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Books > Computing & IT > Applications of computing > Image processing > Computer animation
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. Key Features Full-color images and game screenshots Focuses primarily on three interrelated digital game elements: visual design, gameplay design and the design of input devices This book is able to discuss design trends common to arcade games, home console games and computer games while also respecting the distinctions of each game context Includes discussion of game hardware as it relates to how it affects game design Links to online resources featuring games discussed in the text, video tutorial and other interactive resources will be included.
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 highly-skilled 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. Key Features Interviews with current stars, step-by-step examples, coverage of Rapid Prototyping and Dragonframe Software
Whether trying to land that first big gig or working to perfect the necessary skills to fill a game world with sound, Aaron Marks' Complete Guide to Game Audio 3rd edition will teach the reader everything they need to know about the audio side of the multi-million dollar video game industry. This book builds upon the success of the second edition with even more expert advice from masters in the field and notes current changes within the growing video game industry. The tools of the trade excerpts will showcase what professionals, like Marty O'Donnell, Richard Jacques and Tom Salta, use to create their work and to help newcomers in the field prepare their own sound studios. Sample contracts are reviewed within the text as well as helpful advice about contractual terms and negotiable points. These sample contracts can also be found as a downloadable zip for the reader's convenience. Aaron Marks also explores how to set your financial terms and network efficiently along with examples of how projects can go completely awry and achieving the best results in often complicated situations. Aaron Marks' Complete Guide to Game Audio serves as the ultimate survival guide to navigating an audio career in the video game industry. Key Features New, full color edition with a complete update of information. Added and expanded coverage of field recording for games, creating voiceovers, adaptive and interactive audio and other cutting edge sound creation and implementation techniques used within games. Update/Replacement of interviews. Include interviews/features on international game audio professionals New and expanded interview features from game composers and sound designers of every experience level such as Keith Arem, Bradley Meyer, Christopher Tin and Rodney Gates including many international professionals like Pasi Pitkanen, Henning Nugel and Christos Panayides. Expanded and updated game console coverage of the Wii, Wii U, Xbox 360, Xbox One, PS3 and PS4. Includes new scripting and middleware concepts and techniques and review of powerful tools such as FMOD and Wwise.
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 Emile 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 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.
Physics forms the basis for many of the motions and behaviors seen in both the real world and in the virtual worlds of animated films, visual effects, and computer games. By describing the underlying physical principles and then creating simulations based on these principles, these computer-generated worlds are brought to life. Physically Based Modeling and Animation goes behind the scenes of computer animation and details the mathematical and algorithmic foundations that are used to determine the behavior underlying the movement of virtual objects and materials. Dr. Donald House and Dr. John Keyser offer an approachable, hands-on view of the equations and programming that form the foundations of this field. They guide readers from the beginnings of modeling and simulation to more advanced techniques, enabling them to master what they need to know in order to understand and create their own animations Emphasizes the underlying concepts of the field, and is not tied to any particular software package, language, or API. Develops concepts in mathematics, physics, numerical methods, and software design in a highly integrated way, enhancing both motivation and understanding. Progressively develops the material over the book, starting from very basic techniques, and building on these to introduce topics of increasing complexity. Motivates the topics by tying the underlying physical and mathematical techniques directly to applications in computer animation.
The book provides an up-to-date introduction to the latest version of Unity and its workflow by guiding readers through various prototypes. These range from 2D to 3D game concepts for PC and mobile, will allow readers to get acquainted with several important concepts and allow them to become competent Unity developers able to learn at their own pace. The book starts by introducing Unity and proceeds in building a basic understanding of its main components by developing a first, simple 2D game before proceeding in developing a full casual game to development of a simple but immersive 3D game concept to be tested first on PC before exploring how to port it for mobile VR.using Google Cardboard.
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.
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. Key Features Detailed visual instruction includes colourful, step-by-step diagrams that allow you to easily follow the construction of an anatomically correct figure. Clearly organized and color coded per regions of the body's anatomy, a clarity of design for better reader understanding. Learn how anatomy is drawn and defined by the function of a pose. Visit the companion website for drawing demonstrations and further resources on anatomy.
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. Key Features 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
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
The three volume set provides a systematic overview of theories and technique on social network analysis.Volume 2 of the set mainly focuses on the formation and interaction of group behaviors. Users' behavior analysis, sentiment analysis, influence analysis and collective aggregation are discussed in detail as well. It is an essential reference for scientist and professionals in computer science.
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!
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
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.
Game design is changing. The emergence of service games on PC, mobile and console has created new expectations amongst consumers and requires new techniques from game makers. In The Pyramid of Game Design, Nicholas Lovell identifies and explains the frameworks and techniques you need to deliver fun, profitable games. Using examples of games ranging from modern free-to-play titles to the earliest arcade games, via PC strategy and traditional boxed titles, Lovell shows how game development has evolved, and provides game makers with the tools to evolve with it. Harness the Base, Retention and Superfan Layers to create a powerful Core Loop. Design the player Session to keep players playing while being respectful of their time. Accept that there are few fixed rules: just trade-offs with consequences. Adopt Agile and Lean techniques to "learn what you need you learn" quickly Use analytics, paired with design skills and player feedback, to improve the fun, engagement and profitability of your games. Adapt your marketing techniques to the reality of the service game era Consider the ethics of game design in a rapidly changing world. Lovell shows how service games require all the skills of product game development, and more. He provides a toolset for game makers of all varieties to create fun, profitable games. Filled with practical advice, memorable anecdotes and a wealth of game knowledge, the Pyramid of Game Design is a must-read for all game developers. Key Features Harness the Base, Retention and Superfan Layers to create a powerful Core Loop. Design the player Session to keep players playing while being respectful of their time. Accept that there are few fixed rules: just trade-offs with consequences. Adopt Agile and Lean techniques to "learn what you need you learn" quickly. Use analytics, paired with design skills and player feedback, to improve the fun, engagement and profitability of your games. Adapt your marketing techniques to the reality of the service game era. Consider the ethics of game design in a rapidly changing world.
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
While the earliest character representations in video games were rudimentary in terms of their presentation and performance, the virtual characters that appear in games today can be extremely complex and lifelike. These are characters that have the potential to make a powerful and emotional connection with gamers. As virtual characters become more intricate and varied, there is a growing need to examine the theory and practice of virtual character design. This book seeks to develop a series of critical frameworks to support the analysis and design of virtual characters. Virtual Character Design for Games and Interactive Media covers a breadth of topics to establish a relationship between pertinent artistic and scientific theories and good character design practice. Targeted at students, researchers, and professionals, the book aims to show how both character presentation and character performance can be enhanced through careful consideration of underlying theory. The book begins with a focus on virtual character presentation, underpinned by a discussion of biological, artistic, and sociological principles. Next it looks at the performance of virtual characters, encompassing the psychology of emotion and personality, narrative and game design theories, animation, and acting. The book concludes with a series of applied virtual character design examples. These examples examine the aesthetics of player characters, the design and performance of the wider cast of game characters, and the performance of characters within complex, hyperreal worlds.
Advances in technology have enabled animators and video game designers to design increasingly realistic, human-like characters in animation and games. Although it was intended that this increased realism would allow viewers to appreciate the emotional state of characters, research has shown that audiences often have a negative reaction as the human likeness of a character increases. This phenomenon, known as the Uncanny Valley, has become a benchmark for measuring if a character is believably realistic and authentically human like. This book is an essential guide on how to overcome the Uncanny Valley phenomenon when designing human-like characters in digital applications. In this book, the author provides a synopsis of literature about the Uncanny Valley phenomenon and explains how it was introduced into contemporary thought. She then presents her theories on its possible psychological causes based on a series of empirical studies. The book focuses on how aspects of facial expression and speech can be manipulated to overcome the Uncanny Valley in character design. The Uncanny Valley in Games and Animation presents a novel theory that goes beyond previous research in that the cause of the Uncanny Valley is based on a perceived lack of empathy in a character. This book makes an original, scholarly contribution to our current understanding of the Uncanny Valley phenomenon and fills a gap in the literature by assessing the biological and social roots of the Uncanny Valley and its implications for computer-graphics animation.
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).
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).
The award-winning VES Handbook of Visual Effects remains the most complete guide to visual effects techniques and best practices available today. This new edition has been updated to include the latest, industry-standard techniques, technologies, and workflows for the ever-evolving fast paced world of visual effects. The Visual Effects Society (VES) tasked the original authors to update their areas of expertise, such as AR/VR Moviemaking, Color Management, Cameras, VFX Editorial, Stereoscopic and the Digital Intermediate, as well as provide detailed chapters on interactive games and full animation. Additionally, 56 contributors share their best methods, tips, tricks, and shortcuts developed through decades of trial and error and real-world, hands-on experience. This third edition has been expanded to feature lessons on 2.5D/3D Compositing; 3D Scanning; Digital Cinematography; Editorial Workflow in Animated and Visual Effects Features; Gaming updates; General Geometry Instancing; Lens Mapping for VFX; Native Stereo; Real-Time VFX and Camera Tracking; Shot/Element Pulls and Delivery to VFX; Techvis; VFX Elements and Stereo; Virtual Production; and VR/AR (Virtual Reality / Augmented Reality). A must-have for anyone working in or aspiring to work in visual effects, The VES Handbook of Visual Effects, Third Edition covers essential techniques and solutions for all VFX artists, producers, and supervisors, from pre-production to digital character creation, compositing of both live-action and CG elements, photorealistic techniques, and much more. With subjects and techniques clearly and definitively presented in beautiful four-color, this handbook is a vital resource for any serious VFX artist.
Tackle the Challenges of Parallel Programming in the Visual Effects Industry In Multithreading for Visual Effects, developers from DreamWorks Animation, Pixar, Side Effects, Intel, and AMD share their successes and failures in the messy real-world application area of production software. They provide practical advice on multithreading techniques and visual effects used in popular visual effects libraries (such as Bullet, OpenVDB, and OpenSubdiv), one of the industry's leading visual effects packages (Houdini), and proprietary animation systems. This information is valuable not just to those in the visual effects arena, but also to developers of high performance software looking to increase performance of their code. Diverse Solutions to Solve Performance Problems After an introductory chapter, each subsequent chapter presents a case study that illustrates how the authors used multithreading techniques to achieve better performance. The authors discuss the problems that occurred and explain how they solved them. The case studies encompass solutions for shaving milliseconds, solutions for optimizing longer running tasks, multithreading techniques for modern CPU architectures, and massive parallelism using GPUs. Some of the case studies include open source projects so you can try out these techniques for yourself and see how well they work.
While some rigging books focus too much on the theory of rigging and provide little instruction, others do the exact opposite and offer no reasoning behind the button-pushing. An Essential Introduction to Maya Character Rigging, 2nd Edition, however, offers a perfect balance. Cheryl Briggs' text is built for the classroom, with step-by-step tutorials that guide the reader through the rigging process. With vibrant screenshots and a plethora of helpful tips, this book provides a strong foundation in character rigging for anyone who wants to pursue 3D animation or more advanced rigging topics. Features Provides readers with fundamental techniques to give them a firm grasp on Maya character rigging. Thorough step-by-step tutorials, which provides instruction on how to create biped, quadruped, and prop rigs. Continuous updates and further support can be located at www.cherylcreates.com Cheryl Briggs (formerly Cabrera) is an award-winning animated short film director. She has advised and guided aspiring animators, game artists, and visual effects artists for 20 years. Since 2009, Cheryl has taught all aspects of production in the Character Animation specialization in the School of Visual Arts and Design at the University of Central Florida. She also taught as Professor of Animation at the Savannah College of Art and Design from 2001 to 2009. Cheryl is currently on the Board of Directors for the Animation Hall of Fame. She also is a member of the Special Interest Group on Computer Graphics and Interactive Techniques (SIGGRAPH), the International Animated Film Society (ASIFA-Hollywood), Women in Animation, Women in Film and Television, and the Society for Animation Studies. Cheryl is also an Autodesk Certified Professional and an Autodesk Certified Instructor in Maya. She is the author of An Essential Introduction to Maya Character Rigging (Focal Press, 2008), Reel Success: Creating Demo Reels and Animation Portfolios (Focal Press, 2013), and Animating Short Stories: Narrative Techniques and Visual Design (Bloomsbury Academic, 2019). Cheryl holds a B.A. and M.Ed. in Education and an M.F.A. in Computer Art with a specialization in 3D Animation. She is a digital artist and animator that blends the lines between digital imagery and the traditional painting medium. She has participated is numerous group and solo exhibitions in the United States and her work is featured in several private collections. Her award-winning students have been featured in animation festivals worldwide, and many have gone on to work within the entertainment industry.
Once Upon a Pixel examines the increasing sophistication of storytelling and worldbuilding in modern video games. Drawing on some of gaming's most popular titles, including Red Dead Redemption 2, The Last of Us, Horizon Zero Dawn, and the long-running Metal Gear Solid series, it is a pioneering exploration into narrative in games from the perspective of the creative writer. With interviews and insights from across the industry, it provides a complete account of how Triple-A, independent, and even virtual reality games are changing the way we tell stories. Key Features A fresh perspective on video games as a whole new form of creative writing. Interviews with a range of leading industry figures, from critics to creators. Professional analysis of modern video game script excerpts. Insights into emerging technologies and the future of interactive storytelling.
Work over the shoulder of Chris Georgenes, renowned Flash expert and explore the myriad of tips and tricks based on real-life working methods to help you work faster and more efficiently and to budget Gain the best possible results from solutions to the common problems of animated shorts, cartoons or mobile application development while remaining competitive in a diverse market with the tried and true methods of a professional animator. New Adobe cheats and examples with practical solutions for the busy animator with new or revised content on Action Script, Flash for mobile applications, specifically for Android development, as well as a focus on an improved physics engine. Everything you need to explore the new functionality of Flash |
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