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Books > Computing & IT > Applications of computing > Image processing > Computer animation

V-Ray 5 for 3ds Max 2020 - 3D Rendering Workflows Volume 1 (Paperback, 2nd edition): Jamie Cardoso V-Ray 5 for 3ds Max 2020 - 3D Rendering Workflows Volume 1 (Paperback, 2nd edition)
Jamie Cardoso
R1,860 Discovery Miles 18 600 Ships in 10 - 15 working days

Increase the photorealism of your 3d visualizations with enhanced toolsets of V-Ray 5 for 3ds Max 2020. The book is filled with colorful illustrations depicting step-by-step tutorials about the process of creating a photorealistic day-and-night exterior scene. Each tutorial includes a 3d project scene to guide users through the production and the post-production processes. The book begins with an overview of the best techniques to approach clients via emails, calls, meetings, and via social media. There are also key insights into the best practices of handling projects, pricing, contracts, invoices, the pre-production, production, and the post-production, to name but a few. Throughout the book, users are taken through VRayMtl functions such as Diffuse, Roughness, Reflect, Glossiness, Metalness, Refract, Index of Refraction (IOR), Abbe number, Fog color, Translucency, BRDF, Coat, Sheen, and Bump. Also, users will learn how to use procedural maps such as VRayBitmap, VRayTriplanarTex, Bricks, Metals, Carpaint, VRayDisplacementMod, VRayUVWRandomizer, VRayMultiSubTex, VRayPointCloudColor, VRayDirt, VRayAerialPersepective, VRayLightMtl, VRayMtlWrapper, VRayOverrideMtl, VRay2SidedMtl, VRayBlendMtl, and VRayEdgesTex. In addition, there are tips and tricks accompanied with videos highlighting how to create VR interactive apps using Verge 3d; how to create verified views; and how to use plug-ins and scripts such as Project Manager, Auto grid pivot point, GarageFarm, Zmapping, gobotree, and VIShopper. Finally, users will have a rare insight into all functionalities of a VRay camera, VRayLight objects, Render settings, Frame buffer, Global switches, IPR options, Bucket and Progressive image samplers, Image filters, Global DMC, Color mapping, Brute force global illumination, Light cache, Color management, Distributed rendering, Render elements, VRay image file format, VFB History settings, VFB Lens Effects, LightMix, Film tonemap, Hue/Saturation, Lookup Table, and much more. Key Features This book deals with real projects/3d scenes and delivers up-to-date V-Ray 5 functionalities and production workflows using 3ds Max 2020 This book has professional supporting files ready to open and explore This book details the meticulous step-by-step processes of creating jaw-dropping 3d renderings This book includes unrivaled in-depth coverage of V-Ray 5 for 3ds Max 2020 This book includes 3d rendering methodologies currently used by key industry players Author Jamie Cardoso is a renowned author, reviewer, computer artist, and technologist, with years of experience in creating state-of-the-art 3d photomontages, verified views, VR, AR, XR, MR, Stereos, and photorealistic interior and exterior visualizations for architects and designers.

V-Ray 5 for 3ds Max 2020 - 3D Rendering Workflows Volume 1 (Hardcover, 2nd edition): Jamie Cardoso V-Ray 5 for 3ds Max 2020 - 3D Rendering Workflows Volume 1 (Hardcover, 2nd edition)
Jamie Cardoso
R4,439 Discovery Miles 44 390 Ships in 10 - 15 working days

Increase the photorealism of your 3d visualizations with enhanced toolsets of V-Ray 5 for 3ds Max 2020. The book is filled with colorful illustrations depicting step-by-step tutorials about the process of creating a photorealistic day-and-night exterior scene. Each tutorial includes a 3d project scene to guide users through the production and the post-production processes. The book begins with an overview of the best techniques to approach clients via emails, calls, meetings, and via social media. There are also key insights into the best practices of handling projects, pricing, contracts, invoices, the pre-production, production, and the post-production, to name but a few. Throughout the book, users are taken through VRayMtl functions such as Diffuse, Roughness, Reflect, Glossiness, Metalness, Refract, Index of Refraction (IOR), Abbe number, Fog color, Translucency, BRDF, Coat, Sheen, and Bump. Also, users will learn how to use procedural maps such as VRayBitmap, VRayTriplanarTex, Bricks, Metals, Carpaint, VRayDisplacementMod, VRayUVWRandomizer, VRayMultiSubTex, VRayPointCloudColor, VRayDirt, VRayAerialPersepective, VRayLightMtl, VRayMtlWrapper, VRayOverrideMtl, VRay2SidedMtl, VRayBlendMtl, and VRayEdgesTex. In addition, there are tips and tricks accompanied with videos highlighting how to create VR interactive apps using Verge 3d; how to create verified views; and how to use plug-ins and scripts such as Project Manager, Auto grid pivot point, GarageFarm, Zmapping, gobotree, and VIShopper. Finally, users will have a rare insight into all functionalities of a VRay camera, VRayLight objects, Render settings, Frame buffer, Global switches, IPR options, Bucket and Progressive image samplers, Image filters, Global DMC, Color mapping, Brute force global illumination, Light cache, Color management, Distributed rendering, Render elements, VRay image file format, VFB History settings, VFB Lens Effects, LightMix, Film tonemap, Hue/Saturation, Lookup Table, and much more. Key Features This book deals with real projects/3d scenes and delivers up-to-date V-Ray 5 functionalities and production workflows using 3ds Max 2020 This book has professional supporting files ready to open and explore This book details the meticulous step-by-step processes of creating jaw-dropping 3d renderings This book includes unrivaled in-depth coverage of V-Ray 5 for 3ds Max 2020 This book includes 3d rendering methodologies currently used by key industry players Author Jamie Cardoso is a renowned author, reviewer, computer artist, and technologist, with years of experience in creating state-of-the-art 3d photomontages, verified views, VR, AR, XR, MR, Stereos, and photorealistic interior and exterior visualizations for architects and designers.

The Gig Economy - Workers and Media in the Age of Convergence (Paperback): Brian Dolber, Michelle Rodino-Colocino, Chenjerai... The Gig Economy - Workers and Media in the Age of Convergence (Paperback)
Brian Dolber, Michelle Rodino-Colocino, Chenjerai Kumanyika, Todd Wolfson
R1,255 Discovery Miles 12 550 Ships in 10 - 15 working days

This edited collection examines the gig economy in the age of convergence from a critical political economic perspective. Contributions explore how media, technology, and labor are converging to create new modes of production, as well as new modes of resistance. From rideshare drivers in Los Angeles to domestic workers in Delhi, from sex work to podcasting, this book draws together research that examines the gig economy's exploitation of workers and their resistance. Employing critical theoretical perspectives and methodologies in a variety of national contexts, contributors consider the roles that media, policy, culture, and history, as well as gender, race, and ethnicity play in forging working conditions in the 'gig economy'. Contributors examine the complex and historical relationships between media and gig work integral to capitalism with the aim of exposing and, ultimately, ending exploitation. This book will appeal to students and scholars examining questions of technology, media, and labor across media and communication studies, information studies, and labor studies as well as activists, journalists, and policymakers.

The Gig Economy - Workers and Media in the Age of Convergence (Hardcover): Brian Dolber, Michelle Rodino-Colocino, Chenjerai... The Gig Economy - Workers and Media in the Age of Convergence (Hardcover)
Brian Dolber, Michelle Rodino-Colocino, Chenjerai Kumanyika, Todd Wolfson
R4,498 Discovery Miles 44 980 Ships in 10 - 15 working days

This edited collection examines the gig economy in the age of convergence from a critical political economic perspective. Contributions explore how media, technology, and labor are converging to create new modes of production, as well as new modes of resistance. From rideshare drivers in Los Angeles to domestic workers in Delhi, from sex work to podcasting, this book draws together research that examines the gig economy's exploitation of workers and their resistance. Employing critical theoretical perspectives and methodologies in a variety of national contexts, contributors consider the roles that media, policy, culture, and history, as well as gender, race, and ethnicity play in forging working conditions in the 'gig economy'. Contributors examine the complex and historical relationships between media and gig work integral to capitalism with the aim of exposing and, ultimately, ending exploitation. This book will appeal to students and scholars examining questions of technology, media, and labor across media and communication studies, information studies, and labor studies as well as activists, journalists, and policymakers.

Dance Lexicon in Shakespeare and His Contemporaries - A Corpus Based Approach (Hardcover): Fabio Ciambella Dance Lexicon in Shakespeare and His Contemporaries - A Corpus Based Approach (Hardcover)
Fabio Ciambella
R1,662 Discovery Miles 16 620 Ships in 10 - 15 working days

This book provides a thorough analysis of terpsichorean lexis in Renaissance drama. Besides considering not only the Shakespearean canon but also the Bard's contemporaries (e.g., dramatists as John Marston and Ben Jonson among the most refined Renaissance dance aficionados), the originality of this volume is highlighted in both its methodology and structure. As far as methods of analysis are concerned, corpora such as the VEP Early Modern Drama collection and EEBO, and corpus analysis tools such as #LancsBox are used in order to offer the widest range of examples possible from early modern plays and provide co-textual references for each dance. Examples from Renaissance playwrights are fundamental for the analysis of connotative meanings of the dances listed and their performative, poetic and metaphoric role in sixteenth- and seventeenth-century drama. This study will be of great interest to Renaissance researchers, lexicographers and dance historians.

Game Anim - Video Game Animation Explained (Hardcover, 2nd edition): Jonathan Cooper Game Anim - Video Game Animation Explained (Hardcover, 2nd edition)
Jonathan Cooper
R3,668 Discovery Miles 36 680 Ships in 10 - 15 working days

Game Anim teaches the technical and artistic fundamentals of video game animation and goes further to provide practical advice and industry insights to help you become a rounded and successful game animator. Covering every stage of game production from the animator's perspective, it is packed with the lessons learned from working on a variety of game types in both in-game and cinematic roles in animator, lead, and director positions. These have been successful across multiple studios regardless of team, size and culture. The 2nd edition includes a new chapter on 2D and Pixel Art Animation, an enhanced mocap chapter covering the latest developments in Motion Matching, and even more interviews with top professionals in the field. Game Anim provides essential guidance to those looking to break into the industry and successful animators wishing to take the next step in their career. Key Features * 20 Years of Insight: Accumulated knowledge from 2 decades of experience in all areas of game animation. * The 5 Fundamentals: Reinterprets the classic 12 animation principles and sets out 5 new fundamentals for great game animation. * Animator Interviews: Notable game animators offer behind-the-scenes stories, tips, and advice. * Free Animation Rig: Free "AZRI" maya rig, tutorials and other resources on the accompanying website: www.gameanim.com/book

Game Design Deep Dive - Roguelikes (Paperback): Joshua Bycer Game Design Deep Dive - Roguelikes (Paperback)
Joshua Bycer
R1,282 Discovery Miles 12 820 Ships in 10 - 15 working days

Game Design Deep Dive: Roguelikes examines the history and rise of the often-confusing roguelike genre. Despite being more than 30 years old, the roguelike genre remains a mystery to a lot of consumers and developers. Procedural generation, or having the game generate content, has been a cornerstone and point of complexity since its inception. The 2010s saw an explosion of new designs and examples, along with a debate about what a roguelike is. The genre found its way back to mainstream audiences with the award-winning Demon's Souls and Dark Souls. Since then, roguelikes have revolutionized the way we see and design games. Author and game design critic Joshua Bycer explains the differences between the various roguelike designs and give a detailed blueprint showing what makes the best ones work. The first of its kind talking about the roguelike genre Examines the design and methodology of roguelike games and the different variations A high-level discussion and breakdown of procedural and random content generation Joshua Bycer is a game design critic with more than seven years of experience critically analyzing game design and the industry itself. In that time, through Game-Wisdom, he has interviewed hundreds of game developers and members of the industry about what it means to design video games. He is also a public speaker and presenter at schools and libraries on game design and game development.

Game Design Deep Dive - Roguelikes (Hardcover): Joshua Bycer Game Design Deep Dive - Roguelikes (Hardcover)
Joshua Bycer
R3,772 Discovery Miles 37 720 Ships in 18 - 22 working days

Game Design Deep Dive: Roguelikes examines the history and rise of the often-confusing roguelike genre. Despite being more than 30 years old, the roguelike genre remains a mystery to a lot of consumers and developers. Procedural generation, or having the game generate content, has been a cornerstone and point of complexity since its inception. The 2010s saw an explosion of new designs and examples, along with a debate about what a roguelike is. The genre found its way back to mainstream audiences with the award-winning Demon's Souls and Dark Souls. Since then, roguelikes have revolutionized the way we see and design games. Author and game design critic Joshua Bycer explains the differences between the various roguelike designs and give a detailed blueprint showing what makes the best ones work. The first of its kind talking about the roguelike genre Examines the design and methodology of roguelike games and the different variations A high-level discussion and breakdown of procedural and random content generation Joshua Bycer is a game design critic with more than seven years of experience critically analyzing game design and the industry itself. In that time, through Game-Wisdom, he has interviewed hundreds of game developers and members of the industry about what it means to design video games. He is also a public speaker and presenter at schools and libraries on game design and game development.

Introduction to Computer Graphics with OpenGL ES (Paperback): Jung Hyun Han Introduction to Computer Graphics with OpenGL ES (Paperback)
Jung Hyun Han
R1,538 Discovery Miles 15 380 Ships in 10 - 15 working days

OpenGL ES is the standard graphics API used for mobile and embedded systems. Despite its widespread use, there is a lack of material that addresses the balance of both theory and practice in OpenGL ES. JungHyun Han's Introduction to Computer Graphics with OpenGL ES achieves this perfect balance. Han's depiction of theory and practice illustrates how 3D graphics fundamentals are implemented. Theoretical or mathematical details around real-time graphics are also presented in a way that allows readers to quickly move on to practical programming. Additionally, this book presents OpenGL ES and shader code on many topics. Industry professionals, as well as, students in Computer Graphics and Game Programming courses will find this book of importance. Key Features: Presents key graphics algorithms that are commonly employed by state-of-the-art game engines and 3D user interfaces Provides a hands-on look at real-time graphics by illustrating OpenGL ES and shader code on various topics Depicts troublesome concepts using elaborate 3D illustrations so that they can be easily absorbed Includes problem sets, solutions manual, and lecture notes for those wishing to use this book as a course text.

Communicating Aggression in a Megamedia World (Hardcover): Beata Sierocka Communicating Aggression in a Megamedia World (Hardcover)
Beata Sierocka
R1,681 Discovery Miles 16 810 Ships in 10 - 15 working days

This book describes how, in the era of megamedia culture, aggression in communication constitutes a threat to the communication community. Based on the theoretical incorporation of transcendental pragmatics, the book explores how conceptualizing the phenomena of megamedia aggression from this perspective and diagnosing their destructive force are essential for: postulating the need for constructing a theory of media communication closely related to the model of discursive rationality, giving this theory a critical and normative character, and embedding it in the perspective of the project of social co-responsibility and in the plan for an ethics of co-responsibility. Combining key elements of media theory, the philosophy of communication, the concept of normative ethics and the fields of social psychology and social anthropology, this book will be of great interest to scholars and students in the areas of communication studies, philosophy, anthropology, psychology and psychoanalysis.

3ds Max Basics for Modeling Video Game Assets - Volume 2: Model, Rig and Animate Characters for Export to Unity or Other Game... 3ds Max Basics for Modeling Video Game Assets - Volume 2: Model, Rig and Animate Characters for Export to Unity or Other Game Engines (Hardcover)
William Culbertson
R3,986 Discovery Miles 39 860 Ships in 10 - 15 working days

As a textbook for learning the fundamentals of modeling, rigging and animating 3D-modeled characters for use in video games, this step-by-step lesson book builds on the reader's modeling skills acquired from reading Volume I. The reader will model characters for the Castle Environment created in Volume I, which will be rigged using the Character Animation Toolkit (CAT) in 3ds Max and animated with game moves. The Skin Modifier is used for associating the meshes to the rigs and the characters are then exported to the Unity game engine and integrated into the Castle Scene with a Third Person Character camera. As the text introduces new modeling skills, it additionally calls on the reader to perform repetitive tasks, reinforcing skills learned in the process. The content is presented as if the reader is in a working video game studio, being responsible for researching asset design and providing the team with placeholder assets and final model assets that are unwrapped and custom textured using both box mapping and the 3ds Max Quick Peel tool. Although the text uses Autodesk 3ds Max for the modeling program, the principles are transferable to other major modeling programs. Key Features: The goal of this book is to teach the fundamentals of 3D modeling video game characters in a simplified, logical progression optimized for learning at a beginner level. Rigging principles (Linking, Inverse Kinematics [IK], Forward Kinematics [FK], Skin Deformation, Weighting Vertices and more) are introduced in a gradual progression to allow maximum comprehension and retention. This series of modeling exercises is the result of having successfully taught over 1000 video game students the fundamentals of 3D modeling. This complete, clearly written and concise text is written for self-paced learning, helping those instructors who might not be fully trained in 3D modeling and those interested in self-teaching. Includes instructions and project files for exporting the finished project environment into the 3D game engine, Unity. A companion site (www.3dsMaxBasics.com) includes working 3ds Max project files for chapters, notes and corrections, a 3ds Max user interface, 3ds Max shortcut keys and more.

3ds Max Basics for Modeling Video Game Assets - Volume 2: Model, Rig and Animate Characters for Export to Unity or Other Game... 3ds Max Basics for Modeling Video Game Assets - Volume 2: Model, Rig and Animate Characters for Export to Unity or Other Game Engines (Paperback)
William Culbertson
R1,829 Discovery Miles 18 290 Ships in 10 - 15 working days

As a textbook for learning the fundamentals of modeling, rigging and animating 3D-modeled characters for use in video games, this step-by-step lesson book builds on the reader's modeling skills acquired from reading Volume I. The reader will model characters for the Castle Environment created in Volume I, which will be rigged using the Character Animation Toolkit (CAT) in 3ds Max and animated with game moves. The Skin Modifier is used for associating the meshes to the rigs and the characters are then exported to the Unity game engine and integrated into the Castle Scene with a Third Person Character camera. As the text introduces new modeling skills, it additionally calls on the reader to perform repetitive tasks, reinforcing skills learned in the process. The content is presented as if the reader is in a working video game studio, being responsible for researching asset design and providing the team with placeholder assets and final model assets that are unwrapped and custom textured using both box mapping and the 3ds Max Quick Peel tool. Although the text uses Autodesk 3ds Max for the modeling program, the principles are transferable to other major modeling programs. Key Features: The goal of this book is to teach the fundamentals of 3D modeling video game characters in a simplified, logical progression optimized for learning at a beginner level. Rigging principles (Linking, Inverse Kinematics [IK], Forward Kinematics [FK], Skin Deformation, Weighting Vertices and more) are introduced in a gradual progression to allow maximum comprehension and retention. This series of modeling exercises is the result of having successfully taught over 1000 video game students the fundamentals of 3D modeling. This complete, clearly written and concise text is written for self-paced learning, helping those instructors who might not be fully trained in 3D modeling and those interested in self-teaching. Includes instructions and project files for exporting the finished project environment into the 3D game engine, Unity. A companion site (www.3dsMaxBasics.com) includes working 3ds Max project files for chapters, notes and corrections, a 3ds Max user interface, 3ds Max shortcut keys and more.

Creating Games with Unreal Engine, Substance Painter, & Maya - Models, Textures, Animation, & Blueprint (Hardcover): Jingtian... Creating Games with Unreal Engine, Substance Painter, & Maya - Models, Textures, Animation, & Blueprint (Hardcover)
Jingtian Li, Kassandra Arevalo, Matthew Tovar
R4,578 Discovery Miles 45 780 Ships in 10 - 15 working days

Description: This tutorial-based book allows readers to create a first-person game from start to finish using industry-standard (and free to student) tools of Maya, Substance Painter, and Unreal Engine. The first half of the book lays out the basics of using Maya and Substance Painter to create game-ready assets. This includes polygonal modeling, UV layout, and custom texture painting. Then, the book covers rigging and animation solutions to create assets to be placed in the game including animated first-person assets and motion-captured NPC animations. Finally, readers can put it all together and build interactivity that allows the player to create a finished game using the assets built and animated earlier in the book. * Written by industry professionals with real-world experience in building assets and games. * Build a complete game from start to finish. * Learn what the pros use: construct all assets using the tools used at industries across the world. * All software used are free to students. * When complete, students will have a playable version of an FPS game. Jing Tian Li is a graduate of China's Central Academy of Fine Arts and New York's School of Visual Arts, where he earned an MFA in Computer Art. He currently is an Assistant Professor of 3D Animation & Game Design at the University of the Incarnate Word in San Antonio, Texas. Kassandra Arevalo is an instructor of 3D Animation & Game Design at the University of the Incarnate Word in San Antonio, Texas. She previously worked as an animator at Immersed Games. Matt Tovar is an industry veteran animator. He has worked at Naughty Dog, Infinity Ward, and Sony Interactive on such games as The Last of Us, Call of Duty: Modern Warfare, and most recently Marvel's Avengers with Crystal Dynamics. He is an Assistant Professor of 3D Animation at the University of the Incarnate Word in San Antonio, Texas.

Creating Games with Unity, Substance Painter, & Maya - Models, Textures, Animation, & Code (Hardcover): Jingtian Li, Adam... Creating Games with Unity, Substance Painter, & Maya - Models, Textures, Animation, & Code (Hardcover)
Jingtian Li, Adam Watkins, Kassandra Arevalo, Matthew Tovar
R4,429 Discovery Miles 44 290 Ships in 10 - 15 working days

This tutorial-based book allows readers to create a first-person game from start to finish using industry-standard (and free to student) tools of Unity, Substance Painter, and Maya. The first half of the book lays out the basics of using Maya and Substance Painter to create game-ready assets. This includes polygonal modeling, UV layout, and custom texture painting. The book then covers rigging and animation solutions to create assets to be placed in the game, including animated first-person assets and motion-captured NPC animations. Finally, readers can put it all together and build interactivity that allows the player to create a finished game using the assets built and animated earlier in the book. * Written by industry professionals with real-world experience in building assets and games * Build a complete game from start to finish * Learn what the pros use: construct all assets using the tools used at game studios across the world * All software used are free to students * When complete, students will have a playable version of an FPS game Jingtian Li is a graduate of China's Central Academy of Fine Arts and New York's School of Visual Arts, where he earned an MFA in Computer Art. He currently is an Assistant Professor of 3D Animation & Game Design at the University of the Incarnate Word in San Antonio, Texas. Adam Watkins is a 20-year veteran of 3D education. He holds an MFA in 3D Animation and a BFA in Theatre Arts from Utah State University. He currently is the Coordinator and Professor of the 3D Animation & Game Department at the University of the Incarnate Word in San Antonio, Texas. Kassandra Arevalo is an instructor of 3D Animation & Game Design at the University of the Incarnate Word in San Antonio, Texas. She previously worked as an animator at Immersed Games. Matt Tovar is an industry veteran animator. He has worked at Naughty Dog, Infinity Ward, and Sony Interactive on such games as The Last of Us, Call of Duty: Modern Warfare, and most recently Marvel's Avengers with Crystal Dynamics. He is an Assistant Professor of 3D Animation at the University of the Incarnate Word in San Antonio, Texas.

The Biopolitics of Gender in Science Fiction - Feminism and Female Machines (Hardcover): Emily Cox-Palmer-White The Biopolitics of Gender in Science Fiction - Feminism and Female Machines (Hardcover)
Emily Cox-Palmer-White
R3,783 Discovery Miles 37 830 Ships in 10 - 15 working days

Questioning essentialist forms of feminist discourse, this work develops an innovative approach to gender and feminist theory by drawing together the work of key feminist and gender theorists, such as Judith Butler and Donna Haraway, and the biopolitical philosophy of Giorgio Agamben and Gilles Deleuze. By analysing representations of the female cyborg figure, the gynoid, in science fiction literature, television, film and videogames, the work acknowledges its normative and subversive properties while also calling for a new feminist politics of selfhood and autonomy implied by the posthuman qualities of the female machine.

Creating Games with Unity, Substance Painter, & Maya - Models, Textures, Animation, & Code (Paperback): Jingtian Li, Adam... Creating Games with Unity, Substance Painter, & Maya - Models, Textures, Animation, & Code (Paperback)
Jingtian Li, Adam Watkins, Kassandra Arevalo, Matthew Tovar
R1,864 Discovery Miles 18 640 Ships in 10 - 15 working days

This tutorial-based book allows readers to create a first-person game from start to finish using industry-standard (and free to student) tools of Unity, Substance Painter, and Maya. The first half of the book lays out the basics of using Maya and Substance Painter to create game-ready assets. This includes polygonal modeling, UV layout, and custom texture painting. The book then covers rigging and animation solutions to create assets to be placed in the game, including animated first-person assets and motion-captured NPC animations. Finally, readers can put it all together and build interactivity that allows the player to create a finished game using the assets built and animated earlier in the book. * Written by industry professionals with real-world experience in building assets and games * Build a complete game from start to finish * Learn what the pros use: construct all assets using the tools used at game studios across the world * All software used are free to students * When complete, students will have a playable version of an FPS game Jingtian Li is a graduate of China's Central Academy of Fine Arts and New York's School of Visual Arts, where he earned an MFA in Computer Art. He currently is an Assistant Professor of 3D Animation & Game Design at the University of the Incarnate Word in San Antonio, Texas. Adam Watkins is a 20-year veteran of 3D education. He holds an MFA in 3D Animation and a BFA in Theatre Arts from Utah State University. He currently is the Coordinator and Professor of the 3D Animation & Game Department at the University of the Incarnate Word in San Antonio, Texas. Kassandra Arevalo is an instructor of 3D Animation & Game Design at the University of the Incarnate Word in San Antonio, Texas. She previously worked as an animator at Immersed Games. Matt Tovar is an industry veteran animator. He has worked at Naughty Dog, Infinity Ward, and Sony Interactive on such games as The Last of Us, Call of Duty: Modern Warfare, and most recently Marvel's Avengers with Crystal Dynamics. He is an Assistant Professor of 3D Animation at the University of the Incarnate Word in San Antonio, Texas.

Locating Imagination in Popular Culture - Place, Tourism and Belonging (Hardcover): Nicky van Es, Stijn Reijnders, Leonieke... Locating Imagination in Popular Culture - Place, Tourism and Belonging (Hardcover)
Nicky van Es, Stijn Reijnders, Leonieke Bolderman, Abby Waysdorf
R4,511 Discovery Miles 45 110 Ships in 10 - 15 working days

Locating Imagination in Popular Culture offers a multi-disciplinary account of the ways in which popular culture, tourism and notions of place intertwine in an environment characterized by ongoing processes of globalization, digitization and an increasingly ubiquitous nature of multi-media. Centred around the concept of imagination, the authors demonstrate how popular culture and media are becoming increasingly important in the ways in which places and localities are imagined, and how they also subsequently stimulate a desire to visit the actual places in which people's favourite stories are set. With examples drawn from around the globe, the book offers a unique study of the role of narratives conveyed through media in stimulating and reflecting desire in tourism. This book will have appeal in a wide variety of academic disciplines, ranging from media and cultural studies to fan- and tourism studies, cultural geography, literary studies and cultural sociology.

Urban Ecology and Intervention in the 21st Century Americas - Verticality, Catastrophe, and the Mediated City (Hardcover):... Urban Ecology and Intervention in the 21st Century Americas - Verticality, Catastrophe, and the Mediated City (Hardcover)
Allison M. Schifani
R4,488 Discovery Miles 44 880 Ships in 10 - 15 working days

This book takes a hemispheric approach to contemporary urban intervention, examining urban ecologies, communication technologies, and cultural practices in the twenty-first century. It argues that governmental and social regimes of control and forms of political resistance converge in speculation on disaster and that this convergence has formed a vision of urban environments in the Americas in which forms of play and imaginations of catastrophe intersect in the vertical field. Schifani explores a diverse range of resistant urban interventions, imagining the city as on the verge of or enmeshed in catastrophe. She also presents a model of ecocriticism that addresses aesthetic practices and forms of play in the urban environment. Tracing the historical roots of such tactics as well as mapping their hopes for the future will help the reader to locate the impacts of climate change not only on the physical space of the city, but also on the epistemological and aesthetic strategies that cities can help to engender. This book will be of great interest to students and scholars of Urban Studies, Media Studies, American Studies, Global Studies, and the broad and interdisciplinary field of Environmental Humanities.

Digital Bodies - Creativity and Technology in the Arts and Humanities (Hardcover, 1st ed. 2017): Susan Broadhurst, Sara Price Digital Bodies - Creativity and Technology in the Arts and Humanities (Hardcover, 1st ed. 2017)
Susan Broadhurst, Sara Price
R3,979 Discovery Miles 39 790 Ships in 10 - 15 working days

This book explores technologies related to bodily interaction and creativity from a multi-disciplinary perspective. By taking such an approach, the collection offers a comprehensive view of digital technology research that both extends our notions of the body and creativity through a digital lens, and informs of the role of technology in practices central to the arts and humanities. Crucially, Digital Bodies foregrounds creativity, the interrogation of technologies and the notion of embodiment within the various disciplines of art, design, performance and social science. In doing so, it explores a potential or virtual new sense of the embodied self. This book will appeal to academics, practitioners and those with an interest in not only how digital technologies affect the body, but also how they can enhance human creativity.

2D Game Development with Unity (Paperback): Franz Lanzinger 2D Game Development with Unity (Paperback)
Franz Lanzinger
R1,854 Discovery Miles 18 540 Ships in 10 - 15 working days

This book teaches beginners and aspiring game developers how to develop 2D games with Unity. Thousands of commercial games have been built with Unity. The reader will learn the complete process of 2D game development, step by step. The theory behind each step is fully explained. This book contains numerous color illustrations and access to all source code and companion videos. Key Features: Fully detailed game projects from scratch. Beginners can do the steps and create games right away. No coding experience is necessary. Numerous examples take a raw beginner toward professional coding proficiency in C# and Unity. Includes a thorough introduction to Unity 2020, including 2D game development, prefabs, cameras, animation, character controllers, lighting, and sound. Includes a step-by-step introduction to Unity 2019.3. Extensive coverage of GIMP, Audacity, and MuseScore for the creation of 2D graphics, sound effects, and music. All required software is free to use for any purpose including commercial applications and games. Franz Lanzinger is the owner and chief game developer of Lanzinger Studio, an independent game development and music studio in Sunnyvale, California. He started his career in game programming in 1982 at Atari Games, Inc., where he designed and programmed the classic arcade game Crystal Castles. In 1989, he joined Tengen, where he was a programmer and designer for Ms. Pac-Man and Toobin' on the NES. He co-founded Bitmasters, where he designed and coded games including Rampart and Championship Pool for the NES and SNES, and NCAA Final Four Basketball for the SNES and Sega Genesis. In 1996, he founded Actual Entertainment, publisher and developer of the Gubble video game series. He has a B.Sc. in mathematics from the University of Notre Dame and attended graduate school in mathematics at the University of California at Berkeley. He is a former world record holder on Centipede and Burgertime. He is a professional author, game developer, accompanist, and piano teacher. He is currently working on remaking the original Gubble game in Unity and Blender.

The Video Game Debate 2 - Revisiting the Physical, Social, and Psychological Effects of Video Games (Hardcover): Thorsten... The Video Game Debate 2 - Revisiting the Physical, Social, and Psychological Effects of Video Games (Hardcover)
Thorsten Quandt, Rachel Kowert
R4,481 Discovery Miles 44 810 Ships in 10 - 15 working days

This student-friendly book provides an accessible overview of the primary debates about the effects of video games. It expands on the original The Video Game Debate to address the new technologies that have emerged within the field of game studies over the last few years. Debates about the negative effects of video game play have been evident since their introduction in the 1970s, but the advent of online and mobile gaming has revived these concerns, reinvigorating old debates and generating brand new ones. The Video Game Debate 2 draws from the latest research findings from the top scholars of digital games research to address these concerns. The book explores key developments such as virtual and augmented reality, the use of micro-transactions, the integration of loot boxes, and the growth of mobile gaming and games for change (serious games). Furthermore, several new chapters explore contemporary debates around e-sports, gamification, sex and gender discrimination in games, and the use of games in therapy. This book offers students and scholars of games studies and digital media, as well as policymakers, the essential information they need to participate in the debate.

A Moving Subject (Hardcover): Giannalberto Bendazzi A Moving Subject (Hardcover)
Giannalberto Bendazzi
R3,780 Discovery Miles 37 800 Ships in 18 - 22 working days

Description: A Moving Subject offers a collection of essays from around the world. From Italy to the Middle East, from an analysis of A Night on Bald Mountain to African cinema animation, these essays help to paint the world of animation in a comprehensive and international manner. Handpicked by renowned animation historian and researcher Giannalberto Bendazzi, this book offers a look at the global foundations of animation from disparate regions, peoples and methods, and helps to demonstrate animation as a unifying factor of the human race. Key Features: A fresh perspective on animation from a global lens A new look into traditional animation produced from around the world Essays that reflect on the nature of colour, animation and light Author: A former professor at the Nanyang Technological University of Singapore and the Universita degli Studi of Milan, Italian-born Giannalberto Bendazzi has thoroughly investigated the history of animation for more than forty years. A founding member of the Society for Animation Studies, he has authored or edited various classics in various languages and has lectured extensively on every continent. He received an honorary doctorate from Lisbon University in 2019.

A Moving Subject (Paperback): Giannalberto Bendazzi A Moving Subject (Paperback)
Giannalberto Bendazzi
R1,737 Discovery Miles 17 370 Ships in 10 - 15 working days

Description: A Moving Subject offers a collection of essays from around the world. From Italy to the Middle East, from an analysis of A Night on Bald Mountain to African cinema animation, these essays help to paint the world of animation in a comprehensive and international manner. Handpicked by renowned animation historian and researcher Giannalberto Bendazzi, this book offers a look at the global foundations of animation from disparate regions, peoples and methods, and helps to demonstrate animation as a unifying factor of the human race. Key Features: A fresh perspective on animation from a global lens A new look into traditional animation produced from around the world Essays that reflect on the nature of colour, animation and light Author: A former professor at the Nanyang Technological University of Singapore and the Universita degli Studi of Milan, Italian-born Giannalberto Bendazzi has thoroughly investigated the history of animation for more than forty years. A founding member of the Society for Animation Studies, he has authored or edited various classics in various languages and has lectured extensively on every continent. He received an honorary doctorate from Lisbon University in 2019.

The Gamification of Digital Journalism - Innovation in Journalistic Storytelling (Hardcover): David O Dowling The Gamification of Digital Journalism - Innovation in Journalistic Storytelling (Hardcover)
David O Dowling
R4,485 Discovery Miles 44 850 Ships in 10 - 15 working days

This book examines the brief yet accelerated evolution of newsgames, a genre that has emerged from puzzles, quizzes, and interactives augmenting digital journalism into full-fledged immersive video games from open-world designs to virtual reality experiences. Critics have raised questions about the credibility and ethics of transforming serious news stories of political consequence into entertainment media, and the risks of trivializing grave and catastrophic events into mere games. Dowling explores both the negatives of newsgames, and how the use of entertainment media forms and their narrative methods mainly associated with fiction can add new and potentially more powerful meaning to news than traditional formats allow. The book also explores how industrial and cultural shifts in the digital publishing industry have enabled newsgames to evolve in a manner that strengthens certain core principles of journalism, particularly advocacy on behalf of marginalized and oppressed groups. Cutting-edge and thoughtful, The Gamification of Digital Journalism is a must-read for scholars, researchers, and practitioners interested in multimedia journalism and immersive storytelling.

Michael Dudok de Wit - A Life in Animation (Hardcover): Andrijana Ruzic Michael Dudok de Wit - A Life in Animation (Hardcover)
Andrijana Ruzic
R3,769 Discovery Miles 37 690 Ships in 18 - 22 working days

This unique survey of the career of Michael Dudok de Wit discusses all of his works and offers a glimpse into his private life. The biography of this European master of 2D animation, born in the Netherlands and based in London, is the first complete overview of the well-defined and canonic opus of this humble genius. Visually and thematically, Dudok de Wit's poetic and singular style of animation differs from the rest of contemporary independent animation production. This book reveals what still challenges and thrills Dudok de Wit in the art of animation and why he persistently continues to believe in the beauty of hand-drawn animation. Key Features The complete animation production of Michael Dudok de Wit, never-before reviewed in one volume An all-embracing approach regarding this auteur, unavailable elsewhere in one place (his biography, his peculiar method of work, his extracurricular activities) An ad hoc glossary of animation written by Michael Dudok de Wit and a critical reception of his body of work with a wide contribution of his colleagues and collaborators Filmography and bibliography Author Andrijana Ruzic graduated in History and Criticism of Art at the Universita degli Studi in Milan, Italy, where she fell in love with the medium of animation. She specialised in the History of Animated Film under Giannalberto Bendazzi's mentorship. For the past six years, she has curated the section dedicated to animated films at the International Comics Festival in Belgrade, Serbia. She is a member of the Selection Board of Animafest Scanner, the symposium for Contemporary Animation Studies at the World Festival of Animated Film held annually in Zagreb, Croatia. She writes about animation and art for the Belgrade weekly magazine Vreme.

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