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Books > Computing & IT > Applications of computing > Image processing > Computer animation
This book covers the distinguishing characteristics and tropes of
visual novels (VNs) as choice-based games and analyzes VNs like
999: Nine Hours, Nine Persons, Nine Doors; Hatoful Boyfriend; and
Monster Prom, some of the best examples of the genre as
illustrations. The author covers structuring branching narrative
and plot, designing impactful and compelling choices, writing
entertaining relationships and character interactions,
understanding the importance of a VN's prose, and planning a VN's
overall narrative design and story delivery. The book contains
exercises at the end of chapters to practice the techniques
discussed. By the end of the book, if the reader finishes all the
exercises, they may have several portfolio pieces or a significant
portion of their own VN project designed. Features: Discusses
different aspects and genres of VNs, what makes them enjoyable, and
successful techniques developers can incorporate into their own
games Analyzes various VNs and choice-based games that use these
successful techniques Shares tips from developers on portfolio
pieces, hiring a team to work on VNs, and plotting and outlining
VNs Branching Story, Unlocked Dialogue: Designing and Writing
Visual Novels is a valuable resource for developers and narrative
designers interested in working on VNs. The book will show them how
they can design their own VN projects, design branching narratives,
develop entertaining plots and relationships, design impactful and
compelling choices, and write prose that's a pleasure to read.
Videogames and Agency explores the trend in videogames and their
marketing to offer a player higher volumes, or even more distinct
kinds, of player freedom. The book offers a new conceptual
framework that helps us understand how this freedom to act is
discussed by designers, and how that in turn reflects in their
design principles. What can we learn from existing theories around
agency? How do paratextual materials reflect design intention with
regards to what the player can and cannot do in a videogame? How
does game design shape the possibility space for player action?
Through these questions and selected case studies that include AAA
and independent games alike, the book presents a unique approach to
studying agency that combines game design, game studies, and game
developer discourse. By doing so, the book examines what discourses
around player action, as well as a game's design can reveal about
the nature of agency and videogame aesthetics. This book will
appeal to readers specifically interested in videogames, such as
game studies scholars or game designers, but also to media studies
students and media and screen studies scholars less familiar with
digital games.
This is the third edition of Character Development and Storytelling
for Games, a standard work in the field that brings all of the
teaching from the first two books up to date and tackles the new
challenges of today. Professional game writer and designer Lee
Sheldon combines his experience and expertise in this updated
edition. New examples, new game types, and new challenges
throughout the text highlight the fundamentals of character writing
and storytelling. But this book is not just a box of techniques for
writers of video games. It is an exploration of the roots of
character development and storytelling that readers can trace from
Homer to Chaucer to Cervantes to Dickens and even Mozart. Many
contemporary writers also contribute insights from books, plays,
television, films, and, yes, games. Sheldon and his contributors
emphasize the importance of creative instinct and listening to the
inner voice that guides successful game writers and designers. Join
him on his quest to instruct, inform, and maybe even inspire your
next great game.
Drawn to Life is a two-volume collection of the legendary lectures
of long-time Disney animator Walt Stanchfield. For over 20 years,
Walt mentored a new generation of animators at the Walt Disney
Studios and influenced such talented artists such as Tim Burton,
Brad Bird, Glen Keane, and Andreas Deja. His writing and drawings
have become must-have lessons for fine artists, film professionals,
animators, and students looking for inspiration and essential
training in drawing and the art of animation. Written by Walt
Stanchfield (1919–2000), who began work for the Walt Disney
Studios in the 1950s. His work can be seen in films such as
Sleeping Beauty, The Jungle Book, 101 Dalmatians, and Peter Pan.
Edited by Disney Legend and Oscar®-nominated producer Don Hahn,
whose credits include the classic Beauty and the Beast, The Lion
King, and Hunchback of Notre Dame.
Welcome to the second volume of Game Audio Programming: Principles
and Practices - the first series of its kind dedicated to the art
of game audio programming! This volume features more than 20
chapters containing advanced techniques from some of the top game
audio programmers and sound designers in the industry. This book
continues the tradition of collecting more knowledge and wisdom
about game audio programming than any other volume in history. Both
audio programming beginners and seasoned veterans will find content
in this book that is valuable, with topics ranging from extreme
low-level mixing to high-level game integration. Each chapter
contains techniques that were used in games that have shipped, and
there is a plethora of code samples and diagrams. There are
chapters on threading, DSP implementation, advanced middleware
techniques in FMOD Studio and Audiokinetic Wwise, ambiences,
mixing, music, and more. This book has something for everyone who
is programming audio for a game: programmers new to the art of
audio programming, experienced audio programmers, and those souls
who just got assigned the audio code. This book is for you!
This book examines third-party review sites (TPRS) and the
intersection of the review economy and neoliberal public relations,
in order to understand how users and organizations engage the 21st
century global review economy. The author applies communication and
digital media theories to evaluate contemporary case studies that
challenge TPRS and control over digital reputation. Chapters
analyze famous cases such as the Texas photographer who sued her
clients for negative reviews and activists using Yelp to protest
the hunt of "Cecil the Lion," to illustrate the complicated yet
important role of TPRS in the review economy. Theories such as
neoliberal public relations, digital dialogic communication and
cultural intermediaries help explain the impact of reviews and how
to apply lessons learned from infamous cases. This nuanced and up
to date exploration of the contemporary review economy will offer
insights and best practice for academic researchers and upper-level
undergraduate students in public relations, digital media, or
strategic communication programs.
This book describes the lifecycle of media in the context of the
media ecology, presenting a general theoretical framework and a
series of methodological procedures to support the construction of
an eco-evolutionary approach to media change. Focusing on a series
of processes - emergence, competition, dominance, hybridization,
adaptation, extinction - this book goes beyond a chronological
approach to propose a reticulated and multi-layered conception of
media evolution. If media evolution is a network, what are the
relationships between "media species" like? What happens when a new
media emerges into the media ecology? How do new media influence
the old ones? Can media become extinct? How do media adapt when the
social and economic context changes? How can media evolution be
analysed? What kinds of quantitative and qualitative techniques can
be applied in media evolution research? By presenting an innovative
research approach and theoretical framework to media studies, this
book will be of keen interest to scholars and graduate students of
new media, media history and theory, philosophy of technology, mass
communication, and organisational studies.
Introduces the reader to the technical aspects of real-time visual
effects. Built upon a career of over twenty years in the feature
film visual effects and the real-time video game industries and
tested on graduate and undergraduate students. Explores all
real-time visual effects in four categories: in-camera effects,
in-material effects, simulations and particles.
Write your own MAXScript functions and utilities to create custom
tools and UI elements, and automate repetitive tasks. Demonstrated
techniques include the creation of objects, arrays, collections,
control structures, parametric objects, and the construction of UI
elements. The companion CD-ROM contains media files that allow you
to practice the techniques with real-world examples demonstrating
how you can use then in a production environment.
.The definitive introduction to MAXScript
.Includes media files that allow you to practice with real-world
examples
Welcome to the Autodesk Media and Entertainment Official Training
Courseware for 3ds Max 8 software! Consider this book an all-access
pass to the production and training experience of Autodesk
developers and training experts. Written for self-paced learning or
instructor-led classroom training, the manual will teach you the
fundamentals of using 3ds Max 8. The book is organized into
sections dedicated to animation, modelling, materials, lighting and
rendering. Each section covers basic theory, and then includes
exercises for hands-on demonstration of the concept. By the end of
the book, you will have mastered the basics and moved onto
full-length projects. Flexibility is built in, so that you can
complete the tutorials in the way that works best for you. Complete
the book and you will be a seasoned 3ds Max pro, ready to work
confidently in a production environment.
-For beginners or those new to 3ds max
-Tutorials and exercises designed for flexibility and ease of
use
-CD contains 3ds max support models, materials, textures, and
animations for completing the exercises
Creating Q*bert and Other Classic Video Arcade Games takes you
inside the video arcade game industry during the pivotal decades of
the 1980s and 1990s. Warren Davis, the creator of the
groundbreaking Q*bert, worked as a member of the creative teams who
developed some of the most popular video games of all time,
including Joust 2, Mortal Kombat, NBA Jam, and Revolution X. In a
witty and entertaining narrative, Davis shares insightful stories
that offer a behind-the-scenes look at what it was like to work as
a designer and programmer at the most influential and dominant
video arcade game manufacturers of the era, including Gottlieb,
Williams/Bally/Midway, and Premiere. Likewise, the talented
artists, designers, creators, and programmers Davis has
collaborated with over the years reads like a who's who of video
gaming history: Eugene Jarvis, Tim Skelly, Ed Boon, Jeff Lee, Dave
Thiel, John Newcomer, George Petro, Jack Haeger, and Dennis
Nordman, among many others. The impact Davis has had on the video
arcade game industry is deep and varied. At Williams, Davis created
and maintained the revolutionary digitizing system that allowed
actors and other photo-realistic imagery to be utilized in such
games as Mortal Kombat, T2, and NBA Jam. When Davis worked on the
fabled Us vs. Them, it was the first time a video game integrated a
live action story with arcade-style graphics. On the one-of-a-kind
Exterminator, Davis developed a brand new video game hardware
system, and created a unique joystick that sensed both
omni-directional movement and rotation, a first at that time. For
Revolution X, he created a display system that simulated a
pseudo-3D environment on 2D hardware, as well as a tool for artists
that facilitated the building of virtual worlds and the seamless
integration of the artist's work into game code. Whether you're
looking for insights into the Golden Age of Arcades, would like to
learn how Davis first discovered his design and programming skills
as a teenager working with a 1960's computer called a Monrobot XI,
or want to get the inside scoop on what it was like to film the
Rock and Roll Hall of Fame band Aerosmith for Revolution X, Davis'
memoir provides a backstage tour of the arcade and video game
industry during its most definitive and influential period.
Nordic Animation examines the state of the animation industry
within the Nordic countries. It looks at the success of popular
brands such as the Moomins and Angry Birds, studios such as Anima
Vitae and Qvisten, and individuals from the Nordics that have made
their mark on the global animation industry. The book begins with
some historical findings before moving to look at the stories of
some of the most well-known Nordic animation brands. A section on
Nordic animation studios looks at the international success and
impact on the global animation industry that has been made by these
companies. The book is forward thinking in scope and places these
stories within the context of what the future holds for the Nordic
animation industry. This book will be of great interest to those in
the fields of animation and film studies, as well as those with a
general interest in Nordic animation.
This book is a theoretical and practical deep dive into the craft
of worldbuilding for video games, with an explicit focus on how
different job disciplines contribute to worldbuilding. In addition
to providing lenses for recognizing the various components in
creating fictional and digital worlds, the author positions
worldbuilding as a reciprocal and dynamic process, a process which
acknowledges that worldbuilding is both created by and instrumental
in the design of narrative, gameplay, art, audio, and more.
Collaborative Worldbuilding for Video Games encourages mutual
respect and collaboration among teams and provides game writers and
narrative designers tools for effectively incorporating other job
roles into their own worldbuilding practice and vice versa.
Features: Provides in-depth exploration of worldbuilding via
respective job disciplines Deep dives and case studies into a
variety of games, both AAA and indie Includes boxed articles for
deeper interrogation and exploration of key ideas Contains
templates and checklists for practical tips on worldbuilding
The Architectural Imagination at the Digital Turn asks what it
means to speak of a "digital turn" in architecture. It examines how
architects at the time engaged with the digital and imagined future
modes of practice, and looks at the technological, conceptual and
economic phenomena behind this engagement. It argues that the
adoption of digital technology in architecture was far from linear
but depended on complex factors, from the operative logic of the
technology itself to the context in which it was used and the
people who interacted with it. Creating a mosaic-like account, the
book presents debates, projects and publications that changed how
architecture was visualized, fabricated and experienced using
digital technology. Spanning the university, new media art
institutes, ecologies, architectural bodies, fabrication and the
city, it re-evaluates familiar narratives that emphasized formal
explorations; instead, the book aims to complicate the "myth" of
the digital by presenting a nuanced analysis of the material and
social context behind each case study. During the 1990s, architects
repurposed software and technological concepts from other
disciplines and tested them in a design environment. Some
architects were fascinated by its effects, others were more
critical. Through its discussion on case studies, places and themes
that fundamentally influenced discourse formation in the era, this
book offers scholars, researchers and students fresh insights into
how architecture can engage with the digital realm today.
Multimodal Video Characterization and Summarization is a valuable
research tool for both professionals and academicians working in
the video field. This book describes the methodology for using
multimodal audio, image, and text technology to characterize video
content. This new and groundbreaking science has led to many
advances in video understanding, such as the development of a video
summary. Applications and methodology for creating video summaries
are described, as well as user-studies for evaluation and testing.
Within the field of game design, game balance can best be described
as a black art. It is the process by which game designers make a
game simultaneously fair for players while providing them just the
right amount of difficulty to be both exciting and challenging
without making the game entirely predictable. This involves a
combination of mathematics, psychology, and occasionally other
fields such as economics and game theory. Game Balance offers
readers a dynamic look into game design and player theory.
Throughout the book, relevant topics on the use of spreadsheet
programs will be included in each chapter. This book therefore
doubles as a useful reference on Microsoft Excel, Google
Spreadsheets, and other spreadsheet programs and their uses for
game designers. FEATURES The first and only book to explore game
balance as a topic in depth Topics range from intermediate to
advanced, while written in an accessible style that demystifies
even the most challenging mathematical concepts to the point where
a novice student of game design can understand and apply them
Contains powerful spreadsheet techniques which have been tested
with all major spreadsheet programs and battle-tested with
real-world game design tasks Provides short-form exercises at the
end of each chapter to allow for practice of the techniques
discussed therein along with three long-term projects divided into
parts throughout the book that involve their creation Written by
award-winning designers with decades of experience in the field Ian
Schreiber has been in the industry since 2000, first as a
programmer and then as a game designer. He has worked on eight
published game titles, training/simulation games for three Fortune
500 companies, and has advised countless student projects. He is
the co-founder of Global Game Jam, the largest in-person game jam
event in the world. Ian has taught game design and development
courses at a variety of colleges and universities since 2006.
Brenda Romero is a BAFTA award-winning game director, entrepreneur,
artist, and Fulbright award recipient and is presently game
director and creator of the Empire of Sin franchise. As a game
director, she has worked on 50 games and contributed to many
seminal titles, including the Wizardry and Jagged Alliance series
and titles in the Ghost Recon, Dungeons & Dragons, and Def Jam
franchises.
This book offers a thorough examination of digital work by women
comedians in the US, exploring their use of digital media to
perform jokes, engage with fans, remake their reputations, and
become political activists This book argues that despite its many
adverse effects, digital work is changing comedy, empowering women
to create new comic forms and negotiate the contentious political
climate incited by former President Donald. J. Trump Chapters are
focused on video-podcasting, TikTok, Twitter, Instagram, YouTube,
and the streaming platform Netflix - each containing informative
case studies on significant women comedians who use them, including
Sarah Silverman, Amy Schumer, Leslie Jones, Mindy Kaling, Colleen
Ballinger, Lilly Singh, Ms. Pat, Whitney Cummings, Issa Rae, and
others To understand their strategies, this book examines the
popularity of their digital content, their career-outcomes in
television and film, as well as the ups and downs of their critical
reputations in magazines, newspapers, the trade press, and with
their participatory audiences online This insightful and timely
work will appeal to scholars researching and teaching in the areas
of media studies, digital communication, gender studies and
performance
This book is an important collection for scholars and students
interested in the critical analysis of digital games, and will be
of interest across several disciplines including game studies, game
design and development, internet studies, visual studies, cultural
studies, communication studies, and media studies, as well as
disability studies The book explores the opportunities and
challenges people with disabilities experience in the context of
digital games from the perspective of three related areas:
representation, access and inclusion, and community Drawing on key
concerns in disability media studies, the book brings together
scholars from disability studies and game studies, alongside game
developers, educators, and disability rights activists, to reflect
upon the increasing visibility of disabled characters in digital
games Chapters explore the contemporary gaming environment as it
relates to disability on platforms such as Twitch, Minecraft, and
Tingyou, while also addressing future possibilities and pitfalls
for people with disabilities within gaming given the rise of
virtual reality applications, and augmented games such as Pokemon
Go The book also asks how game developers can attempt to represent
diverse abilities, taking games such as BlindSide and Overwatch as
examples
All games are potentially transformative experiences because they
engage the player in dynamic action. When repurposed in an
educational context, even highly popular casual games played online
to pass the time can engage players in a way that deepens learning.
Games as Transformative Experiences for Critical Thinking, Cultural
Awareness, and Deep Learning: Strategies & Resources examines
the learning value of a wide variety of games across multiple
disciplines. Organized just like a well-made game, the book is
divided into four parts highlighting classroom experiences,
community and culture, virtual learning, and interdisciplinary
instruction. The author crosses between the high school and college
classroom and addresses a range of disciplines, both online and
classroom practice, the design of curriculum, and the
transformation of assessment practices. In addition to a wealth of
practical exercises, resources, and lesson ideas, the book explains
how to use a wide and diverse range of games from casual to
massively multiplayer online games for self-improvement as well as
classroom situations.
WALKS From Richard Williams' The Animator's Survival Kit comes key
chapters in mini form. The Animator's Survival Kit is the essential
tool for animators. However, sometimes you don't want to carry the
hefty expanded edition around with you to your college or studio if
you're working on just one aspect of it that day. The Animation
Minis take some of the most essential chapters and make them
available in smaller, lightweight, hand-bag/backpack size versions.
Easy to carry. Easy to study. This Mini focuses on Walks. Walks are
full of personality. Walks reveal the character, they tell the
story of the person. In this Mini Richard Williams provides the
building blocks of how to construct walks, using stick figures to
make it easy to learn, copy and understand. The process will
encourage you to invent and entertain.
This book provides a critical account of the impact of Twitter on
journalism, exploring how the news media has adapted to and
normalised the use of the platform in the industry. Offering a
comprehensive understanding of Twitter uses for journalistic
purposes, this book explores the platform's use as a 'global
village', as an ambient news environment, and as a global
marketplace. Drawing on two empirical case studies (United Kingdom
and Greece), Dagoula examines academic conceptualisations of
Twitter, journalists' self-perceptions, and uses of the platform by
a variety of media outlets and journalists. Adopting an
evolutionary approach known as punctuated equilibrium, which
consists of three stages of disruption, adaption, and
normalisation, the author reveals the costs and benefits of
Twitter's impact on both the institutional values and practices of
news journalism today. News Journalism and Twitter is an invaluable
resource for researchers and students of digital journalism and
media studies.
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