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

Cypherpunk Ethics - Radical Ethics for the Digital Age (Hardcover): Patrick D. Anderson Cypherpunk Ethics - Radical Ethics for the Digital Age (Hardcover)
Patrick D. Anderson
R1,579 Discovery Miles 15 790 Ships in 12 - 17 working days

Cypherpunk Ethics explores the moral worldview of the cypherpunks, a movement that advocates the use of strong digital cryptography-or crypto, for short-to defend individual privacy and promote institutional transparency in the digital age. Focusing on the writings of Timothy May and Julian Assange, two of the most prolific and influential cypherpunks, the book examines two competing paradigms of cypherpunk philosophy-crypto anarchy and crypto justice-and examines the implications of cypherpunk ethics for a range of contemporary moral issues, including surveillance, privacy, whistleblowing, cryptocurrencies, journalism, democracy, censorship, intellectual property, and power. Rooted in theory but with very real applications, this volume will appeal not only to students and scholars of digital media, communication, journalism, philosophy, political science, critical data studies, sociology, and the history of technology but also to technologists and activists around the world.

3D Game Engine Design - A Practical Approach to Real-Time Computer Graphics (Hardcover, 2nd edition): David Eberly 3D Game Engine Design - A Practical Approach to Real-Time Computer Graphics (Hardcover, 2nd edition)
David Eberly
R3,245 Discovery Miles 32 450 Ships in 12 - 17 working days

The first edition of 3D Game Engine Design was an international bestseller that sold over 17,000 copies and became an industry standard. In the six years since that book was published, graphics hardware has evolved enormously. Hardware can now be directly controlled through techniques such as shader programming, which requires an entirely new thought process of a programmer. In a way that no other book can do, this new edition shows step by step how to make a shader-based graphics engine and how to tame this new technology. Much new material has been added, including more than twice the coverage of the essential techniques of scene graph management, as well as new methods for managing memory usage in the new generation of game consoles and portable game players. There are expanded discussions of collision detection, collision avoidance, and physics-all challenging subjects for developers. The mathematics coverage is now focused towards the end of the book to separate it from the general discussion. As with the first edition, one of the most valuable features of this book is the inclusion of Wild Magic, a commercial quality game engine in source code that illustrates how to build a real-time rendering system from the lowest-level details all the way to a working game. Wild Magic Version 4 consists of over 300,000 lines of code that allows the results of programming experiments to be seen immediately. This new version of the engine is fully shader-based, runs on Windows XP, Mac OS X, and Linux, and is only available with the purchase of the book.

Once Upon a Pixel - Storytelling and Worldbuilding in Video Games (Hardcover): Eddie Paterson, Timothy Williams, Will Cordner Once Upon a Pixel - Storytelling and Worldbuilding in Video Games (Hardcover)
Eddie Paterson, Timothy Williams, Will Cordner
R3,991 Discovery Miles 39 910 Ships in 12 - 17 working days

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.

Principles of Game Audio and Sound Design - Sound Design and Audio Implementation for Interactive and Immersive Media... Principles of Game Audio and Sound Design - Sound Design and Audio Implementation for Interactive and Immersive Media (Paperback)
Jean-Luc Sinclair
R650 R614 Discovery Miles 6 140 Save R36 (6%) Ships in 5 - 10 working days

Principles of Game Audio and Sound Design is a comprehensive introduction to the art of sound for games and interactive media using Unity. This accessible guide encompasses both the conceptual challenges of the artform as well as the technical and creative aspects, such as sound design, spatial audio, scripting, implementation and mixing. Beginning with basic techniques, including linear and interactive sound design, before moving on to advanced techniques, such as procedural audio, Principles of Game Audio and Sound Design is supplemented by a host of digital resources, including a library of ready-to-use, adaptable scripts. This thorough introduction provides the reader with the skills and tools to combat the potential challenges of game audio independently. Principles of Game Audio and Sound Design is the perfect primer for beginner- to intermediate-level readers with a basic understanding of audio production and Unity who want to learn how to gain a foothold in the exciting world of game and interactive audio.

Journalism Design - Interactive Technologies and the Future of Storytelling (Paperback): Skye Doherty Journalism Design - Interactive Technologies and the Future of Storytelling (Paperback)
Skye Doherty
R641 Discovery Miles 6 410 Ships in 12 - 17 working days

Journalism Design is about the future of journalism. As technologies increasingly, and continually, reshape the way we interact with information, with each other and with our environment, journalists need new ways to tell stories. Journalists often see technology as something that improves what they are doing or that makes it more convenient. However, the growing might of technology companies has put journalism and news organisations in a difficult position: readers and revenues have moved, and platforms exert increasing control over story design. Skye Doherty argues that, rather than adapting journalism to new technologies, journalists should be creating the technologies themselves and those technologies should be designed for core values such as the public interest. Drawing from theories and practices of interaction design, this book demonstrates how journalists can use their expertise to imagine new ways of doing journalism. The design and development of the NewsCube, a three-dimensional storytelling tool, is detailed, as well as how interaction design can be used to imagine new forms of journalism. The book concludes by calling for closer ties between researchers and working journalists and suggests that journalism has a hybrid future - in newsrooms, communities, design studios and tech companies.

Once Upon a Pixel - Storytelling and Worldbuilding in Video Games (Paperback): Eddie Paterson, Timothy Williams, Will Cordner Once Upon a Pixel - Storytelling and Worldbuilding in Video Games (Paperback)
Eddie Paterson, Timothy Williams, Will Cordner
R1,550 Discovery Miles 15 500 Ships in 12 - 17 working days

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.

Composition for the 21st 1/2 Century, 2 Volume set (Hardcover): Thomas Paul Thesen Composition for the 21st 1/2 Century, 2 Volume set (Hardcover)
Thomas Paul Thesen
R6,227 Discovery Miles 62 270 Ships in 12 - 17 working days

This book is about composition and its application in animation, illustration, games and film. It covers all various aspects of design and explains in detail the use of the specific aspect and provides examples of its impact. Focus is on the ability of each aspect to tell a story and how it affects story. Additionally case studies are included that explain the successful use of those aspects in film and animation. The book is geared to students and professionals, however tries to be as simple as possible in the presentation of each aspect, but also complex in its case studies. The book's goal is to see composition as a technical part of image and film and as an artistic tool. Key Features Teaches the complexity of composition in image making. Closes the gap between praxis and theory in animation. Explains why certain images have a high quality and how to use the "whoy" in one's personal artistic work on a daily basis. Key term definitions found throughout the chapters. Case studies and video clips help the reader understand the process as they progress through the book.

An Architectural Approach to Level Design - Second Edition (Paperback, 2nd edition): Christopher W. Totten An Architectural Approach to Level Design - Second Edition (Paperback, 2nd edition)
Christopher W. Totten
R1,824 Discovery Miles 18 240 Ships in 9 - 15 working days

Written by a game developer and professor trained in architecture, An Architectural Approach to Level Design is one of the first books to integrate architectural and spatial design theory with the field of level design. It explores the principles of level design through the context and history of architecture. Now in its second edition, An Architectural Approach to Level Design presents architectural techniques and theories for you to use in your own work. The author connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with that space. It also addresses industry issues like how to build interesting tutorial levels and how to use computer-generated level design systems without losing the player-focused design of handmade levels. Throughout the text, you will learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. FEATURES Presents case studies that offer insight on modern level design practices, methods, and tools Presents perspectives from industry designers, independent game developers, scientists, psychologists, and academics Explores how historical structures can teach us about good level design Shows how to use space to guide or elicit emotion from players Includes chapter exercises that encourage you to use principles from the chapter in digital prototypes, playtesting sessions, paper mock-ups, and design journals Bringing together topics in game design and architecture, this book helps you create better spaces for your games. Software independent, the book discusses tools and techniques that you can use in crafting your interactive worlds.

Art Hack Practice - Critical Intersections of Art, Innovation and the Maker Movement (Hardcover): Victoria Bradbury, Suzy... Art Hack Practice - Critical Intersections of Art, Innovation and the Maker Movement (Hardcover)
Victoria Bradbury, Suzy O'hara
R4,139 Discovery Miles 41 390 Ships in 12 - 17 working days

Bridging art and innovation, this book invites readers into the processes of artists, curators, cultural producers and historians who are working within new contexts that run parallel to or against the phenomenon of 'maker culture'. The book is a fascinating and compelling resource for those interested in critical and interdisciplinary modes of practice that combine arts, technology and making. It presents international case studies that interrogate perceived distinctions between sites of artistic and economic production by brokering new ways of working between them. It also discusses the synergies and dissonances between art and maker culture, analyses the social and collaborative impact of maker spaces and reflects upon the ethos of the hackathon within the fabric of a media lab's working practices. Art Hack Practice: Critical Intersections of Art, Innovation and the Maker Movement is essential reading for courses in art, design, new media, computer science, media studies and mass communications as well as those working to bring new forms of programming to museums, cultural venues, commercial venture and interdisciplinary academic research centres.

3D Animation for the Raw Beginner Using Autodesk Maya 2e (Paperback, 2nd edition): Roger King 3D Animation for the Raw Beginner Using Autodesk Maya 2e (Paperback, 2nd edition)
Roger King
R930 R858 Discovery Miles 8 580 Save R72 (8%) Ships in 5 - 10 working days

3D Animation for the Raw Beginner Using Autodesk Maya is a hands-on academic textbook as well as a do-it-yourself training manual for the individual animator. This second edition has been completely rewritten to take into account updates to Autodesk Maya, including Autodesk's renderer, Arnold. It contains entirely new examples and tutorial lessons. All 612 images are in full color. The book directs the reader to the parts of Maya that must be mastered in order to create complete 3D projects, and thus it simplifies the process of taking on Maya's vast and intricate interface, while giving the reader a firm foundation on which to build future knowledge of Maya. It also presents brief examples of other popular 3D applications and rendering engines. This principles-based, yet pragmatic book: Introduces the basic steps of the 3D modeling, materials, animation, lighting, and rendering processes. Presents clear and concise tutorials that link key concepts to practical techniques. Includes access to a webpage for the book: https://buzzking.com/AnimationTextbook/AnimationTextbook.html. On this webpage are videos that cover many of the lessons in the book, as well as video tutorials that present bonus material not included in the book. Frees instructors from the painstaking task of developing step-by-step examples to present Maya's complex interface and basic capabilities. Boasts an easy-to-follow, tutorial-based learning style ideal for individual study by aspiring animators and do-it yourselfers. Roger "Buzz" King is a Professor Emeritus at the University of Colorado at Boulder, where he teaches 3D Animation for the Computer Science Department and the Alliance for Technology, Learning, and Society (ATLAS), an institute dedicated to the application of technology to the arts. Buzz is an independent 3D animator who serves on the board of directors of a 3D animation startup. Buzz has a B.A. in Mathematics from Occidental College, an M.S. and Ph.D. in Computer Science from the University of Southern California, and an M.Div. from the Iliff School of Theology. Key Features Introduces critical aspects of the 3D animation process Presents clear and concise tutorials that link key concepts to practical techniques Includes access to a dedicated Web site, http://3dbybuzz.com, featuring useful videos, lessons, and updates Frees instructors from developing step-by-step examples to present Maya's complex interface and basic Boasts an easy-to-follow, hands-on learning style ideal for individual study by aspiring animators and do-ityourselfers

New Realities in Audio - A Practical Guide for VR, AR, MR and 360 Video. (Paperback): Stephan Schutze, Anna Irwin-Schutze New Realities in Audio - A Practical Guide for VR, AR, MR and 360 Video. (Paperback)
Stephan Schutze, Anna Irwin-Schutze
R1,511 Discovery Miles 15 110 Ships in 12 - 17 working days

The new realities are here. Virtual and Augmented realities and 360 video technologies are rapidly entering our homes and office spaces. Good quality audio has always been important to the user experience, but in the new realities, it is more than important, it's essential. If the audio doesn't work, the immersion of the experience fails and the cracks in the new reality start to show. This practical guide helps you navigate the challenges and pitfalls of designing audio for these new realities. This technology is different from anything we've seen before and requires an entirely new approach; this book will introduce the broad concepts you need to know before delving into the practical detail you need. Key Features This book covers audio for all types of new reality technology. At the moment, VR and 360 video are getting a lot of press, but in a few years we will be hearing a lot more about Augmented and Mixed reality technologies as well. A practical guide to creating, designing and implementing audio for this new technology by a leading sound design and implementation expert. Conceptual explanations address the new approaches necessary to designing effective audio for the new realities. Real-world examples and analysis of what does and does not work including detailed case study discussions.

Now Media - The Evolution of Electronic Communication (Paperback, 4th edition): Norman J. Medoff, Barbara K. Kaye Now Media - The Evolution of Electronic Communication (Paperback, 4th edition)
Norman J. Medoff, Barbara K. Kaye
R1,888 Discovery Miles 18 880 Ships in 9 - 15 working days

Now in its fourth edition, this book is one of the leading texts on the evolution of electronic mass communication in the last century, giving students a clear understanding of how the media of yesterday shaped the media world of today. Now Media, Fourth Edition (formerly Electronic Media: Then, Now, Later) provides a comprehensive view of the beginnings of electronic media in broadcasting and the subsequent advancements into 'now' digital media. Each chapter is organized chronologically, starting with the electronic media of the past, then moving to the media of today, and finally, exploring the possibilities for the media of the future. Topics include the rise of social media, uses of personal communication devices, the film industry, and digital advertising, focusing along the way on innovations that laid the groundwork for 'now' television and radio and the Internet and social media. New to the fourth edition is a chapter on the amazing world of virtual reality technology, which has spawned a 'now' way of communicating with the world and becoming a part of video content, as well as a discussion of the impacts of the COVID-19 pandemic on media consumption habits. This book remains a key text and trusted resource for students and scholars of digital mass communication and communication history alike. The new 'now' edition also features updated online instructor materials, including PowerPoint slides and test banks. Please visit www.routledge.com/cw/medoff to access these support materials.

How to Draw Digital Manga and Anime (Paperback): Tim Seelig How to Draw Digital Manga and Anime (Paperback)
Tim Seelig
R269 R207 Discovery Miles 2 070 Save R62 (23%) Ships in 12 - 17 working days

A comprehensive practical guide to digital manga and anime, suitable for both complete beginners and experienced digital artists. An informative introduction covers all the equipment you will need, with step-by-step guides to using the tools of Adobe Photoshop to create different effects. It also covers the translation of manga characters to the screen in the creation of anime, including the software you will need, pre-production and animation.

Data Publics - Public Plurality in an Era of Data Determinacy (Hardcover): Peter Moertenboeck, Helge Mooshammer Data Publics - Public Plurality in an Era of Data Determinacy (Hardcover)
Peter Moertenboeck, Helge Mooshammer
R4,147 Discovery Miles 41 470 Ships in 12 - 17 working days

Data has emerged as a key component that determines how interactions across the world are structured, mediated and represented. This book examines these new data publics and the areas in which they become operative, via analysis of politics, geographies, environments and social media platforms. By claiming to offer a mechanism to translate every conceivable occurrence into an abstract code that can be endlessly manipulated, digitally processed data has caused conventional reference systems which hinge on our ability to mark points of origin, to rapidly implode. Authors from a range of disciplines provide insights into such a political economy of data capitalism; the political possibilities of techno-logics beyond data appropriation and data refusal; questions of visual, spatial and geographical organization; emergent ways of life and the environments that sustain them; and the current challenges of data publics, which is explored via case studies of three of the most influential platforms in the social media economy today: Facebook, Instagram and Whatsapp. Data Publics will be of great interest to academics and students in the fields of computer science, philosophy, sociology, media and communication studies, architecture, visual culture, art and design, and urban and cultural studies.

The Book of Iron (Paperback): Dopress Books The Book of Iron (Paperback)
Dopress Books
R1,028 R607 Discovery Miles 6 070 Save R421 (41%) Ships in 12 - 17 working days

Sequel to the groundbreaking Machine Rendering, The Book of Iron showcases the latest and greatest work in mechanical rendering and design by some of the world's leading artists in the field. The book is conveniently divided into two sections: Automated Machines and Manned Machines. The first part covers robots, androids and other self powered technology. The second part includes spaceships, transport vehicles, weapons and equipment. With multi-angle concept sketches, models, details and interviews, unique access is granted to the creative process of these talented artists as they experiment to perfect their visions and breathe life into their creations utilizing a variety of materials and techniques.

Information Visualization in The Era of Innovative Journalism (Paperback): Carlos Toural-Bran, Angel Vizoso, Sara Perez-Seijo,... Information Visualization in The Era of Innovative Journalism (Paperback)
Carlos Toural-Bran, Angel Vizoso, Sara Perez-Seijo, Marta Rodriguez-Castro, Maria-Cruz Negreira-Rey
R1,188 Discovery Miles 11 880 Ships in 12 - 17 working days

Information Visualization in the Era of Innovative Journalism brings together over 30 authors from countries around the world to synthesize how recent technological innovations have impacted the development, practice and consumption of contemporary journalism. As technology rapidly progresses, shifts, and innovates, there have been immense changes in the way we communicate. This book collects research from around the world that takes an in-depth look at the primary transformations related to journalistic innovation in recent times. High-profile contributors provide cutting-edge scholarship on innovation in journalism as it relates to emergent topics such as virtual reality, podcasting, multimedia infographics, social media, mobile storytelling and others. The book pays special attention to the development of information visualization and the ability of recent innovations to meet audience needs and desires. Students and scholars studying contemporary journalism history and practice will find this a vital and up-to-date resource, as well as those studying communication technology as it relates to marketing, PR or mass media broadly.

The Persistence of Code in Game Engine Culture (Paperback): Eric Freedman The Persistence of Code in Game Engine Culture (Paperback)
Eric Freedman
R1,198 Discovery Miles 11 980 Ships in 12 - 17 working days

With its unique focus on video game engines, the data-driven architectures of game development and play, this innovative textbook examines the impact of software on everyday life and explores the rise of engine-driven culture. Through a series of case studies, Eric Freedman lays out a clear methodology for studying the game development pipeline, and uses the video game engine as a pathway for media scholars and practitioners to navigate the complex terrain of software practice. Examining several distinct software ecosystems that include the proprietary efforts of Amazon, Apple, Capcom, Epic Games and Unity Technologies, and the unique ways that game engines are used in non-game industries, Freedman illustrates why engines matter. The studies bind together designers and players, speak to the labors of the game industry, value the work of both global and regional developers, and establish critical connection points between software and society. Freedman has crafted a much-needed entry point for students new to code, and a research resource for scholars and teachers working in media industries, game development and new media.

Learning C# Programming with Unity 3D, second edition (Paperback, 2nd edition): Alex Okita Learning C# Programming with Unity 3D, second edition (Paperback, 2nd edition)
Alex Okita
R1,861 Discovery Miles 18 610 Ships in 12 - 17 working days

Learning C# Programming with Unity 3D, Second Edition is for the novice game programmer without any prior programming experience. Readers will learn how C# is used to make a game in Unity 3D. Many example projects provide working code to learn from and experiment with. As C# evolves, Unity 3D evolves along with it. Many new features and aspects of C# are included and explained. Common programming tasks are taught by way of making working game mechanics. The reader will understand how to read and apply C# in Unity 3D and apply that knowledge to other development environments that use C#. New to this edition: includes latest C# language features and useful tools included with the .NET library like LINQ, Local Functions Tuples, and more! Key Features Provides a starting point for the first-time programmer C# Code examples are simple short and clear Learn the very basics on up to interesting tricks which C# offers

Pixar Museum - Stories and art from the animation studio (Hardcover): Walt Disney Company Ltd., Simon Beecroft Pixar Museum - Stories and art from the animation studio (Hardcover)
Walt Disney Company Ltd., Simon Beecroft; Illustrated by Walt Disney Company Ltd.
R680 R570 Discovery Miles 5 700 Save R110 (16%) Ships in 9 - 15 working days

Discover the story of Pixar Animation Studios in this coffee-table book illustrated with development artwork from the Pixar archives. Take a walk through the Pixar Museum without leaving the sofa! Discover the story of how this animation studio changed the film industry in just a few years. This large-format book showcases rarely-seen artwork from the official Pixar Studios, including concept drawings from the early stages of popular films such as Toy Story, Monsters Inc, Finding Nemo, Up, Cars, Coco and The Incredibles. Chronicling the fascinating history of Pixar, this book is a must-have addition to the shelf of all fans of animation, film and Pixar Studios.

Mechanical Creations in 3D - A Practical Look into Complex and Technical Setups for Animation & VFX (Paperback): Stewart Jones Mechanical Creations in 3D - A Practical Look into Complex and Technical Setups for Animation & VFX (Paperback)
Stewart Jones
R1,883 Discovery Miles 18 830 Ships in 12 - 17 working days

Cogs, cranks, wheels, plates, chains, springs and pistons - a nightmare for animators. This book shows 3D artists how to create, setup, control and automate movements for complex and technically challenging mechanical structures all while working on a super-detailed steampunk train! This book will specifically implement current industry trends and techniques for animated mechanical structures. We will be using Autodesk 3ds Max only, with no plugins and no additional software required. Readers will close out this book with a completed steampunk train for their portfolios and practical knowledge to combat other tricky hard-surface rigging and animation challenges. Key Features This is the only book available for mechanical setups in Autodesk 3ds Max. Although 3ds Max specific, the techniques and foundations will work for any 3D application. By following the step-by-step guides in this book, you can finish and complete a portfolio-ready steampunk train. Each chapter will include an introduction and a summary, giving significance to the start and end of each section where readers can rest! Boxed step-by-step guides will be used for the creation of technical setups in 3ds Max. A "Memory Refresh" section is included in each chapter, this gives short and quick reminders for the stages needed to complete the chapter setup - helpful as a reference guide for those that have already read the book and just need a reminder, saving them time as they won't have to re-read the whole thing!

Dramatic Storytelling & Narrative Design - A Writer's Guide to Video Games and Transmedia (Hardcover): Ross Berger Dramatic Storytelling & Narrative Design - A Writer's Guide to Video Games and Transmedia (Hardcover)
Ross Berger
R3,982 Discovery Miles 39 820 Ships in 12 - 17 working days

"One of the best Storytelling books of all time" - BookAuthority This book provides an industry professional's firsthand POV into narrative design's practical usage, day-to-day roles and responsibilities, and keys to breaking in and succeeding. The book will also delve into the foundations of compelling storytelling through structural analysis and character archetype breakdowns. The author widens the understanding of game narrative to include examples from other media. He will also break the structure down of two popular games and show how the structural elements are applied in practice. In addition to discussing industry trends (including Fortnite, Twitch, and Netflix's interactive TV shows), the author illustrates how the leveraging of transmedia can make a video game franchise enduring over time. Because media appetites are radically changing, designing a story experience across various media outlets is not only preferable to meet the high demands of millennial and GenZ consumers; it's necessary as well. Key Features: Practical how-to's to meet the ever-increasing studio demands for a narrative designer Critical analysis of the narrative of two best-selling games Samples of a story structure diagram, character polling, transmedia release timeline, and a branching conversation tree Deep breakdowns and definitions of story beats and dramatic devices Pro-tips on better documentation and overall job preparedness

Composition for the 21st 1/2 century, Vol 1 - Image-making for Animation (Hardcover): Thomas Paul Thesen Composition for the 21st 1/2 century, Vol 1 - Image-making for Animation (Hardcover)
Thomas Paul Thesen
R4,032 Discovery Miles 40 320 Ships in 12 - 17 working days

Composition for the 21st 1/2 century: Image-Making for Animation focuses on composition and its technical and artistic application in animation, illustration, games, and films. It covers all aspects of design and discusses in detail their artistic applicability and impact on image and narrative. Emphasis is placed on the ability of each aspect to support and affect the narrative. Additional case studies explain the successful use of these concepts in films and animation. This book is geared toward students; however, it is also reader-friendly for professionals. Composition for the 21st 1/2 century: Image-Making for Animation's goal is to comprehend composition as an artistic tool and as a significant part of the professional image-making process. Key Features: Teaches the complexity of composition in image-making. Closes the gap between praxis and theory in animation. Explains how to produce images that support the narrative in their visuals. Discusses the need for artistic reasoning in image-making. Presents case studies that assist the reader in understanding the process as they progress through this book. Author Bio: For more than twenty years, Thomas Paul Thesen's career has been about learning and understanding the complexities of art, animation, and image-making, both in still illustration, drawing, and photography, and in the moving image. He has worked in the industry as a character animator and visual development artist for companies such as Pixar, DreamWorks, and Sprite Animation Studios. He has also taught for many years at universities across Asia, the USA, and the UK.

Composition for the 21st 1/2 century, Vol 2 - Characters in Animation (Hardcover): Thomas Paul Thesen Composition for the 21st 1/2 century, Vol 2 - Characters in Animation (Hardcover)
Thomas Paul Thesen
R3,865 Discovery Miles 38 650 Ships in 12 - 17 working days

Composition for the 21st 1/2 century: Characters in Animation focuses on characters and their application in animation, illustration, games, and films. It covers various technical aspects of character design and their artistic applicability. This book analyzes in detail the purpose of these character design features and provides examples of their impact. Emphasis is placed on each aspect and how it affects and is affected by the narrative. Additionally, complex case studies that assist in explaining the successful use of these concepts in films and animation are included. This book is geared toward students; however, it is also reader-friendly for professionals. Composition for the 21st 1/2 century: Characters in Animation's goal is to comprehend composition as an artistic tool and as a significant part of the professional character design process. Key Features: Teaches the complexity of composition in the professional character design process. Closes the gap between praxis and theory in character design. Explains how to produce believable characters that express their narrative in the visuals. Discusses the need for artistic reasoning in character design. Presents case studies to assist readers in understanding the process as they progress through this book. Author Bio: For more than twenty years, Thomas Paul Thesen's career has been about learning and understanding the complexities of art, animation, and image-making, both in still illustration, drawing, and photography and in the moving image. He has worked in the industry as a character animator and visual development artist for companies such as Pixar, DreamWorks, and Sprite Animation Studios. He has also taught for many years at universities across Asia, the USA, and the UK.

Dramatic Storytelling & Narrative Design - A Writer's Guide to Video Games and Transmedia (Paperback): Ross Berger Dramatic Storytelling & Narrative Design - A Writer's Guide to Video Games and Transmedia (Paperback)
Ross Berger
R1,527 Discovery Miles 15 270 Ships in 9 - 15 working days

"One of the best Storytelling books of all time" - BookAuthority This book provides an industry professional's firsthand POV into narrative design's practical usage, day-to-day roles and responsibilities, and keys to breaking in and succeeding. The book will also delve into the foundations of compelling storytelling through structural analysis and character archetype breakdowns. The author widens the understanding of game narrative to include examples from other media. He will also break the structure down of two popular games and show how the structural elements are applied in practice. In addition to discussing industry trends (including Fortnite, Twitch, and Netflix's interactive TV shows), the author illustrates how the leveraging of transmedia can make a video game franchise enduring over time. Because media appetites are radically changing, designing a story experience across various media outlets is not only preferable to meet the high demands of millennial and GenZ consumers; it's necessary as well. Key Features: Practical how-to's to meet the ever-increasing studio demands for a narrative designer Critical analysis of the narrative of two best-selling games Samples of a story structure diagram, character polling, transmedia release timeline, and a branching conversation tree Deep breakdowns and definitions of story beats and dramatic devices Pro-tips on better documentation and overall job preparedness

The Game Audio Strategy Guide - A Practical Course (Hardcover): Gina Zdanowicz, Spencer Bambrick The Game Audio Strategy Guide - A Practical Course (Hardcover)
Gina Zdanowicz, Spencer Bambrick
R5,962 Discovery Miles 59 620 Ships in 12 - 17 working days

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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Walt Stanchfield Paperback R2,244 Discovery Miles 22 440

 

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