers, designers, producers, marketers - all take part in the process at various (coordinated) stages, and the end result is hopefully a successful game. Veteran game producers and writers (Iuppa and Borst) cover all of these areas for you, with step by step instructions and checklists to get the work done.The final section of the book offers a series of case studies from REAL indy games that have been developed and launched succesfully, and show exactly how the principles outlined in the book can be applied to real world products. The book's associated author web site offers ancillary materials & references as well as serious game demos and presentations.
90
Essential CG Lighting Techniques with 3ds Max Darren Brooker ISBN: 9780240521176
Form: Paperback
Pub date: 2008-11-07
Edition: 3
Price: GBP 31.99
Pages: 416
Publisher: Taylor & Francis (ML)
Readership:
Language: Eng
Discipline: Humanities
Category: Arts
Subject: Digital animation, ART / Digital
Certified by Autodesk, Darren Brooker's new edition teaches the production techniques behind real-world work. The tutorials take you from the fundamentals of lighting, right through to advanced techniques.
91
Essential Effects: Water, Fire, Wind, and More Mauro Maressa ISBN: 9781138101074
Form: Paperback
Pub date: 2017-12-25
Edition: 1
Price: GBP 29.99
Pages: 312
Publisher: Taylor & Francis (ML)
Readership: General/trade
Language: Eng
Discipline: Humanities
Category: Arts
Subject: Digital animation, COMPUTERS / Programming / Games,PERFORMIN
Animate the world around you! Follow along with veteran Disney effects artist Mauro Maressa as he teaches you how to create and animate natural phenomena like water, fire, smoke, lightning, lava, mud, and wind. Essential Effects will help you plan, draw, design, and animate traditional 2D effects, taking your ideas all the way from rough sketch to finished product. Using a series of full-color visual breakdowns and diagrams, this book gives you a clear, concise understanding of what it takes to create credible, compelling effects in your own projects.
92
Essential Technical Skills for Designers: A Primer: A Primer Eric Wang ISBN: 9781138626485
Form: Paperback
Pub date: 2017-09-05
Edition: 1
Price: GBP 53.99
Pages: 432
Publisher: Taylor & Francis (ML)
Readership:
Language: Eng
Discipline: Hard Science
Category: Computing & IT
Subject: Digital animation, COMPUTERS / Programming / Games
This book will teach students and professionals proper fundamentals skill sets required to effectively convey themselves. To explain fundamental concepts of drawing such as proper perspectives, the fundamentals of photography, how to properly work in a digital pipeline, the essential do's and do not's of 3D modeling and visualization, proper modeling for 3D fabrication such as 3D printing and laser fabrication. Clearly and concisely written descriptions, digital scene breakdowns, how-to modeling, fabrication, drawing and photographic exercises will be presented. The advantage of this book will be the directness of the tips, tricks and techniques to achieve maximum results in minimum time.
93
Extending Virtual Worlds: Advanced Design for Virtual Environments Ann Latham Cudworth ISBN: 9781482261165
Form: Paperback
Pub date: 2016-06-22
Edition: 1
Price: GBP 41.99
Pages: 361
Publisher: Taylor & Francis (ML)
Readership:
Language: Eng
Discipline: Hard Science
Category: Computing & IT
Subject: Digital animation, COMPUTERS / Computer Graphics,COMPUTERS /
Written as the successor to Virtual World Design: Creating Immersive Virtual Environments, this book carries the ideas brought forward in its predecessor to new levels of virtual world design exploration and experimentation. Written by an Emmy award-winning designer with 22 years of experience creating virtual environments for television and online communities, Extending Virtual Worlds: Advanced Design for Virtual Environments explores advanced topics such as multi-regional design, game-based sims, and narrative structure for environments. The book provides bedrock knowledge and practical examples of how to leverage design concepts within the intertwined structures of physics engines, level of detail (LOD) systems, and advanced material editors. It also shows designers new ways to influence the experience of virtual world visitors through immersive narrative and storytelling. With over 150 illustrations and 10 step-by-step projects that include the necessary 3D models and modular components, it delivers hours of stimulating creative challenges for people working in public virtual worlds or on private grids. By using this book, novices and advanced users will deepen their understanding of game design and how it can be applied to creating game-based virtual environments. It also serves as a foundational text for class work in distance learning, simulation, and other learning technologies that use virtual environments.
94
Face It: A Visual Reference for Multi-ethnic Facial Modeling Patricia Beckmann Wells ISBN: 9780240823942
Form: Paperback
Pub date: 2013-04-17
Edition: 1
Price: GBP 34.99
Pages: 480
Publisher: Taylor & Francis (ML)
Readership:
Language: Eng
Discipline: Humanities
Category: Arts
Subject: Digital animation, ART / Digital
As animation software becomes more advanced and graphics become more refined, the opportunity to create informative detail becomes more achievable in your characters. You can't give every character the same facial contours anymore. Today's graphic engines and hidefinition screens enhance detail, and the features in your character can make or break the believability of your game or movie. Face It provides you with the resources that you need to ensure an accurate character model. By examining the skulls of people of different ages, ethnicities, and geographical areas, authors Patricia Beckmann-Wells and Scott Wells showcase the intricacies of the human head and face, and show you how to apply that to your models. Whether it be a Caucasion women in her 50s or an African man in his late 20s, you'll know how to properly shape a forehead, an eye socket, and even cheekbones to ensure the 100% accuracy of your 3D character.
95
Fantasy/Animation: Connections Between Media, Mediums and Genres Christopher Holliday, Alexander Sergeant ISBN: 9781138054370
Form: Hardback
Pub date: 2018-05-15
Edition: 1
Price: GBP 105.00
Pages: 288
Publisher: Taylor & Francis (ML)
Readership: College/higher education
Language: Eng
Discipline: Humanities
Category: Arts
Subject: Film theory & criticism, SOCIAL SCIENCE / Media Studies,PERF
This book examines the relationship that exists between fantasy cinema and the medium of animation. Animation has played a key role in defining our collective expectations and experiences of fantasy cinema, just as fantasy storytelling has often served as inspiration for our most popular animated film and television. Bringing together contributions from world-renowned film and media scholars, Fantasy/ Animation considers the various historical, theoretical and cultural ramifications of the animated fantasy film. This collection provides a range of chapters on subjects including Disney, Pixar and Studio Ghibli, filmmakers such as Ralph Bakshi and James Cameron, and on film and television franchises such as Dreamworks’ How To Train Your Dragon (2010-) and HBO’s Game of Thrones (2011-).
96
Finish Your Film! Tips and Tricks for Making an Animated Short in Maya Kenny Roy ISBN: 9780415661812
Form: Paperback
Pub date: 2014-06-11
Edition: 1
Price: GBP 31.99
Pages: 382
Publisher: Taylor & Francis (ML)
Readership:
Language: Eng
Discipline: Humanities
Category: Arts
Subject: Digital animation, ART / Digital
Finish Your Film! Tips and Tricks for Making an Animated Short in Maya is a first-of-its-kind book that walks the reader step-by-step through the actual production processes of creating a 3D Short film with Maya. Other books focus solely on the creative decisions of 3D Animation and broadly cover the multiple phases of animation production with no real applicable methods for readers to employ. This book shows you how to successfully manage the entire Maya animation pipeline. This book blends together valuable technical tips on film production and real-world shortcuts in a step-by-step approach to make sure you do not get lost. Follow along with author and director Kenny Roy as he creates a short film in front of your eyes using the exact same methods he shows you in the book. Armed with this book, you'll be able to charge forth into the challenge of creating a short film, confident that creativity will show up on screen instead of being stifled by the labyrinth that is a 3D animation pipeline.
97
Flash + After Effects: Add Broadcast Features to Your Flash Designs Chris Jackson ISBN: 9780240813516
Form: Paperback
Pub date: 2010-09-22
Edition: 2
Price: GBP 34.99
Pages: 312
Publisher: Taylor & Francis (ML)
Readership:
Language: Eng
Discipline: Humanities
Category: Arts
Subject: Digital animation, ART / Digital
Flash Designers: push Flash to the next level with After Effects' robust toolset. CS5 delivers more complete integration of these two powerhouse applications-so you can expand your multimedia horizons. Flash + After Effects gives you a working understanding of the AE toolset and professional techniques that raise the design bar for web, HD broadcast, or CD/DVD delivery. The companion web site contains project media for hands-on practice of essential production skills, including: * Working with live video in Flash and the After Effects timeline* Using alpha channels for keying and enhancing interactivity* Integrating new CS5 features including the Roto Brush and Code Snippets* Exporting layered After Effects compositions for Flash* Building interactive 3D environments with video, cameras, and lights* Enhancing character animation using IK and Puppet Tools* Exporting video in HD and for the Web
98
Flash 3D: Animation, Interactivity, and Games Jim Ver Hague, Chris Jackson ISBN: 9780240808789
Form: Paperback
Pub date: 2006-10-27
Edition: 1
Price: GBP 27.99
Pages: 416
Publisher: Taylor & Francis (ML)
Readership:
Language: Eng
Discipline: Humanities
Category: Arts
Subject: Digital animation, ART / Digital
Push your creative ideas to the next level in content delivery.Use real and simulated 3D space in your Flash games and interactive systems.3D possibilities offer an untapped creative approach to thinking and designing with Flash. Tap into this medium by: * Creating reusable templates to reduce costs and cycle time for project development. * Experimenting with author-provided interactive examples that demonstrate a broad range of Flash applications from website to DVD/CD-ROM delivery. * Practicing the real-world project techniques presented by the authors in full color. * Expanding your horizons with experimental projects.Jim Ver Hague is a professor of Computer Graphics Design at the Rochester Institute of Technology. He has more than 30 years' experience in the field of computer graphics and has lectured, consulted, and conducted workshops internationally in the fields of multimedia, electronic publishing, computer-aided information design, and computer art and sculpture. Chris Jackson is a computer graphics designer and Associate Professor at Rochester Institute of Technology. Chris has an extensive background in graphic design, printing and interactive multimedia. His professional work has received over 25 distinguished national and international awards for online communication.User Level: Intermediate
99
Flash Advertising: Flash Platform Development of Microsites, Advergames and Branded Applications Jason Fincanon ISBN: 9780240813455
Form: Paperback
Pub date: 2010-09-22
Edition: 1
Price: GBP 32.99
Pages: 288
Publisher: Taylor & Francis (ML)
Readership:
Language: Eng
Discipline: Humanities
Category: Language/ Linguistics
Subject: Digital animation, LANGUAGE ARTS & DISCIPLINES / Communicati
Create awe-inspiring, mind-blowing Flash ads, microsites, advergames, and branded applications that engage consumers and demonstrate their worth to clients. Creating Flash Advertising delivers the nuts and bolts of the development process from initial design conception to ad completion. You'll learn the best practices for: * Mastering the myriad of ad specs, deadlines, quality and version control issues* Creating ads that balance campaign goals with design constraints* Preparing and building ads with team and QC standards* Using forms and data in ads without file bloat* File optimization techniques for swf files* 3rd party rich media technologies that transcend the 30k banner* Integrating video into sites and banners* Social media applications* Trafficking and tracking ads for impressions, interactions, clicks, and conversions* Using ActionScript to save development time and implement team standards Published projects developed with the practices and AS code presented in the book are available on the companion website http://www.flashadbook.com
100
Flash Cinematic Techniques: Enhancing Animated Shorts and Interactive Storytelling Chris Jackson ISBN: 9780240812618
Form: Paperback
Pub date: 2010-02-25
Edition: 1
Price: GBP 39.99
Pages: 304
Publisher: Taylor & Francis (ML)
Readership:
Language: Eng
Discipline: Humanities
Category: Language/ Linguistics
Subject: Digital animation, LANGUAGE ARTS & DISCIPLINES / Communicati
Apply universally accepted cinematic techniques to your Flash projects to improve the storytelling quotient in your entertainment, advertising (branding), and educational media. A defined focus on the concepts and techniques for production from story reels to the final project delivers valuable insights, time-saving practical tips, and hands-on techniques for great visual stories. Extensive illustration, step-bystep instruction, and practical exercises provide a hands-on perspective.Explore the concepts and principles of visual components used in stories so you are fluent in the use of space, line, color, and movement in communicating emotion and meaning. Apply traditional cinematography techniques into the Flash workspace with virtual camera movements, simulated 3d spaces, lighting techniques, and character animation. Add interactivity using ActionScript to enhance audience participation.
101
Flash Mobile: Developing Android and iOS Applications Matthew David ISBN: 9780240815688
Form: Paperback
Pub date: 2011-04-04
Edition: 1
Price: GBP 31.99
Pages: 308
Publisher: Taylor & Francis (ML)
Readership:
Language: Eng
Discipline: Hard Science
Category: Computing & IT
Subject: Digital animation, COMPUTERS / Web / Design
First published in 2011. Routledge is an imprint of Taylor & Francis, an informa company.
102
Floating Worlds: A Short History of Japanese Animation Maria Roberta Novielli ISBN: 9781138571280
Form: Hardback
Pub date: 2018-01-30
Edition: 1
Price: GBP 45.00
Pages: 136
Publisher: Taylor & Francis (ML)
Readership:
Language: Eng
Discipline: Hard Science
Category: Computing & IT
Subject: Digital animation, COMPUTERS / Programming / Games
Through the analysis of the work of the main Japanese animators starting from the pioneers of 1917, the book will overview the whole history of Japanese animated flm, including the latest tendencies and the experimental movies. In addition to some of the most acclaimed directors Hayao Miyazaki, Isao Takahata, Makoto Shinkai, Osamu Tezuka and Satoshi Kon, the works of masters of animation such as Kihachiro Kawamoto, Yoji Kuri, Noburo Ofuji and Koji Morimoto will be analysed in their cultural and historical context. Moreover, their themes and styles will be the linking thread to overview the Japanese producing system and the social and political events which have often influenced their works.
103
Fluid Frames: Experimental Animation with Sand, Clay, Paint, and Pixels Corrie Francis Parks ISBN: 9781138784918
Form: Paperback
Pub date: 2016-08-08
Edition: 1
Price: GBP 35.99
Pages: 252
Publisher: Taylor & Francis (ML)
Readership:
Language: Eng
Discipline: Humanities
Category: Arts
Subject: Digital animation, PERFORMING ARTS / Animation
Once the realm of a few stalwart artists, animating with sand, clay, and wet paint is now accessible for all filmmakers with an experimental frame of mind. Created directly under the camera with frame-by-frame stopmotion, this "fluid frame animation" provides a completely unique visual world for animators. While pioneering animators such as Caroline Leaf, Alexander Petrov, and Ishu Patel paved the way, the availability of frame capture programs, compositing software and digital workflow is opening up new avenues of exploration for artists of all experience levels. This book will walk you through setting up your studio, choosing and working with your materials, and combining the physical under-the-camera production with digital compositing and effects to enhance your animation.· Firsthand advice from experimental animation veterans and rising stars in the field· Covers the digital aspects of experimental animation, including the latest techniques in After Effects CC· Tutorials and source files for under-the-camera approaches and After Effects enhancements on the book’s companion website In addition to the practical advice, you’ll find historical and contemporary examples of successful films, step-by-step tutorials for working under the camera and working with the footage digitally, and interviews and tips from artists who are currently pushing the boundaries in these experimental mediums. Stacked with information and images from over 30 artists, this book is an indispensable resource for both the student and professional wishing to get their hands dirty in an increasingly digital world.
104
Fluid Frames: Experimental Animation with Sand, Clay, Paint, and Pixels Corrie Francis Parks ISBN: 9781138190627
Form: Hardback
Pub date: 2016-05-10
Edition: 1
Price: GBP 80.00
Pages: 252
Publisher: Taylor & Francis (ML)
Readership:
Language: Eng
Discipline: Humanities
Category: Arts
Subject: Digital animation, PERFORMING ARTS / Animation
Once the realm of a few stalwart artists, animating with sand, clay, and wet paint is now accessible for all filmmakers with an experimental frame of mind. Created directly under the camera with frame-by-frame stopmotion, this "fluid frame animation" provides a completely unique visual world for animators. While pioneering animators such as Caroline Leaf, Alexander Petrov, and Ishu Patel paved the way, the availability of frame capture programs, compositing software and digital workflow is opening up new avenues of exploration for artists of all experience levels. This book will walk you through setting up your studio, choosing and working with your materials, and combining the physical under-the-camera production with digital compositing and effects to enhance your animation.· Firsthand advice from experimental animation veterans and rising stars in the field· Covers the digital aspects of experimental animation, including the latest techniques in After Effects CC· Tutorials and source files for under-the-camera approaches and After Effects enhancements on the book’s companion website In addition to the practical advice, you’ll find historical and contemporary examples of successful films, step-by-step tutorials for working under the camera and working with the footage digitally, and interviews and tips from artists who are currently pushing the boundaries in these experimental mediums. Stacked with information and images from over 30 artists, this book is an indispensable resource for both the student and professional wishing to get their hands dirty in an increasingly digital world.
105
Force: Animal Drawing: Animal locomotion and design concepts for animators Mike Mattesi ISBN: 9780240814353
Form: Paperback
Pub date: 2011-06-14
Edition: 1
Price: GBP 21.99
Pages: 222
Publisher: Taylor & Francis (ML)
Readership:
Language: Eng
Discipline: Humanities
Category: Arts
Subject: Digital animation, ART / Digital
Many artists are unsure how to bridge the gap between the many basic 'how to draw' books and the more advanced ones dealing with the esoteric details of composition, perspective and anatomy. Force: Animal Drawing is the comprehensive guide to developing artistic animals that are creative, dynamic and anatomical, bridging the gap between foundational art and advanced techniques. Artists and animators alike all find animal inspiration when animating characters- be they human or inhuman. For a unique 'larger than life' character, readers will learn to apply the unique facets of animal movement, locomotion, expressions, facial features, physical build and personality to their traditional and digital art. Readers will also adapt key industry tricks and techniques to personify animal animations with key characteristics of a human's face. Explore the practical application of force theories and learn from today's leading character designers with the included artist interviews and an extended video tutorial via www.drawingforce.com.
106
Force: Character Design from Life Drawing Mike Mattesi ISBN: 9780240809939
Form: Paperback
Pub date: 2008-05-13
Edition: 1
Price: GBP 18.99
Pages: 256
Publisher: Taylor & Francis (ML)
Readership:
Language: Eng
Discipline: Humanities
Category: Arts
Subject: Digital animation, ART / Digital
Design creative characters inspired by real people. Let Mike Mattesi show you how to use life drawing to discover the poses, features and personalities which form the basis of character and then build, develop and 'PUSH' your drawings to new heights of dramatic and visual impact for believable characters audiences can relate to.Packed with color illustrations and photographs of the models who inspired them. With step-by-step explanation of how the characters were developed and exercises for you to sharpen your skills this is everything you need to bring your characters to life.
107
FORCE: Drawing Human Anatomy Mike Mattesi ISBN: 9781315295534
Form: Paperback
Pub date: 2017-01-10
Edition: 1
Price: GBP 24.99
Pages: 336
Publisher: Taylor & Francis (ML)
Readership:
Language: Eng
Discipline: Humanities
Category: Arts
Subject: Digital animation, ART / Techniques / Drawing
The newest book in Michael Mattesi’s Force Drawing series takes movement to the next level. Force: Drawing Human Anatomy, explores the different facets of motion and the human body. As opposed to the memorization technique, Mattesi stresses the function of each body part and how gravity relative to different poses affects the aesthetics and form of muscle. The chapters are divided by the different parts of the body, thus allowing the reader to concentrate on mastery one body part at a time. Color coded images detail each muscle and their different angles. Special consideration is given to anatomy for animation, allowing the reader to create a character that is anatomically accurate in both stillness and motion.
108
FORCE: Dynamic Life Drawing: 10th Anniversary Edition Mike Mattesi ISBN: 9781138919570
Form: Paperback
Pub date: 2017-05-08
Edition: 3
Price: GBP 37.99
Pages: 233
Publisher: Taylor & Francis (ML)
Readership: General/trade
Language: Eng
Discipline: Humanities
Category: Arts
Subject: Digital animation, ART / Subjects & Themes / Human Figure
Bring 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 card image floating above the drawing to launch the video. Then sit back and watch the video that shows me creating that drawing and discussing my process. Many new drawings can be found within this edition and the addition of color now further clarifies the theory of FORCE.
109
Frame-By-Frame Stop Motion: The Guide to Non-Puppet Photographic Animation Techniques, Second Edition Tom Gasek ISBN: 9781498780612
Form: Paperback
Pub date: 2017-06-23
Edition: 2
Price: GBP 31.99
Pages: 267
Publisher: Taylor & Francis (ML)
Readership:
Language: Eng
Discipline: Hard Science
Category: Computing & IT
Subject: Digital animation, COMPUTERS / Programming / Games
Single frame film-making has been around as long as film itself. It is the ancestor to modern day special effects and animation. Despite its age-old practice, Single frame film making and stop-motion animation continues to influence media and culture with its magic. Current advances in technology and classic stop motion techniques, such as pixilation, time-lapse photography and down shooting have combined to form exciting new approaches. Tom Gasek’s Frame-By-Frame Stop Motion offers hands-on experience and various tricks, tips, and exercises to help strengthen skills and produce effective results. Interviews from experts in the field offer not only offer inspiration but also help readers learn how to apply skills and new applications. The companion website offers further instruction, recommended films, tools and resources for the both the novice and the expert.
110
Frame-By-Frame Stop Motion: The Guide to Non-Traditional Animation Techniques Tom Gasek ISBN: 9780240817286
Form: Paperback
Pub date: 2011-09-09
Edition: 1
Price: GBP 29.99
Pages: 216
Publisher: Taylor & Francis (ML)
Readership:
Language: Eng
Discipline: Humanities
Category: Arts
Subject: Digital animation, ART / Digital
In a world that is dominated by computer images, alternative stop motion techniques like pixilation, time-lapse photography and downshooting techniques combined with new technologies offer a new, tangible and exciting approach to animation. With over 25 years professional experience, industry veteran, Tom Gasek presents a comprehensive guide to stop motion animation without the focus on puppetry or model animation. With tips, tricks and hands-on exercises, Frame by Frame will help both experienced and novice filmmakers get the most effective results from this underutilized branch of animation. Practical insight and inspiration from leading filmmakers like PES (Western Spaghetti Creator, Time Magazine's #2 Viral Video of 2008), Dave Borthwick, of the Bolex Brothers and more! The accompanying website will include further content driven examples, indexes of stop motion software, a recommended film list and tools and resources for the beginner and intermediate stop motion artist, animators and filmmakers.
111
Fundamentals of C/C++ Game Programming: Using Target-based Development on SBCs Brian Beuken ISBN: 9781498788748
Form: Paperback
Pub date: 2018-03-26
Edition: 1
Price: GBP 44.99
Pages: 496
Publisher: Taylor & Francis (ML)
Readership:
Language: Eng
Discipline: Hard Science
Category: Computing & IT
Subject: Digital animation, COMPUTERS / Computer Graphics,COMPUTERS /
Aimed to give novice coders an understanding of the methods and techniques used in professional games development. It is also designed to help develop and strengthen problem solving and basic C/C++ skills. It also will help to develop familiarity targeting and using fixed/restricted hardware, which are key skills in console development. Allows the reader to increase their confidence as game programmers by walking them through increasingly involved game concepts, while maintaining the understanding that despite the increased complexity, the core methods remain consistent with the advancement of the technology; the technology only enhances the gaming experience. Demonstrates underlying principles of game coding in practical step by step ways to increase exposure and confidence in game coding concepts.
112
Game AI Pro 2: Collected Wisdom of Game AI Professionals Steven Rabin ISBN: 9781482254792
Form: Hardback
Pub date: 2015-06-10
Edition: 1
Price: GBP 59.99
Pages: 577
Publisher: Taylor & Francis (ML)
Readership:
Language: Eng
Discipline: Hard Science
Category: Computing & IT
Subject: Digital animation, COMPUTERS / Programming / Games,COMPUTERS
Game AI Pro2: Collected Wisdom of Game AI Professionals presents cutting-edge tips, tricks, and techniques for artificial intelligence (AI) in games, drawn from developers of shipped commercial games as well as some of the best-known academics in the field. It contains knowledge, advice, hard-earned wisdom, and insights gathered from across the community of developers and researchers who have devoted themselves to game AI. In this book, 47 expert developers and researchers have come together to bring you their newest advances in game AI, along with twists on proven techniques that have shipped in some of the most successful commercial games of the last few years. The book provides a toolbox of proven techniques that can be applied to many common and not-so-common situations. It is written to be accessible to a broad range of readers. Beginners will find good general coverage of game AI techniques and a number of comprehensive overviews, while intermediate to expert professional game developers will find focused, deeply technical chapters on specific topics of interest to them. Covers a wide range of AI in games, with topics applicable to almost any game Touches on most, if not all, of the topics necessary to get started in game AI Provides real-life case studies of game AI in published commercial games Gives in-depth, technical solutions from some of the industry’s best-known games Includes downloadable demos and/or source code, available at http:// www.gameaipro.com
113
Game Art Complete: All-in-One: Learn Maya, 3ds Max, ZBrush, and Photoshop Winning Techniques Andrew Gahan ISBN: 9780240811475
Form: Paperback
Pub date: 2008-11-17
Edition: 1
Price: GBP 39.99
Pages: 624
Publisher: Taylor & Francis (ML)
Readership:
Language: Eng
Discipline: Humanities
Category: Arts
Subject: Digital animation, COMPUTERS / Programming / Games,ART / Dig
A compilation of key chapters from the top Focal game art books available today - in the areas of Max, Maya, Photoshop, and ZBrush. The chapters provide the CG Artist with an excellent sampling of essential techniques that every 3D artist needs to create stunning game art.Game artists will be able to master the modeling, rendering, rigging, and texturing techniques they need - with advice from Focal's best and brightest authors. Artists can learn hundreds of tips, tricks and shortcuts in Max, Maya, Photoshop, ZBrush - all within the covers of one complete, inspiring reference.
114
Game Audio Implementation: A Practical Guide Using the Unreal Engine Richard Stevens, Dave Raybould ISBN: 9781138777248
Form: Paperback
Pub date: 2015-11-25
Edition: 1
Price: GBP 40.99
Pages: 486
Publisher: Taylor & Francis (ML)
Readership:
Language: Eng
Discipline: Humanities
Category: Arts
Subject: Digital animation, ART / Digital,MUSIC / Instruction & Study
Game Audio Implementation offers a unique practical approach to learning all about game audio. If you've always wanted to hear your sound or music in a real game then this is the book for you. Each chapter is accompanied by its own game level where you can see the techniques and theories in action before working through over 70 exercises to develop your own demo level. Taking you all the way from first principles to complex interactive systems in the industry standard Unreal EngineŠ you’ll gain the skills to implement your sound and music along with a deep transferable knowledge of the principles you can apply across a range of other game development tools. The accompanying website (www.gameaudioimplementation.com) includes: 12 downloadable demonstration games A unique exercise level for you to develop for your portfolio An up-to-date online bibliography with further reading for each chapter A free sound library with hundreds of game SFX
115
Game Audio Programming: Principles and Practices Guy Somberg ISBN: 9781498746731
Form: Hardback
Pub date: 2016-10-06
Edition: 1
Price: GBP 44.99
Pages: 334
Publisher: Taylor & Francis (ML)
Readership:
Language: Eng
Discipline: Hard Science
Category: Computing & IT
Subject: Digital animation, COMPUTERS / Programming / Games
Welcome to Game Audio Programming: Principles and Practices! This book is the first of its kind: an entire book dedicated to the art of game audio programming. With over fifteen chapters written by some of the top game audio programmers and sound designers in the industry, this book contains more knowledge and wisdom about game audio programming than any other volume in history. One of the goals of this book is to raise the general level of game audio programming expertise, so it is written in a manner that is accessible to beginners, while still providing valuable content for more advanced game audio programmers. Each chapter contains techniques that the authors have used in shipping games, with plenty of code examples and diagrams. There are chapters on the fundamentals of audio representation and perception; advanced usage of several different audio middleware platforms (Audiokinetic Wwise, CRI ADX2, and FMOD Studio); advanced topics including Open Sound Control, Vector-Based Amplitude Panning, and Dynamic Game Data; and more! Whether you’re an audio programmer looking for new techniques, an up-and-coming game developer looking for an area to focus on, or just the one who got saddled with the audio code, this book has something for you.
116
Game Development Tools Marwan Ansari ISBN: 9781568814322
Form: Paperback
Pub date: 2011-06-17
Edition: 1
Price: GBP 42.99
Pages: 688
Publisher: Taylor & Francis (ML)
Readership:
Language: Eng
Discipline: Hard Science
Category: Computing & IT
Subject: Digital animation, COMPUTERS / Programming / Games
This book brings the insights of game professionals, DCC creators, hardware vendors, and current researchers together into a collection that focuses on the most underrepresented and critical part of game production: tools development. The first gems-type book dedicated to game tools, this volume focuses on practical, implementable tools for game development professionals. Topics range from asset tracking to improving remote version control performance to robust and efficient IO. Technical artists, as well as game play, audio, and graphics programmers will find new tools to improve work flow and help build games faster.
117
Game Development Tools: Context, Content, and Best Practices John Pile, Jr. ISBN: 9781498774277
Form: Paperback
Pub date: 2018-01-05
Edition: 1
Price: GBP 46.99
Pages: 250
Publisher: Taylor & Francis (ML)
Readership:
Language: Eng
Discipline: Hard Science
Category: Computing & IT
Subject: Digital animation, COMPUTERS / Programming / Games
Game development tools apply to multiple disciplines, multiple platforms, and multiple genres. It is with this broad spectrum of potential applications in mind that this book offers a perspective on available tools and how to extend them (or even create your own) to meet the needs of a specific game development project. This book serves as an overview of the tools on the market, while using real examples (including code samples) of how a specific tool might integrate with an existing system. As a guiding principle, each off-the-shelf tools will include an overview of the tool, coding languages and extensions, use case and sample code.
118
Game Environment Art: A Path to the Games Industry Alex Damarjian ISBN: 9781138821477
Form: Paperback
Pub date: 2018-04-16
Edition: 1
Price: GBP 38.99
Pages: 432
Publisher: Taylor & Francis (ML)
Readership:
Language: Eng
Discipline: Humanities
Category: Arts
Subject: Digital animation, GAMES / General,ART / Digital
This book is a guide that will take students and professionals from applying to and moving up through each level of the game industry. From student to Art Director the reader will learn about the various positions and skillsets within the game industry as well as how to create the art in each position. Within each section there will be an interview with a current game industry veteran and their work is also documented on a companion website along with hours of video tutorials. Each chapter includes supplement art that the readers can dissect and learn from.
119
Games As A Service: How Free to Play Design Can Make Better Games Oscar Clark ISBN: 9780415732505
Form: Paperback
Pub date: 2014-03-14
Edition: 1
Price: GBP 33.99
Pages: 312
Publisher: Taylor & Francis (ML)
Readership:
Language: Eng
Discipline: Social Science
Category: Computing & IT
Subject: Digital animation, GAMES / Video & Electronic
The games industry is serious business and the role of a games designer has dramatically changed over just the last few years. Developers now have to rethink everything they know about the creative, technical and business challenges to adapt to the transition to games as a service. Games as a Service: How Free to Play Design Can Make Better Games has been written to help designers overcome many of the fears and misconceptions surrounding freemium and social games. It provides a framework to deliver better games rather than the ‘evil’ or ‘manipulative’ experiences some designers fear with the move away from wasteful Products to sustainable, trustworthy Services. Oscar Clark is a consultant and Evangelist for Everyplay from Applifier. He has been a pioneer in online, mobile and console social games services since 1998 including Wireplay (British Telecom), Hutchison Whampoa (3UK) and PlayStation®Home. He is a regular columnist on PocketGamer.Biz and is an outspoken speaker and moderator at countless games conferences on Games Design, Discovery, and Monetisation. He is also a notorious hat wearer.
120
Games User Research: A Case Study Approach Miguel Angel Garcia-Ruiz ISBN: 9781498706407
Form: Hardback
Pub date: 2016-05-12
Edition: 1
Price: GBP 88.00
Pages: 312
Publisher: Taylor & Francis (ML)
Readership:
Language: Eng
Discipline: Hard Science
Category: Computing & IT
Subject: Digital animation, COMPUTERS / Programming / Games,COMPUTERS
"Fundamentally, making games is designing with others, everyone contributing from different angles towards the best possible product. Conclusively, Garcia-Ruiz has chosen a collection of chapters that demonstrates several different aspects of working in gaming and working with others that stands to raise the level of expertise in the field."—Veronica Zammitto, Senior Lead Games User Research, Electronic Arts, Inc., from the Foreword Usability is about making a product easy to use while meeting the requirements of target users. Applied to video games, this means making the game accessible and enjoyable to the player. Video games with high usability are generally played efficiently and frequently while enjoying higher sales volumes. The case studies in this book present the latest interdisciplinary research and applications of games user research in determining and developing usability to improve the video game user experience at the human– computer interface level. Some of the areas examined include practical and ethical concerns in conducting usability testing with children, audio experiences in games, tangible and graphical game interfaces, controller testing, and business models in mobile gaming. Games User Research: A Case Study Approach provides a highly useful resource for researchers, practitioners, lecturers, and students in developing and applying methods for testing player usability as well as for conducting games user research. It gives the necessary theoretical and practical background for designing and conducting a test for usability with an eye toward modifying software interfaces to improve human–computer interaction between the player and the game.
121
Gesture Drawing: A Story-Based Approach April Connors ISBN: 9781498799270
Form: Paperback
Pub date: 2017-11-13
Edition: 1
Price: GBP 38.99
Pages: 258
Publisher: Taylor & Francis (ML)
Readership:
Language: Eng
Discipline: Hard Science
Category: Computing & IT
Subject: Digital animation, COMPUTERS / Programming / Games
This instructional drawing book is intended to guide the reader through a story-telling based approach to gesture drawing, utilizing different techniques and exercises that encourage and develop creative problem solving as it relates to observational studies. This book clearly outlines a work flow and process with a simple exercise program that encourages the artist to ask questions and create work that engages not only their audience but themselves. Rich illustrations are included throughout that depict this workflow and also different drawing and mark-making techniques, and how to apply the exercises throughout the course of the book. Included are video drawing tutorials and examples.
122
Getting Started in 3D with Maya: Create a Project from Start to Finish—Model, Texture, Rig, Animate, and Render in Maya Adam Watkins ISBN: 9780240820422
Form: Paperback
Pub date: 2012-05-22
Edition: 1
Price: GBP 34.99
Pages: 448
Publisher: Taylor & Francis (ML)
Readership:
Language: Eng
Discipline: Humanities
Category: Arts
Subject: Digital animation, ART / Digital
Deliver professional-level 3D content in no time with this comprehensive guide to 3D animation with Maya. With over 12 years of training experience, plus several award winning students under his belt, author Adam Watkins is the ideal mentor to get you up to speed with 3D in Maya. Using a structured and pragmatic approach Getting Started in 3D with Maya begins with basic theory of fundamental techniques, then builds on this knowledge using practical examples and projects to put your new skills to the test. Prepared so that you can learn in an organic fashion, each chapter builds on the knowledge gained in the previous chapter, showing you all the essentials of 3D in Maya, from modeling and UV layout, to texture creation, rigging animating and rendering. As you go from project to project you'll develop a strong arsenal of skills that combined will form a complete end to end process to creating complete projects in Maya. The accompanying website (http:// watkins3d.com/GettingStartedIn3D/) provides all the tools you need to develop your skills. Project files to accompany the practical examples used throughout the text, so you can work along with the examples. Additional textures and models will give you all the resources you need to start making your own projects in no time at all.
123
Getting Started in ZBrush: An Introduction to Digital Sculpting and Illustration Greg Johnson ISBN: 9780415705141
Form: Paperback
Pub date: 2014-05-21
Edition: 1
Price: GBP 36.99
Pages: 330
Publisher: Taylor & Francis (ML)
Readership:
Language: Eng
Discipline: Humanities
Category: Arts
Subject: Digital animation, ART / Digital,ART / Techniques / Cartooni
Getting Started in ZBrush is a gentle introduction to ZBrush, today’s premier digital sculpting program. Beginning with the fundamentals of digital sculpting as well as a thorough introduction to the user interface, Getting Started in ZBrush will have you creating a variety of professional-level 3D models in no-time. More than just another button-pushing manual, this comprehensive guide is packed with start-tofinish projects that ease you into the workflow of the program, while at the same time providing tips and tricks that will allow you to achieve certain tasks much more quickly. After progressing through the tutorials, you will be shown how to customize brushes, materials, scripts, and the interface so that you can utilize these tools to their full advantage. Special consideration is given to ZBrush’s integration plug-ins with Maya and 3ds Max, allowing you to properly import and export your models in all programs. Texturing, painting, mapping, decimation, baking, and topology are also fully covered so your Zbrush creations can come to life without sacrificing that high-resolution look. Ease your way into this complex subject with this straight-forward approach to ZBrush Perfect your technique with step-by-step tutorials that allow you to create high res models from start to finish. Expand your knowledge by visiting the companion website, which features video demonstrations, project files, texture and model files, scripts, customized menus, brushes, and additional resources.
124
History of Digital Games: Developments in Art, Design and Interaction Andrew Williams ISBN: 9781138885554
Form: Paperback
Pub date: 2017-04-27
Edition: 1
Price: GBP 34.99
Pages: 271
Publisher: Taylor & Francis (ML)
Readership:
Language: Eng
Discipline: Hard Science
Category: Computing & IT
Subject: Digital animation, COMPUTERS / Programming / Games
The growth of videogame design programs in higher education and explosion of amateur game development has created a need for a deeper understanding of game history that addresses not only "when," but "how" and "why." Andrew Williams takes the first step in creating a comprehensive survey on the history of digital games as commercial products and artistic forms in a textbook appropriate for university instruction. History of Digital Games adopts a unique approach and scope that traces the interrelated concepts of game design, art and design of input devices from the beginnings of coin-operated amusement in the late 1800s to the independent games of unconventional creators in the present. Rooted in the concept of videogames as designed objects, Williams investigates the sources that inspired specific game developers as well as establishing the historical, cultural, economic and technological contexts that helped shape larger design trends
125
Holistic Game Development with Unity 3e: An All-in-One Guide to Implementing Game Mechanics, Art, Design and Programming Penny de Byl ISBN: 9781138480629
Form: Paperback
Pub date: 2018-11-22
Edition: 3
Price: GBP 46.99
Pages: 500
Publisher: Taylor & Francis (ML)
Readership:
Language: Eng
Discipline: Social Science
Category: Computing & IT
Subject: Digital animation, GAMES / Video & Electronic
Master game design and digital art principles simultaneously with this all-in-one guide to creating games in the cutting-edge game engine Unity 5. Bursting with images and tutorials, Penny de Byl’s Holistic Game Development with Unity will help the reader gain the multidisciplinary skills needed to succeed in the independent game industry. Holistic Game Development includes new coverage on Augmented Reality, Networking and Virtual Reality such as the Oculus Rift. Supplementary material, including instructional videos, discussion forms and art assets are provided in the companion website located at www.holistic3d.com.
126
Holistic Game Development with Unity: An All-in-One Guide to Implementing Game Mechanics, Art, Design and Programming Penny de Byl ISBN: 9781138888784
Form: Paperback
Pub date: 2017-04-28
Edition: 2
Price: GBP 34.99
Pages: 472
Publisher: Taylor & Francis (ML)
Readership:
Language: Eng
Discipline: Social Science
Category: Computing & IT
Subject: Digital animation, GAMES / Video & Electronic
Master game design and digital art principles simultaneously with this all-in-one guide to creating games in the cutting-edge game engine Unity 5. Bursting with images and tutorials, Penny de Byl’s Holistic Game Development with Unity will help the reader gain the multidisciplinary skills needed to succeed in the independent game industry. Holistic Game Development includes new coverage on Augmented Reality, Networking and Virtual Reality such as the Oculus Rift. Supplementary material, including instructional videos, discussion forms and art assets are provided in the companion website located at www.holistic3d.com. Learn to combine the beauty of art and the functionality of programming in de Byl’s second edition for Unity game development.
127
Holistic Game Development with Unity: An All-in-One Guide to Implementing Game Mechanics, Art, Design and Programming Penny de Byl ISBN: 9780240819334
Form: Paperback
Pub date: 2011-12-10
Edition: 1
Price: GBP 36.99
Pages: 504
Publisher: Taylor & Francis (ML)
Readership:
Language: Eng
Discipline: Humanities
Category: Arts
Subject: Digital animation, ART / Digital
The independent developer has ascended, and the new business model demands agility. You have to be able to work on all aspects of game creation, and your team's game will publish directly to platforms like Android, iPhone, and Facebook. You'll use Unity, the hottest game engine out there, to do it. In order to earn your place on the elite development team, you must master both sides of the development coin: art and programming. Holistic Game Development with Unity is an authoritative guide to creating games in Unity. Taking you through game design, programming, and art, Penny de Byl uses a holistic approach to equip you with the multidisciplinary skills you need for the independent games industry. With this book, you will master essential digital art and design principles while learning the programming skills necessary to build interactivity into your games. The tutorials will put these skills into action. The companion website offers: source code for completed projects from the book, art assets, instructional videos, a forum, author blog and lesson plans and challenge questions for professors. Examines art and programming in unison-the only one-stop shop for individual developers and small teams looking to tackle both tasks.
128
Holistic Mobile Game Development with Unity Penny de Byl ISBN: 9780415839235
Form: Paperback
Pub date: 2014-09-04
Edition: 1
Price: GBP 35.99
Pages: 574
Publisher: Taylor & Francis (ML)
Readership:
Language: Eng
Discipline: Social Science
Category: Computing & IT
Subject: Digital animation, GAMES / Video & Electronic
Holistic Mobile Game Development with Unity: An All-In-One Guide to Implementing Mechanics, Art Design and Programming for iOS and Android Games Master mobile game design and development in this all-in-one guide to creating iOS and Android games in the cutting-edge game engine, Unity. By using Penny de Byl’s holistic method, you will learn about the principles of art, design, and code and gain multidisciplinary skills needed to succeed in the independent mobile games industry. In addition, hands-on exercises will help you throughout the process from design to publication in the Apple App Store and Google Play Store. Over 70 practical step-by-step exercises recreating the game mechanics of contemporary mobile games, including Angry Birds, Temple Run, Year Walk, Minecraft, Curiosity Cube, Fruit Ninja, and more. Design principles, art, and programming in unison – the one-stop shop for indie developers requiring interdisciplinary skills in their small teams. An introduction to essential two- and three-dimensional mathematics, geometry and physics concepts. A portfolio of royalty free reusable game mechanics and assets. Accompanying website, www.holistic3d.com, features project source code, instructional videos, art assets, author blog, and teaching resources. Challenge questions and lesson plans are available online for an enhanced learning experience.
129
How to Cheat in 3ds Max 2015: Get Spectacular Results Fast Michael McCarthy ISBN: 9781138022294
Form: Paperback
Pub date: 2014-10-01
Edition: 1
Price: GBP 41.99
Pages: 328
Publisher: Taylor & Francis (ML)
Readership:
Language: Eng
Discipline: Humanities
Category: Arts
Subject: Digital animation, ART / Digital
Why take months to learn every button in 3ds Max when you can create great visuals with just a few key tools? Utilize the tool of choice, 3ds Max 2015, for generating realistic environments, seamless CG effects, and jaw dropping games in a matter of hours. You can use the memory-hogging methods that choke your display and take forever to render, or you can get it done quickly and efficiently. Michael McCarthy offers a goldmine of artistic inspiration, timesaving tips & tricks, and step-by-step walkthroughs—you’ll wonder how you every got by without it! This new edition has been completely revamped for 3ds Max 2015. Start animating today with detailed tutorials, source files, bitmaps, and video demonstrations—all featured on the companion website.
130
How to Cheat in 3ds Max 201X: Get Spectacular Results Fast: Get Spectacular Results Fast Michael McCarthy ISBN: 9781138626478
Form: Paperback
Pub date: 2017-10-06
Edition: 2
Price: GBP 46.99
Pages: 344
Publisher: Taylor & Francis (ML)
Readership:
Language: Eng
Discipline: Humanities
Category: Arts
Subject: Digital animation, ART / Digital
Why take months to learn every button in 3ds Max when you can create great visuals with just a few key tools? Utilize the tool of choice, 3ds Max 201X, for generating realistic environments, seamless CG effects, and jaw dropping games in a matter of hours. You can use the memory-hogging methods that choke your display and take forever to render, or you can get it done quickly and efficiently. Michael McCarthy offers a goldmine of artistic inspiration, timesaving tips & tricks, and step-by-step walkthroughs—you’ll wonder how you every got by without it! Start animating today with detailed tutorials, source files, bitmaps, and video demonstrations—all featured on the companion website.
131
How to Cheat in 3ds Max 20XX: Get Spectacular Results Fast: Get Spectacular Results Fast Michael McCarthy ISBN: 9781138626997
Form: Paperback
Pub date: 2018-03-22
Edition: 3
Price: GBP 38.99
Pages: 344
Publisher: Taylor & Francis (ML)
Readership:
Language: Eng
Discipline: Humanities
Category: Arts
Subject: Digital animation, ART / Digital
132
How to Cheat in Adobe Animate CC Myra Ferguson, Chris Georgenes ISBN: 9781498797382
Form: Paperback
Pub date: 2017-12-29
Edition: 1
Price: GBP 38.99
Pages: 425
Publisher: Taylor & Francis (ML)
Readership:
Language: Eng
Discipline: Hard Science
Category: Computing & IT
Subject: Digital animation, COMPUTERS / Programming / Games
Would you rather take months to learn every tool, every feature, and every concept in Adobe Animate or start right now making your own creations with just a few steps? Myra Ferguson is teaming up with Chris Georgenes to help you create great animation, bring objects to life with cool motion effects, and enhance your productivity in Animate CC! How to Cheat in Adobe Animate CC is a goldmine of artistic inspiration, time-saving practical tips, and step-by-step walkthroughs. Let your sasquatch sunbathe, your coyote howl, and your lint spider see the light of day. With real-world projects and project source files, you can follow along and try for yourself. This book includes all NEW content and cheats for Animate CC, such as making cinemagraphs, creating a double exposure effect, speeding up the process of making real life doodles, simulating a bokeh effect, converting your documents to HTML5, and more.
133
How to Cheat in Adobe Flash CC: The Art of Design and Animation Chris Georgenes ISBN: 9780240525914
Form: Paperback
Pub date: 2014-04-29
Edition: 1
Price: GBP 36.99
Pages: 392
Publisher: Taylor & Francis (ML)
Readership:
Language: Eng
Discipline: Humanities
Category: Arts
Subject: Digital animation, ART / Digital
Whether you are creating an animated short, catchy and fun mobile game, or an innovative application, save time and money with expert cheats by renowned Flash Expert, Chris Georgenes with all new content for the Adobe Flash Creative Cloud revision. Solve problems quickly and develop creative projects, practical applications, and step-by-step tutorials. Chris Georgenes shows you how to work from the problem to the solution - from the viewpoint of an animator who has been commissioned to create a job and is working on a deadline and to a budget. Many of these walkthroughs are real-world client projects, with the source files supplied for you to open and explore. With these real-life professional projects you'll discover how to: center your stage, utilize the retina display support, navigate the new UI, learn how to develop interactive content, and how to use the Adobe Creative Cloud to your advantage. Put the Adobe Flash CC cheats to the test with the downloadable Flash source files, examples and video tutorials, and a creative commons game, developed with Adobe, to demonstrate the new functionality of CC!
134
How to Cheat in Adobe Flash CS5: The Art of Design and Animation Chris Georgenes ISBN: 9780240522074
Form: Paperback
Pub date: 2010-08-13
Edition: 1
Price: GBP 26.99
Pages: 376
Publisher: Taylor & Francis (ML)
Readership:
Language: Eng
Discipline: Humanities
Category: Arts
Subject: Digital animation, ART / Digital
Need to solve problems quickly to develop creative projects to time and to budget? Want to hone your Flash skills so you can concentrate on your animation? Then How to Cheat in Flash is for you! Chris Georgenes shows how to work from the problem to the solution - from the viewpoint of an animator who has been commissioned to create a job and is working to a deadline and to a budget. With his in-depth knowledge of the little-known secrets used by the pros to produce creative, professional animations, Chris is the go-to guru for designers and animators who want to create great animation, applications or motion design with Flash. Fully updated for CS5, How to Cheat in Flash CS5, is a goldmine of artistic inspiration, timesaving practical tips, tricks and step-by-step workthroughs that you'll wonder how you survived without it. Each techniques is designed as a double-page spread so you can prop the book up behind your keyboard or next to your monitor as a visual reference while working alongside it. Many of these workthroughs are real-world client projects, with the source files supplied for you to open and explore. With these real-life professional projects you'll discover how to: bring objects to life with cool motion effects, make it rain, snow or set your world ablaze, develop flash mobile applications and many more tips and tricks not found anywhere else!
135
How to Cheat in Adobe Flash CS6: The Art of Design and Animation Chris Georgenes ISBN: 9780240522500
Form: Paperback
Pub date: 2012-11-21
Edition: 1
Price: GBP 30.99
Pages: 384
Publisher: Taylor & Francis (ML)
Readership:
Language: Eng
Discipline: Humanities
Category: Arts
Subject: Digital animation, ART / Digital
Editor's note, 1/15/2013: We have discovered an error with the Table of Contents and are currently working on correcting it. If you find an error in your book, please visit the companion site http://www.focalpress.com/books/details/9780240522500/ for the correct version. Whether you are creating an animated short, catchy and fun cartoon or mobile game, save time and money with expert cheats by renowned Flash Expert, Chris Georgenes with all new content for the Flash CS6 revision. With practical applications and step by step tutorials solve problems quickly to develop creative projects to time and to budget. Many of these walkthroughs are real-world client projects, with the source files supplied for you to open and explore. With these real-life professional projects you'll discover how to: bring objects to life with cool motion effects, make it rain, snow or set your world ablaze, develop flash mobile applications and many more tips and tricks not found anywhere else! With his in-depth knowledge of the little-known secrets used by the pros to produce creative, professional animations, Chris is the go-to guru for designers and animators who want to create great animation, applications or motion design with Flash. Fully updated for CS6, How to Cheat in Flash CS6, is a goldmine of artistic inspiration, timesaving practical tips, tricks and step-by-step walkthroughs that you'll wonder how you survived without it. New! CS6 cheats and examples with practical solutions for the busy animator with a focus on Action Script, Flash for mobile applications, specifically for Android development, as well as a focus on an improved physics engine. Put the Adobe Flash CS6 cheats to the test with the fully updated companion website with downloadable Flash source files, examples and video tutorials, and a creative commons game, developed with Adobe, to demonstrate the new functionality of CS6! 136
How to Cheat in Blender 2.7x Alan Thorn ISBN: 9781498764513
Form: Paperback
Pub date: 2017-04-27
Edition: 1
Price: GBP 31.99
Pages: 279
Publisher: Taylor & Francis (ML)
Readership:
Language: Eng
Discipline: Hard Science
Category: Computing & IT
Subject: Digital animation, COMPUTERS / Programming / Games
Blender is a vast and customizable 3D-modeling application used by many artists across creative industries, from television to games. This newest book, in Alan Thorn’s How to Cheat series, offers insightful and bite-sized power-tips to help you develop Blender mastery. More than five hundred figures illustrate interesting shortcuts and clever ways to improve your Blender workflow. A companion website at http:// www.alanthorn.net provides bonus content, including videos and resources to help sharpen your skills further. How to Cheat in Blender 2.7x is for Blender users of all levels, offering time-saving tips and powerful techniques to increase your productivity‌
137
How to Cheat in Maya 2017: Tools and Techniques for Character Animation Paul Naas ISBN: 9781498797085
Form: Paperback
Pub date: 2018-11-22
Edition: 1
Price: GBP 46.99
Pages: 308
Publisher: Taylor & Francis (ML)
Readership:
Language: Eng
Discipline: Hard Science
Category: Computing & IT
Subject: Digital animation, COMPUTERS / Programming / Games
This is not a book about Maya software with a few animation pointers thrown in here and there. This is a guide to Maya software written by professional animators. This book provides you with complete, set-by-step walkthroughs of essential animation techniques that increase your speed and efficiency while using Maya 2014 for character animation. From curves to constraints, this book covers all of the methods available in the latest version of Maya. Featuring gold-mine coverage this book teaches you new techniques for working with characters in animation tests and short films. Accompanied by a companion site, this is the one and only guide to get you up to speed.
138
How to Cheat in Unity 5: Tips and Tricks for Game Development Alan Thorn ISBN: 9781138802940
Form: Paperback
Pub date: 2015-08-27
Edition: 1
Price: GBP 30.99
Pages: 296
Publisher: Taylor & Francis (ML)
Readership: College/higher education
Language: Eng
Discipline: Hard Science
Category: Computing & IT
Subject: Digital animation, COMPUTERS / Programming / General,COMPUTE
Looking to become more efficient using Unity? How to Cheat in Unity 5 takes a no-nonsense approach to help you achieve fast and effective results with Unity 5. Geared towards the intermediate user, HTC in Unity 5 provides content beyond what an introductory book offers, and allows you to work more quickly and powerfully in Unity. Packed full with easy-to-follow methods to get the most from Unity, this book explores time-saving features for interface customization and scene management, along with productivity-enhancing ways to work with rendering and optimization. In addition, this book features a companion website at www.alanthorn.net, where you can download the book’s companion files and also watch bonus tutorial video content. Learn bite-sized tips and tricks for effective Unity workflows Become a more powerful Unity user through interface customization Enhance your productivity with rendering tricks, better scene organization and more Better understand Unity asset and import workflows Learn techniques to save you time and money during development
139
How to Make Animated Films: Tony White's Complete Masterclass on the Traditional Principals of Animation Tony White ISBN: 9780240810331
Form: Paperback
Pub date: 2009-05-15
Edition: 1
Price: GBP 45.00
Pages: 512
Publisher: Taylor & Francis (ML)
Readership:
Language: Eng
Discipline: Humanities
Category: Arts
Subject: Digital animation, ART / Digital
Become 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 DVD is 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 on the DVD.
140
HTML5 Game Engines: App Development and Distribution Dan Nagle ISBN: 9781466594005
Form: Paperback
Pub date: 2014-06-12
Edition: 1
Price: GBP 35.99
Pages: 216
Publisher: Taylor & Francis (ML)
Readership:
Language: Eng
Discipline: Hard Science
Category: Computing & IT
Subject: Digital animation, COMPUTERS / Programming / Games
Build and Distribute Your Game Using an HTML5 Game Engine As mobile hardware improves, HTML5 is gradually being used for gaming apps and a growing industry of game engines has begun to support it. HTML5 Game Engines: App Development and Distribution presents an introduction to development with HTML5 game engines as well as an in-depth look at popular engines. Along with downloadable example projects for each engine, the book provides techniques for packaging and distributing the final app to all the major platforms. Get Hands-On Guidance through Practical Techniques and Examples The book is divided into three parts. The first one covers the essentials of HTML5, discusses development strategies and techniques, and takes you through a basic pong game running in the browser with no dependencies. The second part implements four games using the Crafty, EaselJS, Impact, and Turbulenz game engines. In the third part, the author describes how several of these games are distributed on platforms, such as the Chrome Web Store, Apple iOS App Store, Google Play Store, and Facebook.
141
Hybrid Animation: Integrating 2D and 3D Assets Tina O'Hailey ISBN: 9780415718707
Form: Paperback
Pub date: 2015-01-05
Edition: 2
Price: GBP 34.99
Pages: 248
Publisher: Taylor & Francis (ML)
Readership:
Language: Eng
Discipline: Humanities
Category: Arts
Subject: Digital animation, ART / Digital
Expand your imagination by letting go of the limitations of traditional animation mediums, software packages, or workflows and integrating 2D and 3D assets. With the updated and expanded second edition of Hybrid Animation you’ll learn how to choose the techniques that best express the artistic and narrative direction of your project and get the technical support you need to bring your ideas to life. Learn how different pipelines of hybrid animation can be broken down and rethought in different packages. Does the 3D character lead a 2D character? Or, does the 2D character have 3D parts? Perhaps a 3D prop is interacting with a 2D character? All of these hybrid patterns are explored from high end to open source software. By the end of the book you’ll be able to see how to apply these techniques to the software you have now. Insight and inspiration are at your fingertips with exercises, step-by-step tutorials and featured interviews with Todd Render of Floyd County Productions and Marty Altman, former CGI Technical Director at Walt Disney Feature Animation. Features: Now with updated software methodologies, new tricks, and expanded sections on Toon Boom Animate Pro, Toon Boom Harmony and more. Produce high-quality 2D and 3D narratives in a variety of software workflows, including Photoshop, Corel, Flash, After Effects and Maya, Nuke, Houdini, Smoke, and Toon Boom workflows. Think critically about visual styles, the effects of 2D/3D overlaying and the entire pipeline from start to finish. Explore additional chapters and over 6 gigs of sample files available in the companion data found at www.hybridanimation.com Tina O’Hailey is Dean of Digital Media at the Savannah College of Art and Design with locations in: Atlanta, Savannah and Hong Kong. Having worked for Electronic Arts, Walt Disney Feature Animation, she has extensive experience in feature animation and game development. O’Hailey has served as an Artist Development Trainer for Brother Bear (2003), Lilo and Stitch (2003), Mulan (1998) and Prince of Egypt (1998). 142
Ideas for the Animated Short: Finding and Building Stories Karen Sullivan, Kate Alexander, Aubry Mintz, Ellen Besen ISBN: 9780240818726
Form: Paperback
Pub date: 2013-04-12
Edition: 2
Price: GBP 25.99
Pages: 280
Publisher: Taylor & Francis (ML)
Readership:
Language: Eng
Discipline: Humanities
Category: Arts
Subject: Digital animation, ART / Digital
Editor's note: there has been an issue with the book's companion site. Focal Press is fixing the issue. In the meanwhile, please visit http:// www.routledge.com/cw/sullivan-978024081872/ for all the material promised in the book. From demo reel creation to festival shorts, students and professionals alike are creating animated shorts that are dynamic and eye catching but the time constraints of these shorts are challenging in their own right. The unique format of the animated short of two to five minutes in length presents a practical and aesthetic challenge that is rarely addressed in the classroom. Ideas for the Animated Short is a comprehensive and practical blueprint for creative and unique animated short creation with a focus on the strength of a compelling story. A comprehensive guide to the animated short, this title is an invaluable asset for aspiring animation professionals, students and independent filmmakers. Explore the process of developing a short from conception to final delivery and adapt the industry's best practices in your own workflow. Written by four leading animators, artists and professors, Ideas for the Animated Short is written from the unique perspective of a professional animator adapting creative stories into incredible animated shorts.Follow from start to finish the creation of an animated short from the pre-production thought process to story development and character design. Explore the best practices and avoid the common pitfalls of creating two to five minute shorts. Watch a specially created animated short, demonstrating the core techniques and principles at the companion website! Packed with illustrated examples of idea generation, character and story development, acting, dialogue and storyboarding practice this is your conceptual toolkit proven to meet the challenges of this unique art form. The companion website includes in-depth interviews with industry insiders, short animations (many with accompanying animatics, character designs and environment designs) and an acting workshop to get your animated short off to a flying start! With all NEW content on script writing, acting, sound design and visual storytelling that further enhance your 143
Illegal Online File Sharing, Decision-Analysis, and the Pricing of Digital Goods Michael I. C. Nwogugu ISBN: 9781498783934
Form: Paperback
Pub date: 2016-10-19
Edition: 1
Price: GBP 49.99
Pages: 302
Publisher: Taylor & Francis (ML)
Readership:
Language: Eng
Discipline: Social Science
Category: Law & Criminology
Subject: Digital animation, COMPUTERS / Programming / Games,BUSINESS
Illegal online file sharing costs companies tens of billions of dollars of lost revenues around the world annually and results in lost productivity, various psychological issues, and significant reduction of incentives to create and innovate. Legislative, technical, and enforcement efforts have failed. This book presents psychological theories about why people illegally share files online; analyzes and characterizes optimal sanctions for illegal online file sharing; introduces new models for pricing of network-access and digital-content to help reduce illegal online file sharing; introduces new content control and P2P systems; and explains why game theory does not work in pricing of network access.
144
Independent Animation: Developing, Producing and Distributing Your Animated Films Ben Mitchell ISBN: 9781138855724
Form: Paperback
Pub date: 2016-09-12
Edition: 1
Price: GBP 31.99
Pages: 454
Publisher: Taylor & Francis (ML)
Readership: Professional and scholarly
Language: Eng
Discipline: Humanities
Category: Arts
Subject: Digital animation, PERFORMING ARTS / Animation,COMPUTERS / P
With the advent of advanced hand-held technology and the widespread nature of the internet, the world of animated filmmaking is more exciting and accessible than ever. Due to this cultural and technological development, the success of independent animated film makers is on the rise. Independent Animation showcases some of the greatest, most innovated giants in the field and helps guide readers through the artistic process and production techniques. Story development, casting, color, distribution, and the intimidating aspects of production are elucidated using various examples from all over the world. Readers will also explore the changing nature of the audiences’ relationship with animation, granting firsthand guidance in navigating the diverse fields of animated film-making
145
Interaction Design for 3D User Interfaces: The World of Modern Input Devices for Research, Applications, and Game Development Francisco R. Ortega, Fatemeh Abyarjoo, Armando Barreto, Naphtali Rishe, Malek Adjouadi ISBN: 9781482216943
Form: Hardback
Pub date: 2016-03-03
Edition: 1
Price: GBP 61.99
Pages: 805
Publisher: Taylor & Francis (ML)
Readership:
Language: Eng
Discipline: Hard Science
Category: Computing & IT
Subject: Digital animation, COMPUTERS / Programming / Games,COMPUTERS
In this new era of computing, where the iPhone, iPad, Xbox Kinect, and similar devices have changed the way to interact with computers, many questions have risen about how modern input devices can be used for a more intuitive user interaction. Interaction Design for 3D User Interfaces: The World of Modern Input Devices for Research, Applications, and Game Development addresses this paradigm shift by looking at user interfaces from an input perspective. The book is divided into four parts: Theory of input devices and user interfaces, with an emphasis on multi-touch interaction Advanced topics on reducing noise on input devices using Kalman Filters A collection of hands-on approaches that allows the reader to gain experience with some devices A case study examining speech as input Most of the chapters contain exercises that provide practical experience to enhance knowledge of the material in the related chapter. With its hands-on approach and the affordability of the required hardware, this book is an excellent flexible resource for both the novice and the expert in 3D user input device development. Researchers and practitioners will gain a much deeper understanding about user input devices and user interfaces. Game developers and software designers will find new techniques to improve their products by adding intuitive user interaction mechanisms to their games and applications. In addition to the resources provided in the book, its companion website, http://3DInputBook.com, provides additional resources, which include: additional exercises and project ideas, additional chapters, source code, and class instructors’ resources. The additional resources are provided to keep helping you with new research and new technology as it becomes available to help you stay up to date. 146
Interactive Stories and Video Game Art: A Storytelling Framework for Game Design Chris Solarski ISBN: 9781138628755
Form: Hardback
Pub date: 2016-12-21
Edition: 1
Price: GBP 115.00
Pages: 220
Publisher: Taylor & Francis (ML)
Readership:
Language: Eng
Discipline: Hard Science
Category: Computing & IT
Subject: Digital animation, COMPUTERS / Programming / Games
The success of storytelling in games depends on the entire development team—game designers, artists, writers, programmers and musicians, etc.—working harmoniously together towards a singular artistic vision. Interactive Stories and Video Game Art is first to define a common design language for understanding and orchestrating interactive masterpieces using techniques inherited from the rich history of art and craftsmanship that games build upon. Case studies of hit games like The Last of Us, Journey, and Minecraft illustrate the vital components needed to create emotionally-complex stories that are mindful of gaming’s principal relationship between player actions and video game aesthetics. This book is for developers of video games and virtual reality, filmmakers, gamification and transmedia experts, and everybody else interested in experiencing resonant and meaningful interactive stories.
147
Interactive Stories and Video Game Art: A Storytelling Framework for Game Design Chris Solarski ISBN: 9781498781503
Form: Paperback
Pub date: 2016-12-12
Edition: 1
Price: GBP 25.99
Pages: 220
Publisher: Taylor & Francis (ML)
Readership:
Language: Eng
Discipline: Hard Science
Category: Computing & IT
Subject: Digital animation, COMPUTERS / Programming / Games
The success of storytelling in games depends on the entire development team—game designers, artists, writers, programmers and musicians, etc.—working harmoniously together towards a singular artistic vision. Interactive Stories and Video Game Art is first to define a common design language for understanding and orchestrating interactive masterpieces using techniques inherited from the rich history of art and craftsmanship that games build upon. Case studies of hit games like The Last of Us, Journey, and Minecraft illustrate the vital components needed to create emotionally-complex stories that are mindful of gaming’s principal relationship between player actions and video game aesthetics. This book is for developers of video games and virtual reality, filmmakers, gamification and transmedia experts, and everybody else interested in experiencing resonant and meaningful interactive stories.
148
Interactive Storytelling for Video Games: A Player-Centered Approach to Creating Memorable Characters and Stories Josiah Lebowitz, Chris Klug ISBN: 9780240817170
Form: Paperback
Pub date: 2011-04-05
Edition: 1
Price: GBP 28.99
Pages: 332
Publisher: Taylor & Francis (ML)
Readership:
Language: Eng
Discipline: Humanities
Category: Arts
Subject: Digital animation, ART / Digital
What really makes a video game story interactive? What's the best way to create an interactive story?How much control should players be given? Do they really want that control in the first place?Do they even know what they want-or are their stated desires at odds with the unconscious preferences?All of these questions and more are examined in this definitive book on interactive storytelling for video games. You'll get detailed descriptions of all major types of interactive stories, case studies of popular games (including Bioshock, Fallout 3, Final Fantasy XIII, Heavy Rain, and Metal Gear Solid), and how players interact with them, and an in-depth analysis of the results of a national survey on player storytelling preferences in games. You'll get the expert advice you need to generate compelling and original game concepts and narratives.With Interactive Storytelling for Video Games, you'll:
149
iOS Game Programming with Xcode and Cocos2d Justin Dike ISBN: 9780415712699
Form: Paperback
Pub date: 2013-12-24
Edition: 1
Price: GBP 42.99
Pages: 512
Publisher: Taylor & Francis (ML)
Readership:
Language: Eng
Discipline: Hard Science
Category: Computing & IT
Subject: Digital animation, COMPUTERS / Programming / Games
This book is written by a professional instructor and founder of CartoonSmart.com, a company specializing in new media tutorials for nearly a decade. The book is a start-to-finish guide for anyone looking to begin iOS development using Cocos2d and Xcode and submit their finished app to Apple. Even if you haven’t read code before, you can begin with this book. This book is a handy reference guide, with easy to look-up sections of code snippets, pictures and links to video examples. Features: Code Video examples 5 hours of tutorial videos on Box2d, which can take the reader even further beyond what they learned in the book
150
Layout and Composition for Animation Ed Ghertner ISBN: 9780240814414
Form: Paperback
Pub date: 2010-07-07
Edition: 1
Price: GBP 23.99
Pages: 216
Publisher: Taylor & Francis (ML)
Readership:
Language: Eng
Discipline: Humanities
Category: Arts
Subject: Digital animation, ART / Digital
This essential, hands-on guide is filled with examples of what a composition should look like and example of poorly designed layouts. Spot potential problems before they cost time and money, and adapt creative solutions for your own projects with this invaluable resource for beginner and intermediate artists. With Beauty and the Beast examples and Simpson character layouts, readers will learn how to develop character layout and background layout as well as strengthen composition styles with a creative toolset of trick shot examples and inspirational case studies. A companion website will include further technique based tools, finalized layout and composition examples and tutorials for further artistic skill development.
151
Learn to Implement Games with Code John M. Quick ISBN: 9781498753388
Form: Paperback
Pub date: 2016-09-15
Edition: 1
Price: GBP 38.99
Pages: 375
Publisher: Taylor & Francis (ML)
Readership:
Language: Eng
Discipline: Hard Science
Category: Computing & IT
Subject: Digital animation, COMPUTERS / Programming Languages / Gener
Game development is one of the most rewarding crafts of modern times. Not only is making games a wonderful lifelong hobby, but employment opportunities exist at many levels. Learn to Implement Games with Code guides you through the development process as you put together a release-ready game. It is written in a friendly and conversational tone, which is suitable for a wide audience of aspiring game developers, such as yourself. You will gain practical, hands-on experience with implementing game components using code. Gradually, you will build a complete game that you can be proud of. After finishing this book, you will be prepared to start making games of your very own design.
152
Learning Autodesk 3ds Max 2008 Foundation Autodesk ISBN: 9780240809274
Form: Paperback
Pub date: 2007-11-23
Edition: 1
Price: GBP 35.99
Pages: 480
Publisher: Taylor & Francis (ML)
Readership:
Language: Eng
Discipline: Humanities
Category: Arts
Subject: Digital animation, ART / Digital
Learning Autodesk® 3ds Max® 2008 | Foundation is your shortcut to learning 3ds Max quickly and effectively. You'll get hands-on experience with the key tools and techniques through easy-to-follow, step-by-step project-based lessons, while learning to model, animate, apply materials and render in both the games & design visualization pipelines. By the end of the book you'll have a sense of the entire production process as you work on real-life production examples.Whether you're a game artist or a graphic artist, Autodesk® 3ds Max® 2008 has the tools you need to succeed. Game Artists will gain in-depth knowledge of the world-class Biped character animation toolset, unparalleled polygon modeling and texturing workflow.Design Visualization Specialists such as architects, designers, and graphic artists, will gain the power to visually inform the design process through conceptual exploration, design validation and visual communication.Bonus features included on DVD:. Link to a 30-day trial of Autodesk® 3ds Max® software. Bonus short films and new software feature demos. Autodesk 3ds Max hotkeys reference guide. Free models from Turbo Squid worth $160. Autodesk® 3ds Max® 2008
153
Learning Autodesk 3ds Max 2010 Foundation for Games Autodesk ISBN: 9780240811949
Form: Paperback
Pub date: 2009-10-19
Edition: 1
Price: GBP 33.99
Pages: 345
Publisher: Taylor & Francis (ML)
Readership:
Language: Por
Discipline: Humanities
Category: Arts
Subject: Digital animation, ART / Digital
Learning 3ds Max 2010 Foundation for Games is the key to unlocking the power of Autodesk 3ds Max, directly from the creators of one of the world's most powerful 3D animation and effects software products. Get hands on experience with the innovative tools and powerful techniques available in the new version of 3ds Max, through all new project-based lessons. Projects will include valuable game assets and examples. Topics will include modeling, animation, materials & mapping, rendering. Autodesk will be contributing assets (models and images) from high-profile studios. The DVD will include: bonus short films, demos, hotkey reference, free models from turbosquid, a $160 value.
154
Learning Autodesk 3ds Max Design 2010: Essentials: The Official Autodesk 3ds Max Training Guide Autodesk ISBN: 9780240811932
Form: Paperback
Pub date: 2009-07-30
Edition: 1
Price: GBP 26.99
Pages: 640
Publisher: Taylor & Francis (ML)
Readership:
Language: Eng
Discipline: Humanities
Category: Arts
Subject: Digital animation, ART / Digital
Learning Autodesk 3ds Max 2010 Design Essentials is a superb end-to-end reference that provides users with complete info on all of the features and options available in the latest version of 3ds Max Design, so that users can learn how to use 3ds Max Design confidently in a production environment. Each chapter offers a series of lessons - which introduce the functional areas of Max Design and go over all associated features (with examples), and then a lab (which demonstrates a practical application of the lesson). Together, all of the lessons deliver and sound and complete approach to revealing the functions, features, and principles of 3ds Max 2010 Design. New Bonus section on MaxScript covering techniques for automating repetitive tasks and customizing 3ds Max Design to make you more productive. The DVD includes project Scene & support files, 3 bonus chapters and 4 bonus labs (an additional 370 pages of 3ds Max Design techniques) with free models & texture maps from Turbo Squid (a $188 value), and a link to a trial version of Sketchbook Pro.
155
Lighting for Animation: The Art of Visual Storytelling Jasmine Katatikarn, Michael Tanzillo ISBN: 9781138018679
Form: Paperback
Pub date: 2016-08-03
Edition: 1
Price: GBP 29.99
Pages: 272
Publisher: Taylor & Francis (ML)
Readership:
Language: Eng
Discipline: Humanities
Category: Arts
Subject: Art forms, ART / Digital,COMPUTERS / Digital Media / Video &
Lighting for Animation is designed with one goal in mind - to make you a better artist. Over the course of the book, Jasmine Katatikarn and Michael Tanzillo (Senior Lighting TDs, Blue Sky Studios) will train your eye to analyze your work more critically, and teach you approaches and techniques to improve your craft. Focusing on the main philosophies and core concepts utilized by industry professionals, this book builds the foundation for a successful career as a lighting artist in visual effects and computer animation. Inside you’ll find in-depth instruction on: • Creating mood and storytelling through lighting • Using light to create visual shaping • Directing the viewer’s eye with light and color • Gathering and utilizing reference images • Successfully lighting and rendering workflows • Render layers and how they can be used most effectively • Specific lighting scenarios, including character lighting, environment lighting, and lighting an animated sequence • Material properties and their work with lighting • Compositing techniques essential for a lighter • A guide on how to start your career and achieve success as a lighting artist This book is not designed to teach software packages—there are websites, instructional manuals, online demos, and traditional courses available to teach you how to operate specific computer programs. That type of training will teach you how to create an image; this book will teach you the technical skills you need to make that image beautiful.
156
Make Toons That Sell Without Selling Out Bill Plympton ISBN: 9780240817798
Form: Paperback
Pub date: 2012-05-15
Edition: 1
Price: GBP 26.99
Pages: 292
Publisher: Taylor & Francis (ML)
Readership:
Language: Eng
Discipline: Humanities
Category: Arts
Subject: Digital animation, ART / Digital
Learn the secrets behind independent animation from the "The King of Independent Animation” - Academy Award-nominated Bill Plympton. This living legend breaks down how to make a career outside of the world of corporate animation - and without compromise. Learn timesaving techniques, the secrets to good storytelling, and the business-side of short and feature-length animation films.
157
Making Deep Games: Designing Games with Meaning and Purpose Doris C. Rusch ISBN: 9781138812130
Form: Paperback
Pub date: 2017-01-03
Edition: 1
Price: GBP 31.99
Pages: 228
Publisher: Taylor & Francis (ML)
Readership:
Language: Eng
Discipline: Hard Science
Category: Computing & IT
Subject: Digital animation, COMPUTERS / Programming / Games
Like movies, television, and other preceding forms of media, video games are undergoing a dynamic shift in its content and perception. While the medium can still be considered in its infancy, the mark of true artistry and conceptual depth is detectable in the evolving styles, various genres and game themes. Doris C. Rusch’s, Making Deep Games, combines this insight along with the discussion of the expressive nature of games, various case studies, and hands-on design exercises. This book offers a perspective into how to make games that tackle the whole bandwidth of the human experience; games that teach us something about ourselves, enable thought-provoking, emotionally rich experiences and promote personal and social change. Grounded in cognitive linguistics, game studies and the reflective practice of game design, Making Deep Games explores systematic approaches for how to approach complex abstract concepts, inner processes, and emotions through the specific means of the medium. It aims to shed light on how to make the multifaceted aspects of the human condition tangible through gameplay experiences.
158
Making Great Games: An Insider's Guide to Designing and Developing the World's Greatest Video Games Michael Thornton Wyman ISBN: 9780240812854
Form: Paperback
Pub date: 2010-11-10
Edition: 1
Price: GBP 29.99
Pages: 236
Publisher: Taylor & Francis (ML)
Readership:
Language: Eng
Discipline: Humanities
Category: Arts
Subject: Digital animation, ART / Digital
Join videogame industry veteran Michael Thornton Wyman on a series of detailed, behind-the-scenes tours with the teams that have made some of the most popular and critically acclaimed videogames of the modern era. Drawing on insider's perspectives from a wide variety of teams, learn about the creation of a tiny, independent game project (World of Goo), casual game classics (Diner Dash, Bejeweled Twist), the world's most popular social game (FarmVille) as well as the world's most popular MMORPG (World of Warcraft), PC titles (Half Life 2) to AAA console games (Madden NFL 10), and modern-day masterpieces (Little Big Planet, Rock Band, Uncharted 2: Among Thieves). Hear directly from the creators about how these games were made, and learn from their stories from the trenches of videogames production. This book is an excellent resource for those working directly on game design or production, for those aspiring to work in the field, or for anyone who has wondered how the world's greatest videogames get made.
159
Maya for Games: Modeling and Texturing Techniques with Maya and Mudbox Michael Ingrassia ISBN: 9780240810645
Form: Paperback
Pub date: 2008-11-19
Edition: 1
Price: GBP 28.99
Pages: 416
Publisher: Taylor & Francis (ML)
Readership:
Language: Eng
Discipline: Humanities
Category: Arts
Subject: Digital animation, ART / Digital
Well-known Maya professional, Michael Ingrassia, takes readers through his unique style of modeling: "Image Based Modeling" where efficient, realistic models can be created very quickly. Ingrassia's techniques allow modelers to create exact replicas of their concept characters or objects. The techniques presented are very efficient and allow game modelers to quickly build out stand alone props to populate environments and game levels. Presented are tried and true techniques that the author has used successfully in game production for the past 10 years. Most, if not all 3D books, focus on basic "box" modeling techniques, which are the basis for proper 3D modeling but not the complete solution. In the author's experience, students who have learned through the Image Based Modeling brand, have quickly excelled into effective modelers. One of the hardest things for any modeler to do is match their model EXACTLY to the concept art or photos they are provided. The insider tips in this book walk artists through this process. Artists begin with basic modeling and advance to a creating a complete scene and set design/game level. Rather than including sporadic models with zero association from to one another, each model in the book becomes an integral part of an overall theme realistic in game development today. The accompanying DVD includes 8 exclusive video tutorials on advanced Maya techniques as bonus tracks for artists providing invaluable modeling, rigging and texturing samples. Also, an in-depth video on assembling a "Killer Demo Reel" showing simple but effective video editing techniques used by the author so that artists can learn how to get their work seen. The book not only teaches effective methodology, but provides the user with impressive content for producing effective demo reels and portfolios. Pros and cons of demo reel, website and artist representation are given, along with insights into the expectations of game studios today. The video tutorials show users the finished product, and then run through the process of step by step creation of that particular technique. 160
Multiplayer Online Games: Origins, Players, and Social Dynamics Guo Freeman ISBN: 9781498767651
Form: Paperback
Pub date: 2018-03-20
Edition: 1
Price: GBP 53.99
Pages: 168
Publisher: Taylor & Francis (ML)
Readership:
Language: Eng
Discipline: Hard Science
Category: Computing & IT
Subject: Digital animation, COMPUTERS / Programming / Games,COMPUTERS
Multiplayer Online Games (MOGs) have become a new genre of "play culture," integrating communication and entertainment in a playful, computer-mediated environment that evolves through user interaction. This book comprehensively reviews the origins, players, and social dynamics of MOGs, as well as six major empirical research methods used in previous works to study MOGs (i.e., observation/ethnography, survey/interviews, content and discourse analysis, experiments, network analysis, and case studies). It concludes that MOGs represent a highly sophisticated, networked, multimedia and multimodal Internet technology, which can construct entertaining, simultaneous, persistent social virtual worlds for gamers. Overall, the book shows that what we can learn from MOGs is how games and gaming, as ubiquitous activities, fit into ordinary life in today’s information society, in the moments where the increased use of media as entertainment, the widespread application of networked information technologies, and participation in new social experiences intersect.
161
Multiplayer Online Games: Technology, Human Factors, and Social Dynamics Guo Freeman ISBN: 9780815392873
Form: Hardback
Pub date: 2018-03-20
Edition: 1
Price: GBP 115.00
Pages: 168
Publisher: Taylor & Francis (ML)
Readership:
Language: Eng
Discipline: Hard Science
Category: Computing & IT
Subject: Digital animation, COMPUTERS / Social Aspects / Human-Comput
Multiplayer Online Games (MOGs) have become a new genre of "play culture," integrating communication and entertainment in a playful, computer-mediated environment that evolves through user interaction. This book comprehensively reviews the origins, players, and social dynamics of MOGs, as well as six major empirical research methods used in previous works to study MOGs (i.e., observation/ethnography, survey/interviews, content and discourse analysis, experiments, network analysis, and case studies). It concludes that MOGs represent a highly sophisticated, networked, multimedia and multimodal Internet technology, which can construct entertaining, simultaneous, persistent social virtual worlds for gamers. Overall, the book shows that what we can learn from MOGs is how games and gaming, as ubiquitous activities, fit into ordinary life in today’s information society, in the moments where the increased use of media as entertainment, the widespread application of networked information technologies, and participation in new social experiences intersect.
162
New Realities in Audio: A Practical Guide for VR, AR, MR and 360 Video. Stephan Schütze, Anna Irwin-Schütze ISBN: 9781138740815
Form: Paperback
Pub date: 2018-02-07
Edition: 1
Price: GBP 38.99
Pages: 360
Publisher: Taylor & Francis (ML)
Readership:
Language: Eng
Discipline: Hard Science
Category: Computing & IT
Subject: Digital animation, COMPUTERS / Programming / Games
The new realities are here. Virtual and Augmented realities and 360 video technologies are rapidly entering our homes and office spaces. Good quality audio has always been important to the user experience, but in the new realities, it is more than important, it’s essential. If the audio doesn’t work, the immersion of the experience fails and the cracks in the new reality start to show. This practical guide helps you navigate the challenges and pitfalls of designing audio for these new realities. This technology is different from anything we’ve seen before and requires an entirely new approach; this book will introduce the broad concepts you need to know before delving into the practical detail you need.
163
No-Code Virtual Reality Development Using Unity and Playmaker Michael Kelley ISBN: 9781498799164
Form: Paperback
Pub date: 2018-08-05
Edition: 1
Price: GBP 46.99
Pages: 192
Publisher: Taylor & Francis (ML)
Readership:
Language: Eng
Discipline: Hard Science
Category: Computing & IT
Subject: Digital animation, COMPUTERS / Programming / Games
This book will show novice and intermediate game developers how to games for Virtual Reality (VR) applications using Unity and Playmaker. Readers will learn how they can substitute code with visual scripts to create whole new worlds. The themes will be reflected in the three sections in the book: Design Considerations (unique to VR and mobile VR), Application, and Optimization. Readers will learn their way around the Unity interface and be exposed to fundamental programming vocabulary and flow charts. The author visually scripts some key examples in Playmaker so that by the end, readers will have the knowledge and tools needed to a VR app for game development.
164
On Animation Set Ron Diamond ISBN: 9781138295544
Form: Paperback
Pub date: 2017-10-04
Edition: 1
Price: GBP 38.99
Pages: 402
Publisher: Taylor & Francis (ML)
Readership:
Language: Eng
Discipline: Hard Science
Category: Computing & IT
Subject: Digital animation, COMPUTERS / Programming / Games
On Animation: The Director's Perspective is a collection of interviews with 21 animated feature-film directors. These extensive interviews were conducted over the past several years by filmmakers and educators (and peers to the directors interviewd) Tom Sito and Bill Kroyer. Interviews cover in-depth discussion of each director's career -- focusing on their creative development, their films, lesson learned and advice. The interviews were edited and produced by Ron Diamond.
165
On Animation Set Ron Diamond ISBN: 9781138295551
Form: Hardback
Pub date: 2017-10-04
Edition: 1
Price: GBP 115.00
Pages: 402
Publisher: Taylor & Francis (ML)
Readership:
Language: Eng
Discipline: Hard Science
Category: Computing & IT
Subject: Digital animation, COMPUTERS / Programming / Games
On Animation: The Director's Perspective is a collection of interviews with 21 animated feature-film directors. These extensive interviews were conducted over the past several years by filmmakers and educators (and peers to the directors interviewd) Tom Sito and Bill Kroyer. Interviews cover in-depth discussion of each director's career -- focusing on their creative development, their films, lesson learned and advice. The interviews were edited and produced by Ron Diamond.
166
On Animation: The Director's Perspective Vol 1 Ron Diamond ISBN: 9781138066533
Form: Paperback
Pub date: 2018-01-23
Edition: 1
Price: GBP 38.99
Pages: 388
Publisher: Taylor & Francis (ML)
Readership:
Language: Eng
Discipline: Hard Science
Category: Computing & IT
Subject: Digital animation, COMPUTERS / Programming / Games
On Animation: The Director's Perspective is a collection of interviews with 21 animated feature-film directors. These extensive interviews were conducted over the past several years by filmmakers and educators (and peers to the directors interviews) Tom Sito and Bill Kroyer. Interviews cover in-depth discussion of each director's career -- focusing on their creative development, their films, lesson learned and advice. The interviews were edited and produced by Ron Diamond.
167
On Animation: The Director's Perspective Vol 1 Ron Diamond ISBN: 9781138067073
Form: Hardback
Pub date: 2018-01-23
Edition: 1
Price: GBP 115.00
Pages: 360
Publisher: Taylor & Francis (ML)
Readership:
Language: Eng
Discipline: Hard Science
Category: Computing & IT
Subject: Digital animation, COMPUTERS / Programming / Games
On Animation: The Director's Perspective is a collection of interviews with 21 animated feature-film directors. These extensive interviews were conducted over the past several years by filmmakers and educators (and peers to the directors interviews) Tom Sito and Bill Kroyer. Interviews cover in-depth discussion of each director's career -- focusing on their creative development, their films, lesson learned and advice. The interviews were edited and produced by Ron Diamond.
168
On Animation: The Director's Perspective Vol 2 Ron Diamond ISBN: 9781138066564
Form: Paperback
Pub date: 2018-03-05
Edition: 1
Price: GBP 38.99
Pages: 342
Publisher: Taylor & Francis (ML)
Readership:
Language: Eng
Discipline: Hard Science
Category: Computing & IT
Subject: Digital animation, COMPUTERS / Programming / Games
On Animation: The Director's Perspective is a collection of interviews with 21 animated feature-film directors. These extensive interviews were conducted over the past several years by filmmakers and educators (and peers to the directors interviews) Tom Sito and Bill Kroyer. Interviews cover in-depth discussion of each director's career -- focusing on their creative development, their films, lesson learned and advice. The interviews were edited and produced by Ron Diamond.
169
On Animation: The Director's Perspective Vol 2 Ron Diamond ISBN: 9781138067097
Form: Hardback
Pub date: 2018-03-05
Edition: 1
Price: GBP 115.00
Pages: 296
Publisher: Taylor & Francis (ML)
Readership:
Language: Eng
Discipline: Hard Science
Category: Computing & IT
Subject: Digital animation, COMPUTERS / Programming / Games
On Animation: The Director's Perspective is a collection of interviews with 21 animated feature-film directors. These extensive interviews were conducted over the past several years by filmmakers and educators (and peers to the directors interviews) Tom Sito and Bill Kroyer. Interviews cover in-depth discussion of each director's career -- focusing on their creative development, their films, lesson learned and advice. The interviews were edited and produced by Ron Diamond.
170
Online@AsiaPacific: Mobile, Social and Locative Media in the Asia–Pacific Larissa Hjorth, Michael Arnold ISBN: 9780415672160
Form: Hardback
Pub date: 2013-03-18
Edition: 1
Price: GBP 110.00
Pages: 224
Publisher: Taylor & Francis (ML)
Readership: College/higher education
Language: Eng
Discipline: Social Science
Category: Sociology
Subject: Society & culture: general, COMPUTERS / Interactive & Multim
Media across the Asia-Pacific region are at once social, locative and mobile. Social in that these media facilitate public and interpersonal interaction, locative in that this social communication is geographically placed, and mobile in so much as the media is ever-present. The Asia– Pacific region has been pivotal in the production, shaping and consumption of personal new media technologies and through social and mobile media we can see emerging certain types of personal politics that are inflected by the local. The six case studies that inform this book —Seoul, Tokyo, Shanghai, Manila, Singapore and Melbourne—offer a range of economic, socio-cultural, and linguistic differences, enabling the authors to provide new insights into specific issues pertaining to mobile media in each city. These include social, mobile and locative media as a form of crisis management in post 3/11 Tokyo; generational shifts in Shanghai; political discussion and the shifting social fabric in Singapore; and the erosion of public and private, and work and leisure paradigms in Melbourne. Through its striking case studies, this book sheds new light on how the region and its contested and multiple identities are evolving, and concludes by revealing the impact of mobile media on how place is shaped, as well as shaping, practices of mobility, intimacy and a sense of belonging. Employing comprehensive, crossdisciplinary frameworks from theoretical approaches such as media sociology, ethnography, cultural studies and media and communication studies, Online@AsiaPacific will be of huge interest to students and scholars of Asian culture and society, cybercultures, new media studies, communication studies and internet studies.
171
Organic Modeling for Animation David Mauriello ISBN: 9781138018242
Form: Paperback
Pub date: 2018-09-05
Edition: 1
Price: GBP 46.99
Pages:
Publisher: Taylor & Francis (ML)
Readership:
Language: Eng
Discipline: Hard Science
Category: Computing & IT
Subject: Digital animation, COMPUTERS / Digital Media / Video & Anima
Modeling and animating a realistic, anatomically correct human being has never been simpler. Divided into two sections, this book introduces readers to both the theory and practice of organic modeling, including tools and methods such as subdivision modeling, smoothing, topology, and polygon basics. The second half of the book is dedicated to modeling each part of the human body, with step-by-step tutorials and accompanying project files so you can work alongside the lessons. With customized topology roadmaps for each body part and wide coverage on a variety of modeling and sculpting software programs, this is your complete reference to organic modeling and animation.
172
Pervasive Animation Suzanne Buchan ISBN: 9780415807241
Form: Paperback
Pub date: 2013-08-16
Edition: 1
Price: GBP 36.99
Pages: 392
Publisher: Taylor & Francis (ML)
Readership: College/higher education
Language: Eng
Discipline: Humanities
Category: Arts
Subject: Graphical & digital media applications, SOCIAL SCIENCE / Med
This new addition to the AFI Film Readers series brings together original scholarship on animation in contemporary moving image culture, from classic experimental and independent shorts to digital animation and installation. The collection - that is also a philosophy of animation - foregrounds new critical perspectives on animation, connects them to historical and contemporary philosophical and theoretical contexts and production practice, and expands the existing canon. Throughout, contributors offer an interdisciplinary roadmap of new directions in film and animation studies, discussing animation in relationship to aesthetics, ideology, philosophy, historiography, visualization, genealogies, spectatorship, representation, technologies, and material culture.
173
Physics for Animators Michele Bousquet ISBN: 9780415842976
Form: Paperback
Pub date: 2016-01-28
Edition: 1
Price: GBP 31.99
Pages: 356
Publisher: Taylor & Francis (ML)
Readership:
Language: Eng
Discipline: Humanities
Category: Arts
Subject: Digital animation, ART / Techniques / General
Achieving believable motion in animation requires an understanding of physics that most of us missed out on in art school. Although animators often break the laws of physics for comedic or dramatic effect, you need to know which laws you’re breaking in order to make it work. And while large studios might be able to spend a lot of time and money testing different approaches or hiring a physics consultant, smaller studios and independent animators have no such luxury. This book takes the mystery out of physics tasks like character motion, light and shadow placement, explosions, ocean movement, and outer space scenes, making it easy to apply realistic physics to your work. Physics concepts are explained in animator’s terms, relating concepts specifically to animation movement and appearance. Complex mathematical concepts are broken down into clear steps you can follow to solve animation problems quickly and effectively. Bonus companion website at www.physicsforanimators.com offers additional resources, including examples in movies and games, links to resources, and tips on using physics in your work. Uniting theory and practice, author Michele Bousquet teaches animators how to swiftly and efficiently create scientifically accurate scenes and fix problem spots, and how and when to break the laws of physics. Ideal for everything from classical 2D animation to advanced CG special effects, this book provides animators with solutions that are simple, quick, and powerful.
174
Poly-Modeling with 3ds Max: Thinking Outside of the Box Todd Daniele ISBN: 9780240810928
Form: Paperback
Pub date: 2008-10-01
Edition: 1
Price: GBP 29.99
Pages: 288
Publisher: Taylor & Francis (ML)
Readership:
Language: Eng
Discipline: Humanities
Category: Arts
Subject: Digital animation, ART / Digital
Learn how to create professional models for advertising on TV and the web. Blending real-world experience and the technical aspects of polymodeling, this book shows how to ultimately create content in a dynamic, efficient manner. This collection of tips, tricks and techniques will give you the freedom to determine the edge flow and overall mass of your models through this free-form digital sculpting method. The accompanying website offers instructional files that show the models in progressive stages of development. In addition there is a free user forum for interactive feedback and information.
175
Prepare to Board! Creating Story and Characters for Animated Features and Shorts, third Edition Nancy Beiman ISBN: 9781498797009
Form: Paperback
Pub date: 2017-06-22
Edition: 3
Price: GBP 31.99
Pages: 385
Publisher: Taylor & Francis (ML)
Readership:
Language: Eng
Discipline: Hard Science
Category: Computing & IT
Subject: Digital animation, COMPUTERS / Programming / Games
Successful storyboards and poignant characters have the power to make elusive thoughts and emotions tangible for audiences. Packed with illustrations that illuminate and a text that entertains and informs, Prepare to Board, 3rd edition presents the methods and techniques of animation master, Nancy Beiman, with a focus on pre-production, story development and character design. As one of the only storyboard titles on the market that explores the intersection of creative character design and storyboard development, the third edition is an invaluable resource for both beginner and intermediate artists.
176
Producing Animation Catherine Winder, Zahra Dowlatabadi ISBN: 9780240815350
Form: Paperback
Pub date: 2011-08-16
Edition: 2
Price: GBP 31.99
Pages: 456
Publisher: Taylor & Francis (ML)
Readership:
Language: Eng
Discipline: Humanities
Category: Arts
Subject: Digital animation, ART / Digital
You have a useful library of books covering the tools, techniques and aesthetics of animation, but you've been asked to put your production and creative skills to the test to produce a theatrical feature film or to deliver 52 episodes of a television series with only 18 months in the schedule. Producing Animation is your answer. Written by Catherine Winder and Zahra Dowlatabadi and edited by Tracey Miller-Zarneke, Producing Animation is a comprehensive guide to the production industry. Already a relied upon resource by professionals and students alike, this book covers the process from script to screen while defining the role of the producer at each phase. The second edition features new content such as sidebars on key topics from industry experts, discussions on CG, 2D and stereoscopic production processes, and an overview on marketing and distributing your project. The companion website provides access to sample tables, templates and workflow outlines for CG and 2D animation production.
177
Producing Games: From Business and Budgets to Creativity and Design D S. Cohen, Sergio A. Bustamante ISBN: 9780240810706
Form: Paperback
Pub date: 2009-10-12
Edition: 1
Price: GBP 24.99
Pages: 304
Publisher: Taylor & Francis (ML)
Readership:
Language: Eng
Discipline: Humanities
Category: Arts
Subject: Digital animation, ART / Digital
Master the secrets behind video game production - from concept to completion - with these comprehensive tips and tricks from two accomplished, working game producers. Discover how to lead a team, communicate effectively, budget, schedule, staff, and design quality next-generation games. Producing Games walks you through every stage of the production process with a focus on the part the producer plays at each phase.
178
Producing New and Digital Media: Your Guide to Savvy Use of the Web James Cohen, Thomas Kenny ISBN: 9781138830103
Form: Paperback
Pub date: 2015-10-06
Edition: 1
Price: GBP 35.99
Pages: 278
Publisher: Taylor & Francis (ML)
Readership: College/higher education
Language: Eng
Discipline: Humanities
Category: Language/ Linguistics
Subject: Digital animation, LANGUAGE ARTS & DISCIPLINES / Communicati
Producing New and Digital Media is your guide to understanding new media, diving deep into topics such as cultural and social impacts of the web, the importance of digital literacy, and creating in an online environment. It features an introductory, hands-on approach to creating user-generated content, coding, cultivating an online brand, and storytelling in new and digital media. This book is accompanied by a companion website—designed to aid students and professors alike—that features chapter-related questions, links to resources, and lecture slides. In showing you how to navigate the world of digital media and also complete digital tasks, this book not only teaches you how to use the web, but understand why you use it. KEY FEATURES For students- a companion site that features research resources and links for further investigation For instructors- a companion site that features lecture slides, a sample syllabus, and an Instructor’s Manual. Features a unique approach that covers media studies aspects with production and design tutorials. Covers up-to-date forms of communication on the web such as memes, viral videos, social media, and more pervasive types of online languages.
179
Production Pipeline Fundamentals for Film and Games Renee Dunlop ISBN: 9780415812290
Form: Paperback
Pub date: 2014-03-14
Edition: 1
Price: GBP 39.99
Pages: 376
Publisher: Taylor & Francis (ML)
Readership:
Language: Eng
Discipline: Hard Science
Category: Computing & IT
Subject: Digital animation, COMPUTERS / Programming / Games
Every production is built on the backbone of the pipeline. While a functional and flexible pipeline can’t assure a successful project, a weak pipeline can guarantee its demise. A solid pipeline produces a superior product in less time and with happier artists who can remain creative throughout the grueling production schedule. Walk through the foundational layers of the production pipeline, including IT infrastructure, software development practices and deployment policies, asset management, shot management, and rendering management. Production Pipeline Fundamentals for Film and Games will teach you how to direct limited resources to the right technological initiatives, getting the most for every dollar spent. Learn how to prepare for and manage all aspects of the pipeline with this entirely unique, one-of-a-kind guide. Expand your knowledge with real-world pipeline secrets handed to you by a stellar group of professionals from across the globe. Visit the companion website for even further resources on the pipeline.
180
Professional Manga Character Design: Taking Your Characters to the Next Level Tania del Rio ISBN: 9780415742443
Form: Paperback
Pub date: 2018-09-05
Edition: 1
Price: GBP 30.99
Pages:
Publisher: Taylor & Francis (ML)
Readership:
Language: Eng
Discipline: Humanities
Category: Arts
Subject: Digital animation, ART / Techniques / Drawing
181
Professional Manga: Digital Storytelling with Manga Studio EX Steve Horton, Jeong Mo Yang ISBN: 9780240810287
Form: Paperback
Pub date: 2008-07-24
Edition: 1
Price: GBP 16.99
Pages:
Publisher: Taylor & Francis (ML)
Readership:
Language: Eng
Discipline: Humanities
Category: Arts
Subject: Digital animation, ART / Digital
Combine high-end manga storytelling theory and advice with the tools for digital creation in Manga Studio, guided by expert professional manga-ka. You'll discover manga storytelling techniques, from speed lines to technology, from toning to big sound effects. Steve Horton and Jeong Mo Yang then show you how best to accomplish these techniques using the leading manga art creation program, Manga Studio EX. Every ounce of theory is backed up with step-by-step manga illustrations and Manga Studio screenshots that show how these illustrations were created. See the techniques in action in The Other Side of the Tracks, a new manga short story in the book centerfold which demonstrates at least one example from every technique described. You can also follow the continuing story as a webmanga available at comicspace.com.And there's more! The companion CD includes trial version of Manga Studio EX along with high-resolution image files from the book. Smith Micro has also included a coupon for $100 off the full version of Manga Studio EX.
182
Professional Storyboarding: Rules of Thumb Sergio Paez, Anson Jew ISBN: 9780240817705
Form: Paperback
Pub date: 2013-02-06
Edition: 1
Price: GBP 28.99
Pages: 272
Publisher: Taylor & Francis (ML)
Readership:
Language: Eng
Discipline: Humanities
Category: Arts
Subject: Digital animation, ART / Digital
Storyboarding is a very tough business, and a new storyboarder really needs to have their wits about them and have professional savvy to survive in this competitive field. Storyboarding: Rules of Thumb offers highly illustrative examples of basic storyboarding concepts, as well as sound, career-oriented advice for the new artist. This book also features a number of veteran storyboard artists sharing their experiences in the professional world.
183
Punk Playthings: Provocations for 21st Century Game Makers Sean Taylor, Chris Lowthorpe ISBN: 9781498770224
Form: Paperback
Pub date: 2017-11-20
Edition: 1
Price: GBP 46.99
Pages: 286
Publisher: Taylor & Francis (ML)
Readership:
Language: Eng
Discipline: Hard Science
Category: Computing & IT
Subject: Digital animation, COMPUTERS / Programming / Games
Punk Playthings is an antidote to complacency and orthodoxy. Packed with probes and provocations that explore game making through fresh lenses for uncertain times, it challenges gaming monoculture by constructing a trading space for ideas and learning from across domains and cultures. Punk Playthings has zero respect for boundaries between mediums, industries, sectors, specialisms or disciplines. Instead, it challenges you to expand your cultural capital, think laterally and make new connections. Punk Playthings advocates a truly independent mindset and DIY approach for creating playful experiences with cultural resonance. It proclaims creative entrepreneurship as the true legacy of punk. Punk Playthings is not for everyone. But it might be for you.
184
Pushing Pixels: Secret Weapons for the Modern Flash Animator Chris Georgenes ISBN: 9780240818436
Form: Paperback
Pub date: 2012-12-20
Edition: 1
Price: GBP 28.99
Pages: 272
Publisher: Taylor & Francis (ML)
Readership:
Language: Eng
Discipline: Humanities
Category: Arts
Subject: Digital animation, ART / Digital
You've got the cheats, tutorials, and how-tos. What else do you need? Go above and beyond those stop-gaps and step-by-steps with Pushing Pixels, the real-world guide to developing dynamic and fun content from conception to deployment. Whether you are animating for a short, a fun cartoon, or a mobile game, renowned Flash expert Chris Georgenes will show you his approach with various types of animation projects, from start to finish. Providing in-depth knowledge of the little-known secrets used by the pros to produce creative, professional animations, this is the go-to source for anyone looking to create great animation.
185
Quick Sketching with Ron Husband Ron Husband ISBN: 9780415823340
Form: Paperback
Pub date: 2013-12-27
Edition: 1
Price: GBP 21.99
Pages: 368
Publisher: Taylor & Francis (ML)
Readership:
Language: Eng
Discipline: Humanities
Category: Arts
Subject: Digital animation, PERFORMING ARTS / Animation,ART / Techniq
Quick sketching is the best technique you can use to stay finely tuned and to keep those creative juices flowing. To keep your sense of observation heightened, and to sharpen your hand-eye coordination, an animator needs to constantly draw and sketch. Quick Sketching with Ron Husband offers instruction to quick sketching and all its techniques. From observing positive and negative space and learning to recognize simple shapes in complex forms to action analysis and using line of action, this Disney legend teaches you how to sketch using all these components, and how to do it in a matter of seconds. On top of instruction and advice, you’ll also see Ron’s portfolio of select art representing his growth as an artist throughout the years. Watch his drawings as he grows from a young, talented artist, to a true Disney animator. Follow him as he goes around the world and sketches flamenco dancers, football players, bakers, joggers, lions, tigers, anyone, and anything. As if instruction and inspiration in one place weren’t enough, you’ll find a sketchbook included, so you can flip from Ron’s techniques and work on perfecting basic shapes. Or take your book on the road, read Ron’s advice, sketch away, capture the world around you.
186
Raw Game Design Tadhg Kelly ISBN: 9781138782365
Form: Paperback
Pub date: 2017-09-22
Edition: 1
Price: GBP 46.99
Pages: 256
Publisher: Taylor & Francis (ML)
Readership:
Language: Eng
Discipline: Hard Science
Category: Computing & IT
Subject: Digital animation, COMPUTERS / Programming / Games
This is a practical book that teaches a format (not a formula) for designing games. Its focus is on making the designer understand who her audience is, what the requirements of the team that she works with are, and why clarity saves so much time and money in the long run. It teaches a variety of tools that designers can use to validate a design on paper (such as resource tables, mechanical loops and the game design canvas) and imparts a way of writing that moves design away from encyclopedic bibles and into production-driven specs.
187
Real World modo: The Authorized Guide: In the Trenches with modo Wes McDermott ISBN: 9780240811994
Form: Paperback
Pub date: 2009-10-19
Edition: 1
Price: GBP 34.99
Pages: 348
Publisher: Taylor & Francis (ML)
Readership:
Language: Eng
Discipline: Humanities
Category: Arts
Subject: Digital animation, ART / Digital
Explore one of the most exciting 3D tools on the market, modo, with Real-World modo - the Luxology approved, concept and principle- driven guide. Learn to apply the revolutionary, artist-friendly modo toolset with its powerful 3D rendering engine to your project workflows. In a clear, motivating, and entertaining style, Luxology insider, Wes McDermott, provides captivating 3D imagery, real world observations, and valuable tips and tricks all in one place - an invaluable resource for any digital artist. Explore 3D techniques and principles with chapters on modelling, UV mapping, texturing, animation, lighting and rendering. Learn to leverage the technical elements of the modo rendering engine including Antialaising, Shading Rate and Irradiance Caching from an artist's perspective. Integrate modo with other 3D applications such as Maya and Mudbox and learn to properly setup a linear rendering workflow within modo. For practical, hands-on techniques, you can visit www.wesmcdermott.com for video walk-throughs that further enhance the coverage in the book.
188
Real-Time Rendering: Computer Graphics with Control Engineering Gabriyel Wong, Jianliang Wang ISBN: 9781466583597
Form: Hardback
Pub date: 2013-10-14
Edition: 1
Price: GBP 80.00
Pages: 223
Publisher: Taylor & Francis (ML)
Readership:
Language: Eng
Discipline: Hard Science
Category: Computing & IT
Subject: Digital animation, COMPUTERS / Computer Graphics,COMPUTERS /
Consumers today expect extremely realistic imagery generated in real time for interactive applications such as computer games, virtual prototyping, and scientific visualisation. However, the increasing demands for fidelity coupled with rapid advances in hardware architecture pose a challenge: how do you find optimal, sustainable solutions to accommodate both speed of rendering and quality? Real-Time Rendering: Computer Graphics with Control Engineering presents a novel framework for solving the perennial challenge of resource allocation and the trade-off between quality and speed in interactive computer graphics rendering. Conventional approaches are mainly based on heuristics and algorithms, are largely application specific, and offer fluctuating performance, particularly as applications become more complex. The solution proposed by the authors draws on powerful concepts from control engineering to address these shortcomings. Expanding the horizon of real-time rendering techniques, this book: Explains how control systems work with real-time computer graphics Proposes a data-driven modelling approach that more accurately represents the system behaviour of the rendering process Develops a control system strategy for linear and non-linear models using proportional, integral, derivative (PID) and fuzzy control techniques Uses real-world data from rendering applications in proof-of-concept experiments Compares the proposed solution to existing techniques Provides practical details on implementation, including references to tools and source code This pioneering work takes a major step forward by applying control theory in the context of a computer graphics system. Promoting cross-disciplinary research, it offers guidance for anyone who wants to develop more advanced solutions for real-time computer graphics rendering. 189
Real-World Flash Game Development: How to Follow Best Practices AND Keep Your Sanity Christopher Griffith ISBN: 9780240817682
Form: Paperback
Pub date: 2011-05-25
Edition: 2
Price: GBP 34.99
Pages: 432
Publisher: Taylor & Francis (ML)
Readership:
Language: Eng
Discipline: Humanities
Category: Arts
Subject: Digital animation, ART / Digital
Your deadline just got moved up. Your artist has never worked with Flash before. Your inner programmer is telling you that no OOP is a big Oops! Any Flash developer can share similar tales of woe. This book breaks down the process of Flash game development into simple, approachable steps. Never heard of a game loop before? No idea what a design pattern is? No problem! Chris Griffith gives you real-world expertise, and real-world code that you can use in your own games. Griffith has been building games in Flash long enough to know what works and what doesn't. He shows you what you need to know to get the job done. Griffith covers Flash for the everyday developer. The average Flash developer doesn't have luxurious timelines, employers who understand the value of reusability, or the help of an information architect to design a usable experience. This book helps bridge the gap for these coders who may be used to C++, Java, or C# and want to move over to Flash. Griffith covers real-world scenarios pulled from his own experiences developing games for over 10 years in the industry. The 2nd edition will include: completely new game examples on more advanced topics like 3D; more robust physics and collision detection; and mobile device coverage with Android platform development for us on phones and tablets. Also coverage of the new features available in Flash CS5, Flash Player 10.1, and AIR 2.0 that can be used for game development.The associated web site for the book: www.flashgamebook.com gets close to 1,000 visits a month. On the site, readers can find all the source code for the examples, news on industry happenings, updates and special offers, and a discussion forum to ask questions and share ideas.
190
Realistic Architectural Rendering with 3ds Max and V-Ray Jamie Cardoso, Roger Cusson ISBN: 9780240812298
Form: Paperback
Pub date: 2009-12-04
Edition: 2
Price: GBP 29.99
Pages: 304
Publisher: Taylor & Francis (ML)
Readership:
Language: Eng
Discipline: Humanities
Category: Arts
Subject: Digital animation, ART / Digital
Revitalize your architectural visualizations by bringing new levels of realism to them with an enhanced command of the mental ray toolset in 3ds Max. Full-color step-by-step tutorials give you a firm understanding of the processes and techniques needed to create impressive interior and exterior visualizations. You'll learn how to prepare materials, light a daytime interior scene, use mr Physical Sky, and how to save time during complex renders. The companion website includes all of the tutorial files and sample files from the book. Plus find more information at http://jamiecardoso-mentalray.blogspot.com/.
191
Recording Voiceover: The Spoken Word in Media Tom Blakemore ISBN: 9780415716093
Form: Paperback
Pub date: 2015-04-24
Edition: 1
Price: GBP 29.99
Pages: 266
Publisher: Taylor & Francis (ML)
Readership:
Language: Eng
Discipline: Humanities
Category: Arts
Subject: Audio processing, PERFORMING ARTS / Animation,PERFORMING ART
The only book on the market to specifically address its audience, Recording Voiceover is the comprehensive guide for engineers looking to understand the aspects of capturing the spoken word. Discussing all phases of the recording session, Recording Voiceover addresses everything from microphone recommendations for voice recording to pre-production considerations, including setting up the studio, working with and directing the voice talent, and strategies for reducing or eliminating distracting noise elements found in human speech. Recording Voiceover features in-depth, specific recommendations for recording radio and television commercials, corporate communications, documentaries, tracks for gaming and animation, radio drama, interviews and roundtable discussions. A discussion of the voice in film and television is also included. Special attention is paid to the final release format and its impact on recording strategies. Exploration of using telephone interfaces – including both analogue and digital ISDN, as well as recording across the internet – is included.
192
Reel Success: Creating Demo Reels and Animation Portfolios Cheryl Cabrera ISBN: 9780240821023
Form: Paperback
Pub date: 2013-07-29
Edition: 1
Price: GBP 21.99
Pages: 224
Publisher: Taylor & Francis (ML)
Readership:
Language: Eng
Discipline: Humanities
Category: Arts
Subject: Digital animation, ART / Digital
Are you an animator looking to get your foot in the door of the top studios? Break it down with Reel Success. It's tough to get a job in the animation industry if you don't have a demo reel and portfolio that reflects your unique style and incredible talents. The reception of that reel will make or break you; so it's no wonder that creating a demo reel can be such a daunting task. Reel Success by Cheryl Cabrera can help. This book guides you through putting the right content into your portfolio, how to cater to the right audience, and how to harness the power of social media and network effectively. Accompanied by case studies of actual students' demo reels, this book teaches how to develop a critical eye toward effective and ineffective demo reels. Reel Success offers you real successful: Best practices for animators looking to get their foot in the door or remain active in a competitive market. Examples of demo reels, featuring techniques beyond just animation for Concept, Story, Layout, Modeling, and Effects Lighting Actual student experiences, professional animator’s techniques, and recruiter insights to help you get the inside track in the animation industry.
193
Rendering with mental ray and 3ds Max Joep van der Steen, Ted Boardman ISBN: 9780240812373
Form: Paperback
Pub date: 2009-11-24
Edition: 2
Price: GBP 38.99
Pages: 266
Publisher: Taylor & Francis (ML)
Readership:
Language: Por
Discipline: Humanities
Category: Arts
Subject: Digital animation, ART / Digital
Create stunning renders of your 3ds Max models in mental ray with this concise guide. Learn all of the essential concepts such as indirect illumination, materials, render options, shaders, and lighting. Rendering with mental ray and 3ds Max, Second Edition is now revised to cover Autodesk Revit and special effects. The companion website includes all of the necessary project files from inside the book.
194
Rig it Right! Maya Animation Rigging Concepts Tina O'Hailey ISBN: 9780240820798
Form: Paperback
Pub date: 2013-03-20
Edition: 1
Price: GBP 31.99
Pages: 304
Publisher: Taylor & Francis (ML)
Readership:
Language: Eng
Discipline: Humanities
Category: Arts
Subject: Digital animation, ART / Digital
Rigging a character can be a complicated undertaking. Move from a bi-pedal character to a quad- or poly-pedal and, well, things just got real. Where do you begin? Unlike all of those button-pushing manuals out there, Rig it Right! breaks down rigging so that you can achieve a fundamental understanding of the concept, allowing you to rig more intuitively in your own work. Veteran animation professor Tina O’Hailey will get you up and rigging in a matter of hours with step-by-step tutorials covering multiple animation control types, connection methods, interactive skinning, BlendShapes, edgeloops, and joint placement, to name a few. The concept of a bi-ped is explored as a human compared to a bird character allowing you to see that a bi-ped is a bi-ped and how to problem solve for the limbs at hand. After you have moved beyond basic bi-pedal characters, Rig it Right! will take you to a more advanced level where you will learn how to create stretchy rigs with invisible control systems and use that to create your own types of rigs.
195
Rigging for Games: A Primer for Technical Artists Using Maya and Python Eyal Assaf ISBN: 9780415743051
Form: Paperback
Pub date: 2015-12-01
Edition: 1
Price: GBP 36.99
Pages: 392
Publisher: Taylor & Francis (ML)
Readership:
Language: Eng
Discipline: Hard Science
Category: Computing & IT
Subject: Digital animation, COMPUTERS / Digital Media / Video & Anima
Rigging for Games: A Primer for Technical Artists Using Maya and Python is not just another step-by-step manual of loosely related tutorials. Using characters from the video game Tin, it takes you through the real-world creative and technical process of rigging characters for video games and cinematics, allowing readers a complete inside look at a single project. You’ll explore new ways to write scripts and create modular rigs using Maya and Python, and automate and speed up the rigging process in your creative pipeline. Finally, you’ll learn the most efficient ways of exporting your rigs into the popular game engine Unity. This is the practical, start-to-finish rigging primer you’ve been waiting for! Enhance your skillset by learning how to efficiently rig characters using techniques applicable to both games and cinematics Keep up with all the action with behind-the-scenes images and code scripts Refine your rigging skills with tutorials and project files available on the companion website
196
Rowland B. Wilson’s Trade Secrets: Notes on Cartooning and Animation Rowland B. Wilson, Suzanne Lemieux Wilson ISBN: 9780240817347
Form: Paperback
Pub date: 2012-08-30
Edition: 1
Price: GBP 28.99
Pages: 320
Publisher: Taylor & Francis (ML)
Readership:
Language: Eng
Discipline: Humanities
Category: Arts
Subject: Digital animation, ART / Digital
Animation doesn't come with instructions; Rowland B. Wilson demanded guidelines. Trade Secrets offers a never before published peek into the personal journals of Rowland B. Wilson (1930-2005), a legend in the world of Cartooning, Advertising, Illustration and Animation. Trade Secrets is a compendium of tips, tricks, philosophies and techniques garnered over a lifetime of professional animation and artistry. Study one-on-one with a mentor whose Walt Disney film credits include The Little Mermaid, Tarzan, Atlantis and Treasure Planet. These writings represent the quintessential refresher for fine artists and animation professionals, and are vital tutorials for students who are now poised to be part of another new generation in the art form. Have a seat and let an amiable, respected mentor reveal his keys to success. Develop your professional creative toolset with a focus on foundational animation techniques. Inspiration in your pocket; Trade Secrets includes a digital pocket guide, filled with charts and diagrams as well as helpful tools and tips.
197
Set the Action!: Creating Backgrounds for Compelling Storytelling in Animation, Comics, and Games Elvin A. Hernandez ISBN: 9780240820538
Form: Paperback
Pub date: 2012-09-05
Edition: 1
Price: GBP 21.99
Pages: 240
Publisher: Taylor & Francis (ML)
Readership:
Language: Eng
Discipline: Humanities
Category: Arts
Subject: Digital animation, ART / Digital
Create the Gotham for your Batman, the African savannah for your Simba, or the bustling newsroom for your Clark Kent. Background, setting, environment.whatever you call it, it is the silent character in the visual story, and a dynamic and compelling setting can define and hone the action and drama of your story. If you're in the habit of creating disembodied characters or adding backgrounds as an afterthought, Set the Action! will help you understand and utilize the importance of the setting in your narrative. Understand perspective, blocking, and color-and focus your narrative by establishing and designing your setting to interact with characters and story.
198
Simplifying Color: A Guide for Traditional Digital Artists Robert Pastrana ISBN: 9781498778398
Form: Paperback
Pub date: 2018-09-05
Edition: 1
Price: GBP 46.99
Pages: 248
Publisher: Taylor & Francis (ML)
Readership:
Language: Eng
Discipline: Hard Science
Category: Computing & IT
Subject: Digital animation, COMPUTERS / Programming / Games
This book is meant to give a beginning or intermediate level reader clear and instructive information about how to control and choose color. Traditional and digital mediums are covered. Introduced is the idea that there are only two problems one can ever have with color: that you have a color in mind but don't know how to make it, or that you can't figure out what colors you want to use. Also covered are understanding and controlling the three properties of color, and ideas that can help one decide how to go about selecting potential palettes.
199
Simplifying Perspective: A Step-by-Step Guide for Visual Artists Robert Pastrana ISBN: 9780415840118
Form: Paperback
Pub date: 2015-02-05
Edition: 1
Price: GBP 19.99
Pages: 260
Publisher: Taylor & Francis (ML)
Readership:
Language: Eng
Discipline: Humanities
Category: Arts
Subject: Digital animation, ART / Digital,ART / Techniques / Drawing
Master the art of linear perspective. If you’re an animator, illustrator, comic book artist, game artist or anything in between, you need to be able to create images that accurately and realistically show space, dimension and form. Simplifying Perspective is the one and only guide that thoughtfully and clearly breaks down the principles of perspective into something that’s easy to understand and use. With approachable lessons and clear visual step-by-step instruction, Robert Pastrana provides you with powerful techniques that help you turn a troubled drawing into a living, breathing, dimensional scene. With Simplifying Perspective, you’ll never have to wade through dense, complex technical manuals again – this comprehensive guide to perspective is tailored specifically for artists who need to learn the ins and outs of one, two, and three-point perspective, measuring, shadows, reflections, and more. Simplifying Perspective presents complex drawing concepts in an easy-to-follow, approachable manner so you can finally learn the essentials of perspective without the anticipated frustration. Provides clarity, depth, and a wealth of examples – this is your must-have guide to understanding and using linear perspective Detailed visual instruction includes hundreds of color coded, step-by-step diagrams that allow you to easily follow the technical process of each construction Comprehensive companion website includes additional resources on perspective with a range of work to help further your skills
200
Stop Motion: Craft Skills for Model Animation Susannah Shaw ISBN: 9781138779310
Form: Paperback
Pub date: 2017-02-23
Edition: 3
Price: GBP 24.99
Pages: 246
Publisher: Taylor & Francis (ML)
Readership:
Language: Eng
Discipline: Humanities
Category: Arts
Subject: Digital animation, PERFORMING ARTS / Animation
Stop motion animation is a challenging and time-consuming skill that requires patience, adaptability, and a close eye to detail. Stop Motion: Craft Skills for Model Animation, 3rd Edition is the essential guide to help stop motion animators overcome these challenges of this highlyskilled craft. Author Susannah Shaw provides a step-by-step guide to creating successful stop motioin films. Starting with some basic exercises, the reader will learn about developing a story, making models, creating sets and props, the mechanics of movements, filming postproduction, and how to set about finding that first elusive job in a modern studio.
201
Successful ScrumButt: Learn to Modify Scrum Project Management for Student and Virtual Teams Noah Dyer ISBN: 9781138930988
Form: Paperback
Pub date: 2016-12-13
Edition: 1
Price: GBP 31.99
Pages: 130
Publisher: Taylor & Francis (ML)
Readership:
Language: Eng
Discipline: Hard Science
Category: Computing & IT
Subject: Digital animation, COMPUTERS / Programming / Games
Have you ever seen a promising project get abandoned right when it seemed like it was getting ready to launch, or a project that always seemed like it was going to launch "next month," but took many months or even years before it actually launched? Scrum may be the solution to such woes. It is a project management methodology that, when applied faithfully, will increase the rate at which your project is completed, the enjoyment your team has while working on it, and its commercial success.  Converting to scrum can be a challenge for any team, but it is particularly painful for part time, virtual, and student teams. Successful Scrumbutt helps teams quickly learn scrum project management and adapt it to their unique situations. Author Noah Dyer illustrates key techniques for maintaining a team's productivity and enthusiasm for a project across its lifetime in fun, engaging, and slightly irreverent ways. 
202
Successful ScrumButt: Learn to Modify Scrum Project Management for Student and Virtual Teams Noah Dyer ISBN: 9781138032958
Form: Hardback
Pub date: 2016-11-29
Edition: 1
Price: GBP 83.99
Pages: 130
Publisher: Taylor & Francis (ML)
Readership:
Language: Eng
Discipline: Hard Science
Category: Computing & IT
Subject: Digital animation, COMPUTERS / Programming / Games
Have you ever seen a promising project get abandoned right when it seemed like it was getting ready to launch, or a project that always seemed like it was going to launch "next month," but took many months or even years before it actually launched? Scrum may be the solution to such woes. It is a project management methodology that, when applied faithfully, will increase the rate at which your project is completed, the enjoyment your team has while working on it, and its commercial success.  Converting to scrum can be a challenge for any team, but it is particularly painful for part time, virtual, and student teams. Successful Scrumbutt helps teams quickly learn scrum project management and adapt it to their unique situations. Author Noah Dyer illustrates key techniques for maintaining a team's productivity and enthusiasm for a project across its lifetime in fun, engaging, and slightly irreverent ways. 
203
Tabletop Game Design for Video Game Designers Ethan Ham ISBN: 9780415627016
Form: Paperback
Pub date: 2015-08-24
Edition: 1
Price: GBP 35.99
Pages: 348
Publisher: Taylor & Francis (ML)
Readership: College/higher education
Language: Eng
Discipline: Humanities
Category: Arts
Subject: Digital animation, COMPUTERS / Digital Media / Video & Anima
Learn the mechanics that take your game from an idea to a playable product. Do you aspire to be a game designer but aren’t sure where to begin? Tabletop Game Design for Video Game Designers guides you through your initial attempts to design game mechanics. It goes beyond simple description and definition to explore in detail the issues that designers grapple with for every game they create. Learning to design tabletop games builds a solid foundation for game designers and provides methods that can be applied towards creating paper prototypes of computer-targeted games. Presented in a step-by-step format, Tabletop Game Design for Video Game Designers helps the reader understand how the game design skills that are acquired through creating tabletop games can be used when designing video games. Fully playable games accompany every topic so you can truly understand and experience each component that goes into game creation. Tabletop Game Design for Video Game Designers includes: Simple, highly focused games that can be played, analyzed, improved, and/or modified in conjunction with a particular topic in the book. Integrated game design exercises, chapter learning objectives, and in-text sidebars to provide further examples to apply directly to your game creation process. A companion website (www.funmines.com) which includes: "print & play" tabletop games, links to online games, game design resources, and articles about designing and developing games.
204
The Animator's Eye: Adding Life to Animation with Timing, Layout, Design, Color and Sound Francis Glebas ISBN: 9780240817248
Form: Paperback
Pub date: 2012-10-19
Edition: 1
Price: GBP 26.99
Pages: 304
Publisher: Taylor & Francis (ML)
Readership:
Language: Eng
Discipline: Humanities
Category: Arts
Subject: Digital animation, ART / Digital
Enhance your animated features and shorts with this polished guide to channeling your vision and imagination from a former Disney animator and director. Learn how to become a strong visual storyteller through better use of color, volume, shape, shadow, and light - as well as discover how to tap into your imagination and refine your own personal vision. Francis Glebas, the director of Piglet's Big Day, guides you through the animation design process in a way that only years of expertise can provide. Discover how to create unique worlds and compelling characters as well as the difference between real-world and cartoon physics as Francis breaks down animated scenes to show you how and why to layout your animation.
205
The Animator’s Sketchbook: How to See, Interpret & Draw Like a Master Animator Tony White ISBN: 9781498774017
Form: Paperback
Pub date: 2016-09-22
Edition: 1
Price: GBP 31.99
Pages: 328
Publisher: Taylor & Francis (ML)
Readership:
Language: Eng
Discipline: Hard Science
Category: Computing & IT
Subject: Digital animation, COMPUTERS / Programming / Games
The Animator’s Sketchbook will teach students of animation how to improve their work through observation and drawing. It will show readers how to access their inner "animator." With over 60 different gesture and drawing exercises, this book enhances vision, analysis, understanding, and the core skills required to become a master animator. Filled with extensive practice pages, Tony White’s Sketchbook, invites students to demonstrate what they learn. Each exercise is timed, so that the skills acquired, are optimized for efficiency and comprehension. The style and technique of the art produced will be entirely up to the reader, thus making no two sketchbooks alike.
206
The Art of Fluid Animation Jos Stam ISBN: 9781498700207
Form: Paperback
Pub date: 2015-12-16
Edition: 1
Price: GBP 50.99
Pages: 279
Publisher: Taylor & Francis (ML)
Readership:
Language: Eng
Discipline: Hard Science
Category: Computing & IT
Subject: Digital animation, COMPUTERS / Programming / Games,COMPUTERS
Fluid simulation is a computer graphic used to develop realistic animation of liquids in modern games. The Art of Fluid Animation describes visually rich techniques for creating fluid-like animations that do not require advanced physics or mathematical skills. It explains how to create fluid animations like water, smoke, fire, and explosions through computer code in a fun manner. The book presents concepts that drive fluid animation and gives a historical background of the computation of fluids. It covers many research areas that include stable fluid simulation, flows on surfaces, and control of flows. It also gives one-paragraph summaries of the material after each section for reinforcement. This book includes computer code that readers can download and run on several platforms so they can extend their work beyond what is described in the book. The material provided here is designed to serve as a starting point for aspiring programmers to begin creating their own programs using fluid animation.
207
The Essential Guide to Game Audio: The Theory and Practice of Sound for Games Steve Horowitz, Scott R. Looney ISBN: 9780415706704
Form: Paperback
Pub date: 2014-04-15
Edition: 1
Price: GBP 35.99
Pages: 254
Publisher: Taylor & Francis (ML)
Readership:
Language: Eng
Discipline: Social Science
Category: Computing & IT
Subject: Digital animation, GAMES / Video & Electronic,COMPUTERS / Pr
The Essential Guide to Game Audio: The Theory and Practice of Sound for Games is a first of its kind textbook and must-have reference guide for everything you ever wanted to know about sound for games. This book provides a basic overview of game audio, how it has developed over time, and how you can make a career in this industry. Each chapter gives you the background and context you will need to understand the unique workflow associated with interactive media. The practical, easy to understand interactive examples provide hands-on experience applying the concepts in real world situations.
208
The Focal Easy Guide to Combustion 4: For New Users and Professionals Gary M Davis ISBN: 9780240520100
Form: Paperback
Pub date: 2005-11-22
Edition: 1
Price: GBP 15.99
Pages: 300
Publisher: Taylor & Francis (ML)
Readership:
Language: Eng
Discipline: Humanities
Category: Arts
Subject: Digital animation, ART / Digital
Software programs are complex, the books that explain them shouldn't be. This thoroughly illustrated, full-color guide explains everything you need to know to get up and running quickly with Combustion. Get a jump-start learning the major features or the software without bogging you down with unnecessary detail.The author shares his professional insight and extensive training experience to ensure you'll get the most out of all the professional paint, animation, editing and 3D compositing tools Combustion offers. Also featured are many workflow tips which show how to tap into the full power of Combustion 4 in your effects and motion graphics work.For useful tips and tutorials, visit the book's companion site at http://www.focalpress.com/cw/davis-9780240520100/
209
The Foley Grail: The Art of Performing Sound for Film, Games, and Animation Vanessa Theme Ament ISBN: 9780415840859
Form: Paperback
Pub date: 2014-05-19
Edition: 2
Price: GBP 28.99
Pages: 276
Publisher: Taylor & Francis (ML)
Readership: Professional and scholarly
Language: Eng
Discipline: Humanities
Category: Arts
Subject: Digital animation, ART / Film & Video
Master classic and cutting-edge Foley techniques that will allow you to create rich, convincing sound for any medium, be it film, television, radio, podcasts, animation, or games. In The Foley Grail, Second Edition award-winning Foley artist Vanessa Theme Ament teaches you how Foley is designed, crafted, and edited for any project, right down to the nuts and bolts of spotting, cueing, and performing sounds. Various renowned sound artists provide a treasure trove of shortcuts, hot tips, and other tricks of the trade. This new edition features: Entirely new chapters dedicated to Foley in games, television, broadcasting, and animation, as well as what is new in sound for media education All new sound "recipes" that include proven Foley methods you can immediately use on your own projects New case studies from well-known films, shows, games, and animations Interviews with current sound artists from across the globe An extensive companion website (www.focalpress.com/cw/ament) featuring video demonstrations of Foley artists at work, video tutorials of specific Foley techniques, lectures from the author, and much more
210
The Game Audio Tutorial: A Practical Guide to Sound and Music for Interactive Games Richard Stevens, Dave Raybould ISBN: 9780240817262
Form: Paperback
Pub date: 2011-04-26
Edition: 1
Price: GBP 42.99
Pages: 448
Publisher: Taylor & Francis (ML)
Readership:
Language: Eng
Discipline: Humanities
Category: Arts
Subject: Digital animation, ART / Digital
Design and implement video game sound from beginning to end with this hands-on course in game audio. Music and sound effects speak to players on a deep level, and this book will show you how to design and implement powerful, interactive sound that measurably improves gameplay. If you are a sound designer or composer and want to do more than just create audio elements and hand them over to someone else for insertion into the game, this book is for you. You'll understand the game development process and implement vital audio experiences-not just create music loops or one-off sound effects. The Game Audio Tutorial isn't just a book-you also get a powerful website (www.thegameaudiotutorial.com), which includes:
211
The Game Narrative Toolbox Tobias Heussner, Toiya Kristen Finley, Jennifer Brandes Hepler, Ann Lemay ISBN: 9781138787087
Form: Paperback
Pub date: 2015-08-12
Edition: 1
Price: GBP 31.99
Pages: 264
Publisher: Taylor & Francis (ML)
Readership:
Language: Eng
Discipline: Hard Science
Category: Computing & IT
Subject: Digital animation, COMPUTERS / Programming / Games
Learn how to create compelling game storylines. Four experienced narrative designers from different genres of game development have banded together to create this all-inclusive guide on what it's like to work as a writer and narrative designer in the videogame industry. From concept to final testing, The Game Narrative Toolbox walks readers through what role a narrative designer plays on a development team and what the requirements are at every stage of development. Drawing on real experiences, authors Tobias Heussner, Toiya Finley, Ann Lemay, and Jennifer Hepler provide invaluable advice for writing compelling player-centered stories and effective dialogue trees in order to help readers make the switch from prose- or screen- writing to interactive. Accompanying every chapter are exercises that allow the reader to develop their own documentation, outlines, and game-dialogue samples for use in applying for industry jobs or developing independent projects. This first installment of Focal Press's Game Design Workshops series is a must-have for individuals looking to create captivating storylines for games.
212
The GameMaker Standard David Vinciguerra, Andrew Howell ISBN: 9781138856974
Form: Paperback
Pub date: 2015-12-08
Edition: 1
Price: GBP 35.99
Pages: 288
Publisher: Taylor & Francis (ML)
Readership:
Language: Eng
Discipline: Hard Science
Category: Computing & IT
Subject: Digital animation, COMPUTERS / Programming / Games
This book teaches students and entry-level novices how to create games using the GameMaker engine. Readers will quickly hone their design skills with tutorials that are written so that beginners can quickly start building games while also providing lessons on how designers can ‘level up’ and add advanced options to their games. Readers will also have access to a website containing all the assets and resources to create their games, including sprites and animations, walk-through video tutorials of each lesson and music composed by professional musicians. Also provided are rubrics for instructors to use when grading student work or for readers learning on their own to evaluate their own work.
213
The Gamer's Brain: How Neuroscience and UX Can Impact Video Game Design Celia Hodent ISBN: 9781498775502
Form: Paperback
Pub date: 2017-09-28
Edition: 1
Price: GBP 38.99
Pages: 266
Publisher: Taylor & Francis (ML)
Readership:
Language: Eng
Discipline: Hard Science
Category: Computing & IT
Subject: Digital animation, COMPUTERS / Programming / Games
Making a successful video game is hard. Even games that are successful at launch may fail to engage and retain players in the long term due to issues with the user experience (UX) that they are delivering. The game user experience accounts for the whole experience players have with a video game, from first hearing about it to navigating menus and progressing in the game. UX as a discipline offers guidelines to assist developers in creating the experience they want to deliver, shipping higher quality games (whether it is an indie game, AAA game, or "serious game"), and meeting their business goals while staying true to their design and artistic intent. In a nutshell, UX is about understanding the gamer’s brain: understanding human capabilities and limitations to anticipate how a game will be perceived, the emotions it will elicit, how players will interact with it, and how engaging the experience will be. This book is designed to equip readers of all levels, from student to professional, with neuroscience knowledge and user experience guidelines and methodologies. These insights will help readers identify the ingredients for successful and engaging video games, empowering them to develop their own unique game recipe more efficiently, while providing a better experience for their audience.
214
The Handbook of Game Audio Using Wwise Gordon Durity, Aleksandar Zecevic ISBN: 9781138921795
Form: Paperback
Pub date: 2018-03-01
Edition: 1
Price: GBP 46.99
Pages: 424
Publisher: Taylor & Francis (ML)
Readership:
Language: Eng
Discipline: Hard Science
Category: Computing & IT
Subject: Digital animation, COMPUTERS / Programming / Games
This book is for game audio professionals at all levels: indie game development, mid-sized studios, or AAA studios. This book is both theoretical and practical and includes conceptual work, case studies of popular games and hands-on development examples that cannot be found in any manual. Real-world examples and solutions in Wwise, up to an expert level, and detailed concepts in planning and executing projects in game audio that are seldom discussed, are discussed here. Readers will come away with a deep understanding of various approaches to problems faced doing game audio as well as a better understanding of the technology underlying the Wwise engine and how to best use this tool.
215
The Idea of Nature in Disney Animation: From Snow White to WALL-E ISBN: 9781409437499
Form: Paperback
Pub date: 2012-05-28
Edition: 2
Price: GBP 32.99
Pages: 200
Publisher: Taylor & Francis (ML)
Readership:
Language: Eng
Discipline: Humanities
Category: Arts
Subject: Media studies, PERFORMING ARTS / Animation
In the second edition of The Idea of Nature in Disney Animation, David Whitley updates his 2008 book to reflect recent developments in Disney and Disney-Pixar animation such as the apocalyptic tale of earth's failed ecosystem, WALL-E. As Whitley has shown, and Disney's newest films continue to demonstrate, the messages animated films convey about the natural world are of crucial importance to their child viewers. Beginning with Snow White, Whitley examines a wide range of Disney's feature animations, in which images of wild nature are central to the narrative. He challenges the notion that the sentimentality of the Disney aesthetic, an oft-criticized aspect of such films as Bambi, The Jungle Book, Pocahontas, Beauty and the Beast, and Finding Nemo, necessarily prevents audiences from developing a critical awareness of contested environmental issues. On the contrary, even as the films communicate the central ideologies of the times in which they were produced, they also express the ambiguities and tensions that underlie these dominant values. In distinguishing among the effects produced by each film and revealing the diverse ways in which images of nature are mediated, Whitley urges us towards a more complex interpretation of the classic Disney canon and makes an important contribution to our understanding of the role popular art plays in shaping the emotions and ideas that are central to contemporary experience.
216
The Immersive Worlds Handbook: Designing Theme Parks and Consumer Spaces Scott Lukas ISBN: 9780240820934
Form: Paperback
Pub date: 2012-09-10
Edition: 1
Price: GBP 33.99
Pages: 288
Publisher: Taylor & Francis (ML)
Readership:
Language: Eng
Discipline: Humanities
Category: Arts
Subject: Digital animation, ART / Digital
Scott Lukas, famed industry expert on designing themed spaces, brings you a book that focuses on the imaginative world of themed, immersive and consumer spaces. Whether or not you are involved in designing a theme park, cultural museum, shop, or other entertainment space, you will benefit from the insider tips, experiences, and techniques highlighted in this practical guide. Make your themed spaces come to life and become true, immersive worlds. The book features informative sidebars addressing possible design issues and current trends; case studies and interviews with real-world designers, and further reading suggestions. The book also includes a companion website, as well as exercises that accompany each chapter, lavish photos, illustrations, and tables.
217
The Indie Game Developer Handbook Richard Hill-Whittall ISBN: 9781138828421
Form: Paperback
Pub date: 2015-03-27
Edition: 1
Price: GBP 36.99
Pages: 278
Publisher: Taylor & Francis (ML)
Readership:
Language: Eng
Discipline: Hard Science
Category: Computing & IT
Subject: Digital animation, COMPUTERS / Programming / Games
The indie game developer’s complete guide to running a studio. The climate for the games industry has never been hotter, and this is only set to continue as the marketplace for tablets, consoles and phones grow. Seemingly every day there is a story of how a successful app or game has earned thousands of downloads and revenue. As the market size increases, so does the number of people developing and looking to develop their own app or game to publish. The Indie Game Developer Handbook covers every aspect of running a game development studio —from the initial creation of the game through to completion, release and beyond. Accessible and complete guide to many aspects of running a game development studio from funding and development through QA, publishing, marketing, and more. Provides a useful knowledge base and help to support the learning process of running an indie development studio in an honest, approachable and easy to understand way. Case studies, interviews from other studies and industry professionals grant an first-hand look into the world of indie game development
218
The Nine Old Men: Lessons, Techniques, and Inspiration from Disney's Great Animators Andreas Deja ISBN: 9780415843355
Form: Hardback
Pub date: 2015-10-28
Edition: 1
Price: GBP 30.99
Pages: 408
Publisher: Taylor & Francis (ML)
Readership:
Language: Eng
Discipline: Humanities
Category: Arts
Subject: Digital animation, PERFORMING ARTS / Animation,ART / Techniq
Learn from the men who changed animation forever Walt Disney’s team of core animators, who he affectionately called his "Nine Old Men," were known for creating Disney’s 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 animator’s 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 approaches to character animation Original drawings, some never-before-seen by the public are explored in depth, giving you behind-thescenes access into Disney animation history Gain first-hand insight into the foundation of timeless characters and scenes from some of Disney’s most memorable feature and short films
219
The Pocket Lawyer for Comic Book Creators: A Legal Toolkit for Comic Book Artists and Writers Thomas A. Crowell, Esq. ISBN: 9780415661805
Form: Paperback
Pub date: 2014-10-28
Edition: 1
Price: GBP 30.99
Pages: 504
Publisher: Taylor & Francis (ML)
Readership:
Language: Eng
Discipline: Humanities
Category: Arts
Subject: Digital animation, ART / Digital
Focal Press' Pocket Lawyer series serves as a legal toolkit for independent producers and artists in the creative industries. The Pocket Lawyer for Comic Book Creators is designed to help emerging artists and veteran professionals in the comic book industry build a solid foundation of business and communication practices that they need to thrive in today's ever-changing, uncertain world of indie comics. Readers will learn to protect their copyrights, negotiate publishing deals, hire artists so everyone wins, and learn the ins and outs of key contracts with this helpful resource.
220
The Practical Art of Video Game Prototyping: Step-by-Step Art and Design Techniques for Pre-Production Andy Manns ISBN: 9781498779241
Form: Paperback
Pub date: 2018-10-22
Edition: 1
Price: GBP 38.99
Pages: 352
Publisher: Taylor & Francis (ML)
Readership:
Language: Eng
Discipline: Hard Science
Category: Computing & IT
Subject: Digital animation, COMPUTERS / Programming / Games
This book documents and explains in detail the process of how a game goes from a simple idea to a fully realized product. All the art and design techniques put to use in modern games development, through all the various production stages, will be explained in an easy-tounderstand, fluid pipeline. This gives readers a valuable resource into professional workflow and methods. It offers a bridge to professional learning not found elsewhere with insight and background on how to focus skillsets to industry standards.
221
Timing for Animation John Halas, Harold Whitaker ISBN: 9780240521602
Form: Paperback
Pub date: 2009-09-02
Edition: 2
Price: GBP 20.99
Pages: 174
Publisher: Taylor & Francis (ML)
Readership:
Language: Eng
Discipline: Humanities
Category: Arts
Subject: Digital animation, ART / Digital
A classic of animation education since it first published in 1981. For more than 25 years, copies of Timing for Animation have been sitting dogeared and spine-split on desks and workstations around the world wherever animation is produced. All you need to breathe life into your animation is at your fingertips. All the vital techniques employed by animators worldwide are explained using dozens of clear illustrations and simple, straightforward directions. Learn how animations should be arranged in relation to each other, how much space should be used and how long each drawing should be shown for maximum dramatic effect. Fully revised and updated, the second edition includes timing for digital production, digital storyboarding in 2D, digital storyboarding in 3D, the use of After Effects and much, much more! Timing shows weight, mood, and power and can make or break an animation - get it right the first time with these tried and tested techniques Get straight to the good stuff with simple, no-nonsense instruction on the key techniques like stretch and squash, animated cycles, overlapping, and anticipation
222
Timing in 3D Animation: It's About Time Michal Makarewicz ISBN: 9781138777965
Form: Paperback
Pub date: 2018-09-05
Edition: 1
Price: GBP 38.99
Pages: 256
Publisher: Taylor & Francis (ML)
Readership:
Language: Eng
Discipline: Humanities
Category: Arts
Subject: Digital animation, ART / Techniques / Drawing,COMPUTERS / Di
It’s About Timing ushers timing for animation into the digital age, offering the same timeless techniques used by every animator to date but applying them to modern media. The 3D medium allows for much more complexity in animation, and the art of timing can become lost or misunderstood amongst rigging, spline management (that’s a real thing), and scaling timing. Ironically, in a world where software handles most of the timing issues that cropped up in 2D drawing, the art of timing is lost and animations can fall flat. Michal Makarewicz of Pixar Animation Studios knows that even with all the 3D software, timing is still a very important aspect of moviemaking and storytelling. It’s About Timing teaches animators the basics of timing in animation, but also the basics of frame rates for film and TV. After teaching the basics, Makarewicz discusses the types of timing, which work for which movies/shows, and how time can affect the mood of an animator’s work. He explains how to layer the physical aspects of timing along with the emotional to create a funny scene or a harrowing set piece. He discusses the use of music and story and how the timing of the two enhances the work.
223
Tony White's Animator's Notebook: Personal Observations on the Principles of Movement Tony White ISBN: 9780240813073
Form: Paperback
Pub date: 2011-09-09
Edition: 1
Price: GBP 29.99
Pages: 264
Publisher: Taylor & Francis (ML)
Readership:
Language: Eng
Discipline: Humanities
Category: Arts
Subject: Digital animation, ART / Digital
Apprentice yourself to a master of classical animation techniques with this beautiful handbook of insider tips and techniques. Apply age-old techniques to create flawless animations, whether you're working with pencil and animation paper or a 3D application. Author Tony White starts with the basics, and expands his discussion to more advanced topics, like how to animate quadrupeds, working with fluidity and flexibility, and dialogue. White brings years of production experience and even more time as an instructor to the book, ensuring that The Animator's Notebook will serve well as your mentor in a book. The art from the book comes to life in the clips available on the book's web site. You'll get:
224
Tradigital 3ds Max: A CG Animator's Guide to Applying the Classic Principles of Animation Richard Lapidus ISBN: 9780240817309
Form: Paperback
Pub date: 2011-11-24
Edition: 1
Price: GBP 34.99
Pages: 304
Publisher: Taylor & Francis (ML)
Readership:
Language: Eng
Discipline: Humanities
Category: Arts
Subject: Digital animation, ART / Digital
Finally bridge the gap between software-specific instruction and the world of classical animation with this easy to utilize, one-of-a-kind reference guide. With great relevance for today's digital workflows, Richard Lapidus presents innovative 3ds Max controls to the classical principles of animation like squash and stretch, anticipation, staging and more. Move beyond these fundamental techniques and explore both the emotion and technical sides of animation with character appeal and rigging. Features a robust companion web sites that include demonstrations, project files, links to further resources, available at http://www.focalpress.com/cw/lapidus-9780240817309/.
225
Tradigital Animate CC: 12 Principles of Animation in Adobe Animate Stephen Brooks ISBN: 9781138012929
Form: Paperback
Pub date: 2016-11-04
Edition: 1
Price: GBP 24.99
Pages: 368
Publisher: Taylor & Francis (ML)
Readership:
Language: Eng
Discipline: Humanities
Category: Arts
Subject: Digital animation, PERFORMING ARTS / Animation
Learn how to bridge the gap between the traditional animation principles and digital software. Tradigital Flash: 12 Principles of Animation in Adobe Flash brings the essentials of traditional animation and Adobe Flash together. The early masters of animationcreated a list of 12 principles which are important for anyone who wants to create interesting and believable animation. Digital animation continues to make incredible technological advancements that give animators the capability to produce visually stunning work. New technology, however, also has a tendency to create an environment where animators are so focused on adapting to the new workflow that they tend to dismiss these fundamental animation principles… which often leads to poor and lifeless character animation. Tradigital Flash helps you focus on these principles while using the program’s wide array of features to create believable animation, consistently. Tradigital Flash joins three other Tradigital books covering Maya, Blender, and 3ds Max. This new volume in the series approaches the topic in a different way, giving readers both a practical look at the software, and providing a theoretical understanding of the genre. Learn a new principle in each chapter, the Flash tools most related to it and how to put it all together. A plethora of examples demonstrate the good methods which animators should use in Flash, how to avoid the bad ones and ways to create a workflow that works for you. An easy-to-follow approach with examples throughout the book that build on each other, showing how the principles act together. A companion website www.rubberonion.com/ tradigital-animate features more examples, downloadable FLA resource files, video tutorials.
226
Tradigital Blender: A CG Animator's Guide to Applying the Classic Principles of Animation Roland Hess ISBN: 9780240817576
Form: Paperback
Pub date: 2011-07-22
Edition: 1
Price: GBP 31.99
Pages: 312
Publisher: Taylor & Francis (ML)
Readership:
Language: Eng
Discipline: Humanities
Category: Arts
Subject: Digital animation, ART / Digital
Expand your animation toolkit with foundational animation techniques, software expertise, professional best-practices, proven and timetested work flows. Roland Hess, a leading Blender artist and instructor, expertly navigates you through Blender's character animation systems and controls, with a focus on each of the classical principles of animation like timing, anticipation, appeal, staging, exaggeration, squash and stretch and much more. Unique from other software titles, the Tradigital series offers a specific tool-set of practical instruction and foundational knowledge that all great animators will need to know. Expand your digital workflow to include the practical resources with the robust companion web site that include demonstrations, project files, links to further resources, available at http://www.focalpress.com/ cw/hess-9780240817576/.
227
Tradigital Maya: A CG Animator's Guide to Applying the Classical Principles of Animation Lee Montgomery ISBN: 9780123852229
Form: Paperback
Pub date: 2011-11-24
Edition: 1
Price: GBP 34.99
Pages: 568
Publisher: Taylor & Francis (ML)
Readership:
Language: Eng
Discipline: Humanities
Category: Arts
Subject: Digital animation, ART / Digital
Explore Disney's 12 principles of animation, while learning how to animate in Maya. You can develop your own leading digital techniques rooted to traditional workflows. From squash and stretch to timing and appeal, you will enhance your creative toolset with strong classics training and cutting edge techniques. Trusted Maya Authority, Lee Montgomery offers the only artistic guide to applying the principles of traditional animation with Maya's tools, which are used in production by the best animators and VFX artists today. Add another webpage to your favourites and expand your digital workflow to include the practical resources of the Tradigital Maya with the robust companion web site that include demonstrations, project files, links to further resources, available at www.tradigitalmaya.com.
228
Twice the First: Quirino Cristiani and the Animated Feature Film Giannalberto Bendazzi ISBN: 9781138554467
Form: Hardback
Pub date: 2017-11-17
Edition: 1
Price: GBP 45.00
Pages: 187
Publisher: Taylor & Francis (ML)
Readership:
Language: Eng
Discipline: Hard Science
Category: Computing & IT
Subject: Digital animation, COMPUTERS / Programming / Games
Giannalberto Bendazzi brings to light some of the lost relics of animation history with his new book, Twice the First: Quirino Cristiani and the Animated Feature Film. Unlike other works, however, Bendazzi focuses on the growth of animation in non-western countries. This book particularly emphasizes the contributions of Quirino Cristiani and how his work influenced other animators. Bendazzi provides in-depth coverage about Cristiani’s life, both professionally and personally. Twice the First takes the reader on an exciting journey through the historical development of animation through the eyes of Quirino Cristiani.
229
Unity 3D and PlayMaker Essentials: Game Development from Concept to Publishing Jere Miles ISBN: 9781138921771
Form: Paperback
Pub date: 2016-07-12
Edition: 1
Price: GBP 37.99
Pages: 506
Publisher: Taylor & Francis (ML)
Readership:
Language: Eng
Discipline: Hard Science
Category: Computing & IT
Subject: Digital animation, COMPUTERS / Programming / Games
In introducing new students to video game development, there are two crucial components to consider: design and implementation. Unity 3D and PlayMaker Essentials: Game Development from Concept to Publishing provides theoretical background on topics such as characters, stories, level design, interface design, audio, game mechanics, and tools and skills needed. Each chapter focuses on a specific topic, with topics building upon each other so that by the end of the book you will have looked into all the subjects relevant to creating your own game. The book transitions from discussion to demonstrations of how to implement techniques and concepts into practice by using Unity3D and PlayMaker. Download boxes are included throughout the book where you can get the version of the game project under discussion or other content to add to the project, as well as any supplementary video tutorials that have been developed. Addressing both theoretical and practical aspects, Unity 3D and PlayMaker Essentials enables you to understand how to create a game by having you make a game. By gradually completing your own design document through the course of the book, you will become familiar with core design principles while learning the practical skills needed to bring your unique game to life.
230
Unity 4 Fundamentals: Get Started at Making Games with Unity Alan Thorn ISBN: 9780415823838
Form: Paperback
Pub date: 2013-12-20
Edition: 1
Price: GBP 30.99
Pages: 312
Publisher: Taylor & Francis (ML)
Readership:
Language: Eng
Discipline: Hard Science
Category: Computing & IT
Subject: Digital animation, COMPUTERS / Programming / Games
Get ahead of the game with Unity 4. The Unity engine is the tool of choice for many indie and AAA game developers. Unity 4 Fundamentals gives readers a head start on the road to game development by offering beginners a comprehensive, step by step introduction to the latest Unity 4 engine. The author takes a theory-to-practice approach to demonstrate what Unity 4 has to offer which includes: Asset management tools Real-time lighting and lightmapping Particle systems Navigation and pathfinding
231
Unlocking Animation Layout: Expert Techniques for Effective Backgrounds Dan Hansen ISBN: 9781138120556
Form: Hardback
Pub date: 2017-12-13
Edition: 1
Price: GBP 75.00
Pages: 325
Publisher: Taylor & Francis (ML)
Readership: General/trade
Language: Eng
Discipline: Humanities
Category: Arts
Subject: Digital animation, PERFORMING ARTS / Animation
From his days working under the Nine Old Men and creating layout for Disney classics like Aladdin and Hercules to more than a decade of teaching animation to the rising generation at CalArts, Dan Hansen has accumulated a lifetime of knowledge and is sharing it with you in Unlocking Animation Layout. Acting as your personal mentor, Hansen walks you through all of the elements of design and layout you’ll need to become a successful layout artist. Each chapter discusses a new concept using actual layout drawings from real films, includes a list of film examples of the idea in action, and offers an assignment that, once completed, can become part of your portfolio. While other books get in depth about the technical aspects of perspective or animation pipeline, they won’t bring you any closer to becoming a better artist. But Unlocking Animation Layout does just that, focusing on the design and art skills you’ll need to affect the viewer’s experience and help the director tell the story. Packed with information you won’t find anywhere else, this book is an invaluable resource for students and professionals who are interested in improving their animation layout skills.
232
Unlocking Animation Layout: Expert Techniques for Effective Backgrounds Dan Hansen ISBN: 9781138120570
Form: Paperback
Pub date: 2017-12-13
Edition: 1
Price: GBP 38.99
Pages: 325
Publisher: Taylor & Francis (ML)
Readership: General/trade
Language: Eng
Discipline: Humanities
Category: Arts
Subject: Digital animation, PERFORMING ARTS / Animation
From his days working under the Nine Old Men and creating layout for Disney classics like Aladdin and Hercules to more than a decade of teaching animation to the rising generation at CalArts, Dan Hansen has accumulated a lifetime of knowledge and is sharing it with you in Unlocking Animation Layout. Acting as your personal mentor, Hansen walks you through all of the elements of design and layout you’ll need to become a successful layout artist. Each chapter discusses a new concept using actual layout drawings from real films, includes a list of film examples of the idea in action, and offers an assignment that, once completed, can become part of your portfolio. While other books get in depth about the technical aspects of perspective or animation pipeline, they won’t bring you any closer to becoming a better artist. But Unlocking Animation Layout does just that, focusing on the design and art skills you’ll need to affect the viewer’s experience and help the director tell the story. Packed with information you won’t find anywhere else, this book is an invaluable resource for students and professionals who are interested in improving their animation layout skills.
233
V-Ray My Way: A Practical Designer's Guide to Creating Realistic Imagery Using VRay & 3ds Max Lee Wylde ISBN: 9780415709637
Form: Paperback
Pub date: 2014-04-22
Edition: 1
Price: GBP 45.99
Pages: 218
Publisher: Taylor & Francis (ML)
Readership:
Language: Eng
Discipline: Social Science
Category: Computing & IT
Subject: Digital animation, GAMES / Video & Electronic
V-Ray My Way: A Practical Designers Guide to Creating Realistic Imagery Using V-Ray & 3ds Max is a practical, hands-on guide to creating some of the most stunning computer-generated images possible. It caters to the design masses; architects, engineers, interior designers, industrial designers, photographers, and enthusiasts will find this book essential in their quest to express themselves through visual communication. V-Ray My Way is an accumulation of 13 years of experimental experience and will have you creating content within minutes, help grow your company, help develop your portfolio, and help you make that career leap. Additional resources and exercises are available at the book’s companion website, http://routledgetextbooks.com/textbooks/_author/wylde-9780415709637/ .
234
Vintage Game Consoles: An Inside Look at Apple, Atari, Commodore, Nintendo, and the Greatest Gaming Platforms of All Time Bill Loguidice, Matt Barton ISBN: 9780415856003
Form: Paperback
Pub date: 2014-03-14
Edition: 1
Price: GBP 30.99
Pages: 368
Publisher: Taylor & Francis (ML)
Readership:
Language: Eng
Discipline: Social Science
Category: Computing & IT
Subject: Digital animation, GAMES / Video & Electronic
Vintage Game Consoles tells the story of the most influential videogame platforms of all time, including the Apple II, Commodore 64, Nintendo Entertainment System, Game Boy, Sega Genesis, Sony PlayStation, and many more. It uncovers the details behind the consoles, computers, handhelds, and arcade machines that made videogames possible. Drawing on extensive research and the authors’ own lifelong experience with videogames, Vintage Game Consoles explores each system’s development, history, fan community, its most important games, and information for collectors and emulation enthusiasts. It also features hundreds of exclusive full-color screenshots and images that help bring each system’s unique story to life. Vintage Game Consoles is the ideal book for gamers, students, and professionals who want to know the story behind their favorite computers, handhelds, and consoles, without forgetting about why they play in the first place – the fun! Bill Loguidice is a critically acclaimed technology author who has worked on over a dozen books, including CoCo: The Colorful History of Tandy’s Underdog Computer, written with Boisy G. Pitre. He’s also the co-founder and Managing Director for the popular Website, Armchair Arcade. A noted videogame and computer historian and subject matter expert, Bill personally owns and maintains well over 400 different systems from the 1970s to the present day, including a large volume of associated materials. Matt Barton is an associate professor of English at Saint Cloud State University in Saint Cloud, Minnesota, where he lives with his wife Elizabeth. He’s the producer of the "Matt Chat," a weekly YouTube series featuring in-depth interviews with notable game developers. In addition to the original Vintage Games, which he coauthored with Bill, he’s author of Dungeons & Desktops: The History of Computer Role-Playing Games and Honoring the Code: Conversations with Great Game Designers. 235
Vintage Games 2.0: An Insider Look at the Most Influential Games of All Time Matt Barton ISBN: 9781138899131
Form: Paperback
Pub date: 2016-08-17
Edition: 1
Price: GBP 34.99
Pages: 373
Publisher: Taylor & Francis (ML)
Readership:
Language: Eng
Discipline: Hard Science
Category: Computing & IT
Subject: Digital animation, COMPUTERS / Programming / Games
Super Mario Bros. Doom. Minecraft. It’s hard to imagine what life would be like today without video games, a creative industry that now towers over Hollywood in terms of both financial and cultural impact. The video game industry caters to everyone, with games in every genre for every conceivable electronic device--from dedicated PC gaming rigs and consoles to handhelds, mobile phones, and tablets. Successful games are produced by mega-corporations, independent studios, and even lone developers working with nothing but free tools. Some may still believe that video games are mere diversions for children, but today’s games offer sophisticated and wondrously immersive experiences that no other media can hope to match. Vintage Games 2.0 tells the story of the ultimate storytelling medium, from early examples such as Spacewar! and Pong to the mind blowing console and PC titles of today. Written in a smart and engaging style, this updated 2nd edition is far more than just a survey of the classics. Informed by hundreds of in-depth personal interviews with designers, publishers, marketers, and artists--not to mention the author’s own lifelong experience as a gamer--Vintage Games 2.0 uncovers the remarkable feats of intellectual genius, but also the inspiring personal struggles of the world’s most brilliant and celebrated game designers--figures like Shigeru Miyamoto, Will Wright, and Roberta Williams. Ideal for both beginners and professionals, Vintage Games 2.0 offers an entertaining and inspiring account of video game’s history and meteoric rise from niche market to global phenomenon.
236
Vintage Games: An Insider Look at the History of Grand Theft Auto, Super Mario, and the Most Influential Games of All Time Bill Loguidice, Matt Barton ISBN: 9780240811468
Form: Paperback
Pub date: 2009-02-19
Edition: 1
Price: GBP 25.99
Pages: 240
Publisher: Taylor & Francis (ML)
Readership:
Language: Eng
Discipline: Humanities
Category: Arts
Subject: Digital animation, ART / Digital
Vintage Games explores the most influential videogames of all time, including Super Mario Bros., Grand Theft Auto III, Doom, The Sims and many more. Drawing on interviews as well as the authors' own lifelong experience with videogames, the book discusses each game's development, predecessors, critical reception, and influence on the industry. It also features hundreds of full-color screenshots and images, including rare photos of game boxes and other materials. Vintage Games is the ideal book for game enthusiasts and professionals who desire a broader understanding of the history of videogames and their evolution from a niche to a global market.
237
Virtual Reality Headsets - A Theoretical and Pragmatic Approach Philippe Fuchs ISBN: 9781138632356
Form: Hardback
Pub date: 2017-02-20
Edition: 1
Price: GBP 100.00
Pages: 214
Publisher: Taylor & Francis (ML)
Readership: College/higher education
Language: Eng
Discipline: Hard Science
Category: Computing & IT
Subject: Digital animation, TECHNOLOGY & ENGINEERING / Lasers & Photo
The purpose of virtual reality is to make possible a sensorimotor and cognitive activity for a user in a digitally created artificial world. Recent advances in computer technology have led to a new generation of VR devices such as VR headsets. Accordingly, virtual reality poses many new scientific challenges for researchers and professionals. The aim of this book, a manual meant for both designers and users of virtual reality, is to present the current state of knowledge on the use of VR headsets in the most complete way possible. The book is divided into 13 chapters. The objective of the first chapter is to give an introduction to VR and clarify its scope. The next chapter presents a theoretical approach to virtual reality through our Immersion and Interaction methodology also known as "3I² model’’. Then, a chapter about human senses is necessary to understand the sensorimotor immersion, especially vision. These chapters are followed by several chapters which present the different visual interfaces and the VR headsets currently available on the market. These devices can impart comfort and health problems due to sensorimotor discrepancies. A chapter is devoted to these problems, followed by a chapter that gives a detailed discussion of methods and 32 solutions to dispel, or at least to decrease, VR sickness. The following three chapters present different VR applications that use VR headsets (behavioural sciences, industrial uses and Digital Art) and the final chapter provides conclusions and discusses future VR challenges.
238
Virtual Vixens: 3D Character Modeling and Scene Placement Arndt von Koenigsmarck ISBN: 9780240809809
Form: Paperback
Pub date: 2007-07-27
Edition: 1
Price: GBP 27.99
Pages: 318
Publisher: Taylor & Francis (ML)
Readership:
Language: Eng
Discipline: Humanities
Category: Arts
Subject: Digital animation, ART / Digital
Features software workshops for 3ds Max, Maya, CINEMA 4D, Lightwave, and Softimage XSI.Hot, hotter, hottest. See how today's leading modeling artists create 3D characters that sizzle and get the techniques you'll need to create your own virtual vixens.Steven Stahlberg, Liam Kemp, Marco Patrito, and Sze Jones from Blur Studio are just a few of the 3D artists who share their secrets for making the fantasy females you wish were real. You'll get their personal stories, insights into the profession, and new ways to conceive and construct your own 3D characters.Then, seven hands-on workshops demonstrate the complete work cycle of modeling 3D characters to bring your own fantasies to life-from making the first sketch and preparing the template to modeling and texturing characters and lighting and rendering. You can use the techniques with any of the major software tools including 3ds Max, Lightwave, Softimage XSI, Maya, or Cinema 4D. Since the workshops don't use any previously made objects, you'll get to start from scratch with your imagination as the only limit.Participants:Andrea BertacciniMax Edwin WahyudiSze JonesLiam KempArndt von KoenigsmarckK. C. LeeDaniel Moreno DiazMarco PatritoSteven StahlbergFrancois de Swardt
239
Visual Design Concepts: For Mobile Games Chirstopher P Carman ISBN: 9781138806924
Form: Paperback
Pub date: 2018-02-08
Edition: 1
Price: GBP 38.99
Pages: 192
Publisher: Taylor & Francis (ML)
Readership:
Language: Eng
Discipline: Hard Science
Category: Computing & IT
Subject: Digital animation, COMPUTERS / Programming / Games
This book is geared towards both students as well as professionals who are looking to enter the mobile (tablet/smartphone) and PC (personal computer) industry as concept artists (for both 2D and 3D production pipelines) or 2D production artists (game-ready assets). This book is not specifically focused on game design or game development and is also not a 3D modeling or animation guide. However, certain aspects of game design, game development, and 3D modeling and animation will impact the visual development and art creation process. So, at points throughout we will explore topics such as game engine performance and game mechanics, though at a very high-level, bird's-eye, vantage point and only as they pertain to the visual development of the various assignments throughout this book. Through the completion of the exercises and assignments contained within Visual Development for Web & Mobile Games readers will be guided through the visual development process and execution of a variety of concepts and assets (final game art). This includes categories such as characters, props, and backgrounds, within an isometric design template. The categories themselves will relate more to their function within a very simple game design template than their completed visual representation (e.g., the "big build-able" category could be anything from a town square to a fire breathing dragon as long as it fits within the bare bones parameters of the asset types functionality). The concept, theme, and style of these assets, as well as the world they inhabit, will be completely up to the individual artist.
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Visual Storytelling with Color and Light Michael Humphries ISBN: 9780415720649
Form: Hardback
Pub date: 2018-07-06
Edition: 1
Price: GBP 31.99
Pages: 264
Publisher: Taylor & Francis (ML)
Readership:
Language: Eng
Discipline: Humanities
Category: Arts
Subject: Digital animation, PERFORMING ARTS / Animation
Though digital technology will continue to advance the way art is created, traditional mediums and techniques will remain fundamental to creating art. This holds true for gouache, (opaque watercolor}, acrylic, and many other mediums. Traditional mediums have had a hand in the creation of some of the most stunning backgrounds in animation, and a favorite of top illustrators for decades. Michael Humphries’ Visual Storytelling provides step-by-step techniques that will help readers better understand color theory, composition and lighting, both traditionally and digitally. Visual Storytelling illustrates and analyzes numerous Disney visual development and animation background paintings that provide the reader a greater insight as to how these paintings were created, and how they were instrumental in the creation of the worlds most successful and beautiful animated movies. Through analysis and demonstrations, Visual Storytelling features the Disney studios traditional approach and Photoshop techniques that will give readers a well-rounded view of today’s digital and traditional practices.
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Voice-Over for Animation Jean Ann Wright, M.J. Lallo ISBN: 9780240810157
Form: Paperback
Pub date: 2009-05-20
Edition: 1
Price: GBP 20.99
Pages: 282
Publisher: Taylor & Francis (ML)
Readership:
Language: Eng
Discipline: Humanities
Category: Arts
Subject: Digital animation, ART / Digital
Voice Over for Animation takes animation and voice-over students and professionals alike through the animated voice-over world. The book provides information, exercises, and advice from professional voice-over artists. Now you can develop your own unique characters, and learn techniques to exercise your own voice gain the versatility you need to compete. You can also learn how to make a professional sounding demo CD, and find work in the field. The accompanying CD is professionally recorded, and features: scripts, Animation Talent Agent interviews, Casting Director interviews and Interviews with Animation Voice-Over Artists like Nancy Cartwright (Bart, The Simpsons) and Cathy Cavadini (Blossom, Power Puff Girls) and Bill Farmer (Goofy). This is an invaluable resource for animators and voice-over artists.
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Why We Design Games: Frameworks from Indie to AAA Dana Ruggiero ISBN: 9781138808829
Form: Paperback
Pub date: 2017-11-22
Edition: 1
Price: GBP 38.99
Pages: 320
Publisher: Taylor & Francis (ML)
Readership:
Language: Eng
Discipline: Hard Science
Category: Computing & IT
Subject: Digital animation, COMPUTERS / Programming / Games
An exploration of game designer experiences from around the world, exploring indie games, games for change, short form, AAA and more. Intended to examine the human component in game design and the motivation behind individual designers. A series of illustrative frameworks for game design through first person narratives based on a combination of ADDIE and design based research are formed. Lessons behind the parts of game design that designers and students never see are highlighted, from mundane details to questioning the underlying motivation behind why we design games. Each game designer includes sketches of their game design process, covering process across genres and experience levels.
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Winsor McCay: His Life and Art John Canemaker ISBN: 9781138578869
Form: Paperback
Pub date: 2018-05-22
Edition: 1
Price: GBP 46.99
Pages: 280
Publisher: Taylor & Francis (ML)
Readership:
Language: Eng
Discipline: Hard Science
Category: Computing & IT
Subject: Digital animation, COMPUTERS / Programming / Games
This volume is the only existing biography of one of America's greatest and most influential cartoonists. Winsor McCay (1867-1934) is universally acknowledged as the first master of both the comic strip and the animated cartoon. Although invented by others, both genres were developed into enduring popular art of the highest imagination through McCay's innovative genius. Included are new materials found since the previous publication of the book such as new comic strips of Little Nemo in Slumberland, and new sketches of Gertie the Dinosaur.
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Women in Game Development: Breaking the Glass Level-Cap Jennifer Brandes Hepler ISBN: 9781138947924
Form: Paperback
Pub date: 2016-08-03
Edition: 1
Price: GBP 34.99
Pages: 238
Publisher: Taylor & Francis (ML)
Readership:
Language: Eng
Discipline: Hard Science
Category: Computing & IT
Subject: Digital animation, COMPUTERS / Programming / Games
Videogame development is usually seen as a male dominated field; even playing videogames is often wrongly viewed as a pastime for men only. But behind the curtain, women have always played myriad important roles in gaming. From programmers to artists, designers to producers, female videogame developers endure not only the pressures of their jobs but also epic levels of harassment and hostility. Jennifer Brandes Hepler’s Women in Game Development: Breaking the Glass Level-Cap gives voice to talented and experienced female game developers from a variety of backgrounds, letting them share the passion that drives them to keep making games.
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Write Your Way into Animation and Games: Create a Writing Career in Animation and Games Christy Marx ISBN: 9780240813431
Form: Paperback
Pub date: 2010-04-21
Edition: 1
Price: GBP 27.99
Pages: 424
Publisher: Taylor & Francis (ML)
Readership:
Language: Eng
Discipline: Humanities
Category: Arts
Subject: Digital animation, ART / Digital
Launch your career in writing for video games or animation with the best tips, tricks, and tutorials from the Focal press catalog--all at your fingertips. Let our award-winning writers and game developers show you how to generate ideas and create compelling storylines, concepts, and narratives for your next project. Write Your Way Into Animation and Games provides invaluable information on getting into the game and animation industries. You will benefit from decades of insider experience about the fields of animation and games, with an emphasis on what you really need to know to start working as a writer. Navigate the business aspects, gain unique skills, and develop the craft of writing specifically for aniamtion and games. Learn from the cream of the crop who have shared their knowledge and experience in these key Focal Press guides: Digital Storytelling, Second Edition by Carolyn Handler Miller Animation Writing and Development by Jean Ann Wright Writing for Animation, Comics, and Games by Christy Marx Story and Simulations for Serious Games by Nick Iuppa and Terry Borst Writing for Multimedia and the Web, Third Edition by Timothy Garrand
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Writing for Animation: What Goes on Behind (Closed) Studio Doors Rob Edwards ISBN: 9781138884854
Form: Paperback
Pub date: 2016-12-17
Edition: 1
Price: GBP 30.99
Pages: 256
Publisher: Taylor & Francis (ML)
Readership: Professional and scholarly
Language: Eng
Discipline: Humanities
Category: Arts
Subject: Digital animation, ART / Business Aspects,ART / Film & Video
Watching animated films is the staple of any childhood. But what does it take to write a full-length animated film? Writing for Animation provides a glimpse into the inner workings of animation studios. It delves into the pertinent aspects of dynamic storytelling and shows you what it is like to work as a writer in this fast-paced world. Author Rob Edwards, a 30-year writing veteran, has worked with some of the best and brightest minds in the entertainment industry. He shares his experiences and what he’s learned from writing two Academy Award nominated animated features. From the coverage of the writing ins and outs, to writing exercises throughout the book, to interviews with the industry’s top talent, this book helps all writers – from novice to experienced – learn the fundamentals of what it takes to succeed.
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