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Books > Computing & IT > Applications of computing > Image processing > Computer animation
The Legend of Zelda series is one of the most popular and recognizable examples in videogames of what Tolkien referred to as mythopoeia, or myth-making. In his essay On Fairy Stories and a short poem entitled Mythopoeia, Tolkien makes the case that the fairy tale aesthetic is simply a more intimate version of the same principle underlying the great myths: the human desire to make meaning out of the world. By using mythopoeia as a touchstone concept, the essays in this volume explore how The Legend of Zelda series turns the avatar, through which the player interacts with the in-game world, into a player-character symbiote wherein the individual both enacts and observes the process of integrating worldbuilding with storytelling. Twelve essays explore Zelda's mythmaking from the standpoints of literary criticism, videogame theory, musicology, ecocriticism, pedagogy, and more.
Key Features: This work aims to be the most approachable book about UX. Many books on the topic are highly specialized and are not easy to read for people who just want to understand it better. This book is easy to read and aims to popularize the UX mindset while debunking its main misconceptions. Small format size makes it easy to carry around. Includes content relatable and meaningful to the readers by taking many examples from everyday life with a conversational and light writing style. It tackles the psychology, design, research, process, strategy, and ethics behind offering the best experience with products, systems, or services. Includes a glossary.
Discusses core concepts and principles of deep learning in gaming and animation with applications. Covers application of neural networks for intelligent video game character. Discusses automated video generation and real time animation. Covers technological advancements in virtual reality (VR), and augmented reality (AR).
This book teaches you how to master classic and cutting edge Foley techniques in order to create rich and convincing sound for any medium, be it film, television, radio, podcasts, animation, or games. Award-winning Foley artist Vanessa Theme Ament demonstrates how Foley is designed, crafted, and edited for any project, down to the nuts and bolts of spotting, cueing, and performing sounds. Various renowned sound artists provide a treasure trove of indispensable shortcuts, hot tips, and other valuable tricks of the trade. This updated third edition features the following: New chapters dedicated to Foley in games, television, broadcasting, and animation, as well as what is new in sound for media education A multitude of sound "recipes" that include proven Foley methods you can immediately use on your own projects A diverse range of case studies from well-known films, shows, games, and animation Interviews with current sound artists from around the world By exploring the entire audio post-production process, this book provides you with an excellent understanding of where Foley fits in the business of filmmaking and is a perfect guide for both newcomers and experienced sound designers wanting to learn more about this art. Accompanying the book are online resources featuring video demonstrations of Foley artists at work, video tutorials of specific Foley techniques, lectures from the author and more.
performance theory, art and public policy, art and social justice, global catastrophes and local actions
Provides a new perspective on Environment Art by covering the latest and most creative industry techniques in Substance Designer Follows a step-by-step process for using Substance Designer to help readers create realistic, state-of-the-art environments Explains the fundamentals of being a talented games environment artist, outlining the key considerations that most environment artists tend to forget
Provides a new perspective on Environment Art by covering the latest and most creative industry techniques in Substance Designer Follows a step-by-step process for using Substance Designer to help readers create realistic, state-of-the-art environments Explains the fundamentals of being a talented games environment artist, outlining the key considerations that most environment artists tend to forget
a collection of interviews from renowned author, David L. Craddock
Game Dev Stories: Interviews About Game Development and Culture Volumes 1 and 2 are a collection of interviews from renowned author David L. Craddock as he explores all corners of the video game industry. Collected from the author's archives, Game Dev Stories gathers conversations with individuals from all corners of the industry: Who they are, the paths they paved, and their contributions to this multibillion-dollar industry. This text offers viewpoints from well-known individuals like John Romero, Tom Hall, and Matt Householder. From artists and writers to programmers and designers, Game Dev Stories offers amazing insights and understanding to what occurs behind the screens of your favorite games and may help inspire future game developers in pursuing their dreams. Author Bio David L. Craddock writes fiction, nonfiction, and grocery lists. He is the author of over a dozen nonfiction books about video game development and culture, including the bestselling Stay Awhile and Listen series, Arcade Perfect: How Pac-Man, Mortal Kombat, and Other Coin-Op Classics Invaded the Living Room, and fiction for young adults, including The Dumpster Club and Heritage: Book One of the Gairden Chronicles. Find him online @davidlcraddock on Twitter.
Create Stunning Renders using V-Ray in 3ds Max: Guiding the Next Generation of 3D Renderers is a step-by-step guide on how to create realistic renderings using V-Ray in 3ds Max. The potentials of V-Ray are detailed using a bedroom scene as an example. The book introduces the 3ds Max interface and the basic commands, allowing readers to familiarize themselves with the work environment from the very beginning. This book is intended for architects, interior designers, and anyone else wanting to create photorealistic renderings using V-Ray in 3ds Max. The reader does not need experience to follow this book, but any prior knowledge of working in 3ds Max will help the reader jump right in. Margarita Nikita is the co-founder of High Q Renders LLC, an award-winning creative company based in San Francisco, CA, with offices in Greece. Nikita has published several design books on 2D and 3D graphic design, some of which are used in university courses, actively contributing to the formation of the new generation of 3D modelers in her native country, Greece. She shares her knowledge, advice, and tips and tricks on her YouTube channel, Margarita Nikita. More of her work is available at her Instagram account, @margarita.nikita.
Create Stunning Renders using V-Ray in 3ds Max: Guiding the Next Generation of 3D Renderers is a step-by-step guide on how to create realistic renderings using V-Ray in 3ds Max. The potentials of V-Ray are detailed using a bedroom scene as an example. The book introduces the 3ds Max interface and the basic commands, allowing readers to familiarize themselves with the work environment from the very beginning. This book is intended for architects, interior designers, and anyone else wanting to create photorealistic renderings using V-Ray in 3ds Max. The reader does not need experience to follow this book, but any prior knowledge of working in 3ds Max will help the reader jump right in. Margarita Nikita is the co-founder of High Q Renders LLC, an award-winning creative company based in San Francisco, CA, with offices in Greece. Nikita has published several design books on 2D and 3D graphic design, some of which are used in university courses, actively contributing to the formation of the new generation of 3D modelers in her native country, Greece. She shares her knowledge, advice, and tips and tricks on her YouTube channel, Margarita Nikita. More of her work is available at her Instagram account, @margarita.nikita.
o Continuing the a series of books that focus entirely on a singular game design system or mechanic o A perfect read for anyone interested in understanding game design, or just curious from a historical standpoint o The series has potential to keep growing looking at a multitude of topics
This book will be a key contribution to both Gothic and digital game scholarship as it argues for close proximity between Gothic culture and the videogame medium itself This book explores the many ways Gothic literature and media have informed videogame design The book moves beyond the study of generic influences of horror on digital gaming, and focuses in on the Gothic, a less visceral mode tending towards the unsettling, the uncertain and the uncanny The book will have resonance with scholars and students in both Gothic and digital game scholarship, as well as those interested in Gothic novels, media and popular culture, digital games and interactive fiction
* Written and structured in relation to media psychology courses and curricula and includes a range of pedagogical features to aid teaching and student learning including vocabulary and key terms, discussion questions, and boxed examples * Offers an up to date perspective by engaging with digital media and cyberpsychology, as well as topical issues such as fake news, positive psychology, gaming, online dating, and social media * Written by a team of expert authors to offer a comprehensive overview of the topic are that is suitable for undergraduate and introductory master's course around the world
* Written and structured in relation to media psychology courses and curricula and includes a range of pedagogical features to aid teaching and student learning including vocabulary and key terms, discussion questions, and boxed examples * Offers an up to date perspective by engaging with digital media and cyberpsychology, as well as topical issues such as fake news, positive psychology, gaming, online dating, and social media * Written by a team of expert authors to offer a comprehensive overview of the topic are that is suitable for undergraduate and introductory master's course around the world
A timely volume on a much-needed topic, given the rise of hate speech alongside the rise of social media use over the past decade Offers a comprehensive and rigorous overview of the role of communication in the construction of hate speech and polarization The book uses focused case studies to understand how we can overcome the risks and threats stemming from the past decade's defining communicative phenomena The book brings together an international team of experts, enabling a broad, multidisciplinary approach to the topic of hate speech and polarization The book suggests an academic frame of reference for examining this emerging phenomenon within the field of communication studies This collection will be of great interest to scholars and students working in communication studies, media studies, journalism, sociology, political science, political communication, and cultural industries
Audience and media analytics is more important now than ever, and this latest volume in the cutting-edge BEA Electronic Media Research Series collects some of the top scholars working with big data and analytics today. These chapters describe the development and help define media analytics as an academic discipline and professional practice. Understanding audiences is integral to creating and distributing media messages and the study of media analytics requires knowing a range of skills including research methods, the necessary tools available, familiarity with statistical procedures, and a mindset to provide insights and apply findings. This book summarizes the insights of analytics practitioners regarding the current state of legacy media analysis and social media analytics. Topics covered include the evolution of media technologies, the teaching of media measurement and analytics, the transition taking place in media research, and the use of media analytics to answer meaningful questions, drive content creation, and engage with audiences.
Digital Ethics delves into the shifting legal and ethical landscape in digital spaces and explores productive approaches for theorizing, understanding, and navigating through difficult ethical issues online. Contributions from leading scholars address how changing technologies and media over the last decade have both created new ethical quandaries and reinforced old ones in rhetoric and writing studies. Through discussions of rhetorical theory, case studies and examples, research methods and methodologies, and pedagogical approaches and practical applications, this collection will further digital rhetoric scholars' inquiry into digital ethics and writing instructors' approaches to teaching ethics in the current technological moment. A key contribution to the literature on ethical practices in digital spaces, this book will be of interest to researchers and teachers in the fields of digital rhetoric, composition, and writing studies.
This book explores the impact of a video game's degree of realism or fictionality on its linguistic dimensions, investigating the challenges and strategies for translating realia and irrealia, the interface of the real world and the game world where culture-specificity manifests itself. The volume outlines the key elements in the translation of video games, such as textual non-linearity, multitextuality, and playability, and introduces the theoretical framework used to determine a game's respective degree of realism or fictionality. Pettini applies an interdisciplinary approach drawing on video game research and Descriptive Translation Studies to the linguistic and translational analysis of in-game dialogs in English-Italian and English-Spanish language pairs from a corpus of three war video games. This approach allows for an in-depth look at the localization challenges posed by the varying degree of realism and fictionality across video games and the different strategies translators employ in response to these challenges. A final chapter offers a comparative analysis of the three games and subsequently avenues for further research on the role of culture-specificity in game localization. This book is key reading for students and scholars interested in game localization, audiovisual translation studies, and video game research.
This book investigates the narrativity of some of the most popular survival horror video games and the gender politics implicit in their storyworlds. In a thorough analysis of the genre that draws upon detailed comparisons with the mainstream action genre, Andrei Nae places his analysis firmly within a political and social context. In comparing survival horror games to the dominant game design norms of the action genre, the author differentiates between classical and postclassical survival horror games to show how the former reject the norms of the action genre and deliver a critique of the conservative gender politics of action games, while the latter are more heterogeneous in terms of their game design and, implicitly, gender politics. This book will appeal not only to scholars working in game studies, but also to scholars of horror, gender studies, popular culture, visual arts, genre studies and narratology.
a collection of interviews from renowned author, David L. Craddock
Game Dev Stories: Interviews About Game Development and Culture Volumes 1 and 2 are a collection of interviews from renowned author David L. Craddock as he explores all corners of the video game industry. Collected from the author's archives, Game Dev Stories gathers conversations with individuals from all corners of the industry: Who they are, the paths they paved, and their contributions to this multibillion-dollar industry. This text offers viewpoints from well-known individuals like John Romero, Tom Hall, and Matt Householder. From artists and writers to programmers and designers, Game Dev Stories offers amazing insights and understanding to what occurs behind the screens of your favorite games and may help inspire future game developers in pursuing their dreams. Author Bio David L. Craddock writes fiction, nonfiction, and grocery lists. He is the author of over a dozen nonfiction books about video game development and culture, including the bestselling Stay Awhile and Listen series, Arcade Perfect: How Pac-Man, Mortal Kombat, and Other Coin-Op Classics Invaded the Living Room, and fiction for young adults, including The Dumpster Club and Heritage: Book One of the Gairden Chronicles. Find him online @davidlcraddock on Twitter.
In 1980, computers were instruments of science and mathematics, military secrets and academia. Stern administrators lorded over sterile university laboratories and stressed one point to the wide-eyed students privileged enough to set foot within them: Computers were not toys. Defying authority, hackers seized control of monolithic mainframes to create a new breed of computer game: the roguelike, cryptic and tough-as-nails adventures drawn from text-based symbols instead of state-of-the-art 3D graphics. Despite their visual simplicity, roguelike games captivate thousands of players around the world. From the author of the bestselling Stay Awhile and Listen series, Dungeon Hacks: How NetHack, Angband, and Other Roguelikes Changed the Course of Video Games introduces you to the visionaries behind some of the most popular roguelikes of all time and shows how their creations paved the way for the blockbuster videogames of today-and beyond.
The Game Audio Strategy Guide is a comprehensive text designed to turn both novices and experienced audio designers into technical game audio pros. Providing both a theoretical foundation and practical insights, The Game Audio Strategy Guide offers a thorough look at the tools and methods needed to create industry-quality music and sound design for games. The text is supported by an extensive companion website, featuring numerous practical tutorials and exercises, which allows the reader to gain hands-on experience creating and implementing audio assets for games. The Game Audio Strategy Guide is the essential manual for anyone interested in creating audio for games, inside or outside the classroom. |
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