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

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 (Hardcover)
Jean-Luc Sinclair
R4,643 Discovery Miles 46 430 Ships in 10 - 15 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.

The Theory and Practice of Motion Design - Critical Perspectives and Professional Practice (Hardcover): R. Brian Stone, Leah... The Theory and Practice of Motion Design - Critical Perspectives and Professional Practice (Hardcover)
R. Brian Stone, Leah Wahlin
R5,086 Discovery Miles 50 860 Ships in 10 - 15 working days

This collection offers an expansive, multiplatform exploration of the rapidly-expanding area of motion design and motion graphics, taking into account both theoretical questions and creative professional practice. Spanning interaction design, product interfaces, kinetic data visualizations, typography, TV and film title design, brand building, narrative storytelling, history, exhibits and environments, editors R. Brian Stone and Leah Wahlin offer an interdisciplinary range of academic essays and professional interviews that together form a dialogue between motion design theory and professional practice. Written for both those critically engaged with motion design as well as those working or aspiring to work professionally in the field, the book features a range of international contributors and interviews with some of the best-known designers in the field, including Kyle Cooper, Karin Fong, and Daniel Alenquer. The Theory and Practice of Motion Design seeks to illuminate the diverse, interdisciplinary field of motion design by offering a structured examination of how motion design has evolved, what forces define our current understanding and implementation of motion design, and how we can plan for and imagine the future of motion design as it unfolds. An accompanying online resource site, www.motionresource.com, contains visual representations of the examples described in the text.

Costume Design for Video Games - An Exploration of Historical and Fantastical Skins (Hardcover): Sandy Appleoff Lyons Costume Design for Video Games - An Exploration of Historical and Fantastical Skins (Hardcover)
Sandy Appleoff Lyons
R3,924 Discovery Miles 39 240 Ships in 10 - 15 working days

Costume Design for Video Games: An Exploration of Historical and Fantastical Skins explores the rich and colorful history of fashion throughout the ages. Each page goes into detail concerning the social significance of Iconic period pieces. From the real and the imagined, Costume Design for Video Games highlights the development of costumes and characters that pertain to plots, scenarios, and visionary goals, while also exploring silhouettes and the aesthetics of various eras. This survey of costume design for the video game market includes an exploration of the aesthetics of historical, fantasy, and futuristic influences. Not only does the text help in illustrating an assortment of styles, but Sandy Appleoff Lyons also helps to facilitate creative problem-solving as it applies to costume design and the design principles applied. This is uniquely done through a reader project, which in turn builds and implements research skills and the creation of authentic designs. Key Features: This book is not about replicating what already exists; it gives the reader the tools needed in order to understand the design principles and how to apply them to costumes. Through the comprehensive understanding of history, fashion, costumes, and cultural impacts, the readers will be able to expand their creativity and knowledge to help increase the narrative subtext and the stories of costumed figures. Readers are given tools for creative problem-solving to create authentic, original costumes. Text includes a glossary and sidebars covering materials rendering, color history, design principles, and meaning. Key terms and style sheets with layout training and cited historical examples help ground the reader with strong visuals.

Art Hack Practice - Critical Intersections of Art, Innovation and the Maker Movement (Paperback): Victoria Bradbury, Suzy... Art Hack Practice - Critical Intersections of Art, Innovation and the Maker Movement (Paperback)
Victoria Bradbury, Suzy O'hara
R1,295 Discovery Miles 12 950 Ships in 10 - 15 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.

Maya for Games - Modeling and Texturing Techniques with Maya and Mudbox (Hardcover): Michael Ingrassia Maya for Games - Modeling and Texturing Techniques with Maya and Mudbox (Hardcover)
Michael Ingrassia
R5,194 Discovery Miles 51 940 Ships in 10 - 15 working days

Well-known Maya professional, Michael Ingrassia, takes readers through his unique style of modeling: "Image Based Modeling" where efficient, realistic models can be created very quickly. Ingrassia's techniques allow modelers to create exact replicas of their concept characters or objects. The techniques presented are very efficient and allow game modelers to quickly build out stand alone props to populate environments and game levels. Presented are tried and true techniques that the author has used successfully in game production for the past 10 years. Most, if not all 3D books, focus on basic "box" modeling techniques, which are the basis for proper 3D modeling but not the complete solution. In the author's experience, students who have learned through the Image Based Modeling brand, have quickly excelled into effective modelers. One of the hardest things for any modeler to do is match their model EXACTLY to the concept art or photos they are provided. The insider tips in this book walk artists through this process. Artists begin with basic modeling and advance to a creating a complete scene and set design/game level. Rather than including sporadic models with zero association from to one another, each model in the book becomes an integral part of an overall theme realistic in game development today. The accompanying downloadable resources include 8 exclusive video tutorials on advanced Maya techniques as bonus tracks for artists providing invaluable modeling, rigging and texturing samples. Also, an in-depth video on assembling a "Killer Demo Reel" showing simple but effective video editing techniques used by the author so that artists can learn how to get their work seen. The book not only teaches effective methodology, but provides the user with impressive content for producing effective demo reels and portfolios. Pros and cons of demo reel, website and artist representation are given, along with insights into the expectations of game studios today. The video tutorials show users the finished product, and then run through the process of step by step creation of that particular technique.

Foundations in Sound Design for Interactive Media - A Multidisciplinary Approach (Paperback): Michael Filimowicz Foundations in Sound Design for Interactive Media - A Multidisciplinary Approach (Paperback)
Michael Filimowicz
R1,633 Discovery Miles 16 330 Ships in 10 - 15 working days

This volume provides a comprehensive introduction to foundational topics in sound design for interactive media, such as gaming and virtual reality; compositional techniques; new interfaces; sound spatialization; sonic cues and semiotics; performance and installations; music on the web; augmented reality applications; and sound producing software design. The reader will gain a broad understanding of the key concepts and practices that define sound design for its use in computational media and design. The chapters are written by international authors from diverse backgrounds who provide multidisciplinary perspectives on sound in its interactive forms. The volume is designed as a textbook for students and teachers, as a handbook for researchers in sound, design and media, and as a survey of key trends and ideas for practitioners interested in exploring the boundaries of their profession.

Real-Time Rendering, Fourth Edition (Hardcover, 4th edition): Eric Haines, Naty Hoffman, Tomas Akenine-Moller Real-Time Rendering, Fourth Edition (Hardcover, 4th edition)
Eric Haines, Naty Hoffman, Tomas Akenine-Moller
R2,810 Discovery Miles 28 100 Ships in 9 - 17 working days

Real-Time Rendering combines fundamental principles with guidance on the latest techniques to provide a complete reference on three-dimensional interactive computer graphics. It will help you increase speed and improve image quality and learn the features and limitations of acceleration algorithms and graphics APIs. This latest fourth edition has been updated to include a chapter on virtual reality and augmented reality and covers new topics such as visual appearance, global illumination, and curves and curved surfaces. It is for anyone serious about computer graphics who wants to learn about algorithms that create synthetic images fast enough that the viewer can interact with a virtual environment. Reviews "This is the book I recommend to everyone starting out in the industry. Not only is it a great reference on so many topics, each topic is covered in impressive depth with great references for further exploration." - Alex Vlachos, Valve "Real-Time Rendering condenses literally thousands of cutting-edge papers, talks, and blogs into a single, easy-to-read volume presenting today's best practices, open problems, and promising state-of-the-art research. A key reference for beginners and experts!" - Chris Wyman, Principal Research Scientist, NVIDIA "Since it was first published, Real-Time Rendering has been an invaluable companion to anyone who wants to keep up with this dynamic field. It combines rigorous coverage of the fundamentals with up-to-date discussion of the latest techniques. The fourth edition is required reading for anyone serious about computer graphics." - Matt Pharr, co-author of Physically Based Rendering: From Theory to Implementation "I built our rendering engine and my career on what I learned in previous editions of Real-Time Rendering. This new edition is carefully updated to represent the current state of our field, and will remain the first resource I check when tackling a new challenge." - Patrick Cozzi, Principal Graphics Architect, Cesium, and co-editor of OpenGL Insights "Real-Time Rendering is the first book I recommend reading to anyone who wants to learn real-time graphics. All the relevant knowledge in one place, and a joy to read, too!" - Aras Pranckevicius, Unity Technologies About the Cover: The cover shows an example of advanced real-time rendering technology used in the 2018 Star Wars (TM) short Reflections, which includes real-time ray tracing of reflections and area light shadows computed on the GPU. The short was produced by Epic Games and built in Unreal Engine in collaboration with ILMxLAB and NVIDIA.

Procedural Storytelling in Game Design (Hardcover, 2 New Edition): Tanya X. Short, Tarn Adams Procedural Storytelling in Game Design (Hardcover, 2 New Edition)
Tanya X. Short, Tarn Adams
R3,868 Discovery Miles 38 680 Ships in 18 - 22 working days

This edited collection of chapters concerns the evolving discipline of procedural storytelling in video games. Games are an interactive medium, and this interplay between author, player and machine provides new and exciting ways to create and tell stories. In each essay, practitioners of this artform demonstrate how traditional storytelling tools such as characterization, world-building, theme, momentum and atmosphere can be adapted to full effect, using specific examples from their games. The reader will learn to construct narrative systems, write procedural dialog, and generate compelling characters with unique personalities and backstories. Key Features Introduces the differences between static/traditional game design and procedural game design Demonstrates how to solve or avoid common problems with procedural game design in a variety of concrete ways World's finest guide for how to begin thinking about procedural design

Breaking Out of the Games Industry (Hardcover, 2nd New edition): Matthew M. White Breaking Out of the Games Industry (Hardcover, 2nd New edition)
Matthew M. White
R2,935 Discovery Miles 29 350 Ships in 10 - 15 working days

This book offers a perspective into a phenomenon becoming more and more common: AAA developers 'going indie'. Written through the personal story of the author finding his way into the AAA games space, only to retreat back to indie games and consulting work and finding a new-old life making games for himself, and finding fulfillment in doing so. It is both a word of warning to creatives seeking a corporation and a call for disillusioned developers to break free and do something wild, creative, and unexpected. It is critical of common industry issues such as structural crunch, health issues, work life balance, and more, but is also a personal story of mismatched needs in doing creative work. Key Features Under-explored viewpoint of the games industry, someone who worked for years to 'break in', then worked for years to 'break out'. Offers a unique look at making an indie game life both financially and mentally feasible. Encourages developers sitting on the fence to take the plunge.

3D Game Environments - Create Professional 3D Game Worlds (Paperback, 2nd edition): Luke Ahearn 3D Game Environments - Create Professional 3D Game Worlds (Paperback, 2nd edition)
Luke Ahearn
R1,684 Discovery Miles 16 840 Ships in 10 - 15 working days

From a steamy jungle to a modern city, or even a sci-fi space station, 3D Game Environments is the ultimate resource to help you create AAA quality art for a variety of game worlds. Primarily using Photoshop and 3ds Max, students will learn to create realistic textures from photo source and a variety of techniques to portray dynamic and believable game worlds. With detailed tutorials on creating 3D models, applying 2D art to 3D models, and clear concise advice on issues of efficiency and optimization for a 3D game engine, Luke Ahearn gives you everything students need to make their own realistic game environments. Key Features The entire game world development process; from planning to 3D modeling, UV layout, and creating textures. Exercises and projects to practice with; each section includes projects to guide you through creating different world genres. The updated companion website-www.lukeahearn.com/textures/ now includes video tutorials in addition to updated sample textures, shaders, materials, actions, brushes, program demos, plug-ins and all art from the book-all the tools you need in one place.

SVG Animations (Paperback): Sarah Drasner SVG Animations (Paperback)
Sarah Drasner
R1,227 Discovery Miles 12 270 Ships in 18 - 22 working days

SVG is extremely powerful, with its reduced HTTP requests and crispness on any display. It becomes increasingly more interesting as you explore its capabilities for responsive animation and performance boons. When you animate SVG, you must be aware of normal image traits like composition, color, implementation, and optimization. But when you animate, it increases the complexity of each of these factors exponentially. This practical book takes a deep dive into how you can to solve these problems with stability, performance, and creativity in mind. Learn how to make SVG cross-browser compatible, backwards compatible, optimized, and responsive Plan and debug animation Make a complex animation responsive, as many sites are responsive Profile each animation technique in terms of performance so that you know what you're getting in to with each library or native technology

Crafting Stories for Virtual Reality (Hardcover): Melissa Bosworth, Lakshmi Sarah Crafting Stories for Virtual Reality (Hardcover)
Melissa Bosworth, Lakshmi Sarah
R4,491 Discovery Miles 44 910 Ships in 10 - 15 working days

We are witnessing a revolution in storytelling. Publications all over the world are increasingly using immersive storytelling-virtual reality, augmented reality and mixed reality-to tell compelling stories. The aim of this book is to distill the lessons learned thus far into a useful guide for reporters, filmmakers and writers interested in telling stories in this emerging medium. Examining ground-breaking work across industries, this text explains, in practical terms, how storytellers can create their own powerful immersive experiences as new media and platforms emerge.

Educational Game Design Fundamentals - A Journey to Creating Intrinsically Motivating Learning Experiences (Hardcover): George... Educational Game Design Fundamentals - A Journey to Creating Intrinsically Motivating Learning Experiences (Hardcover)
George Kalmpourtzis
R4,058 Discovery Miles 40 580 Ships in 18 - 22 working days

Can we learn through play? Can we really play while learning? Of course! But how?! We all learn and educate others in our own unique ways. Successful educational games adapt to the particular learning needs of their players and facilitate the learning objectives of their designers. Educational Game Design Fundamentals embarks on a journey to explore the necessary aspects to create games that are both fun and help players learn. This book examines the art of educational game design through various perspectives and presents real examples that will help readers make more informed decisions when creating their own games. In this way, readers can have a better idea of how to prepare for and organize the design of their educational games, as well as evaluate their ideas through several prisms, such as feasibility or learning and intrinsic values. Everybody can become education game designers, no matter what their technical, artistic or pedagogic backgrounds. This book refers to educators and designers of all sorts: from kindergarten to lifelong learning, from corporate training to museum curators and from tabletop or video game designers to theme park creators!

Digital Forensic Art Techniques - A Professional's Guide to Corel Painter (Paperback): Natalie Murry Digital Forensic Art Techniques - A Professional's Guide to Corel Painter (Paperback)
Natalie Murry
R2,046 Discovery Miles 20 460 Ships in 10 - 15 working days

Digital Forensic Art Techniques: A Professional's Guide to Corel PainterTM illustrates hands-on techniques to digitally create forensic art for police and investigative purposes. Coverage focuses specifically on how to utilize the software to create realistic human likenesses, including composites of suspects and drawings of persons in unidentified remains cases. Drawing digitally is like using any tool in art: a pencil, a charcoal stick, a conte' crayon. A stylus is just another tool to master. Digital work is easier for artists to send to the case detective, and the work always reproduces exactly as it was completed. Another benefit to working digitally is that one can use video conferencing with a witness online to provide services remotely world-wide. This enables police departments who have never had access to a forensic artist to have a sketch done within hours of the crime. Chapters address the more basic functions to serve as a primer for those transitioning to working digitally. There is also instruction on light and shadow, and bones and muscles of the skull. All of the discussion is intended to make the reader see things as an artist to improve drawing skills and overall digital techniques. In short, Digital Forensic Art Techniques is a practical, easy-to-follow manual for working forensic artists that will give readers a solid base from which to start. It serves as an essential resource to greater skill and comfort with the hardware and software, thus furthering current best practices and technological advances in the field.

Workflow - A Practical Guide to the Creative Process (Hardcover): Doron Meir Workflow - A Practical Guide to the Creative Process (Hardcover)
Doron Meir
R4,367 Discovery Miles 43 670 Ships in 10 - 15 working days

A pro isn't just a person who can do it well. It's a person who can do it well every time, on demand and on deadline; which is why the key to being a professional creative is having a great creative process. Whether it's writing a book, animating a shot, designing a game level or composing a soundtrack-ultimately, we're all facing similar challenges. Since we share challenges, we can also share solutions. This book is a practical guide, featuring a universal creative process that can streamline any serious creative work, on any scale. Key Features Universal approach: applies to any process that starts with an idea and ends with a refined product. Profound and light: combines conceptual ideas with practical tips and fun anecdotes. Caricatures and samples: helps visually clarify ideas and processes. Variety of creative fields: draws on examples from writing, animation, game design, 3D modeling, music, sculpting and more Printable summaries: provides visual outlines that can be used as cheat-sheets.

Re-Imagining Animation - The Changing Face of the Moving Image (Paperback): Paul Wells, Johnny Hardstaff Re-Imagining Animation - The Changing Face of the Moving Image (Paperback)
Paul Wells, Johnny Hardstaff
R381 Discovery Miles 3 810 Ships in 10 - 15 working days

This book will explore the creative, educational, technical and critical issues at stake in 're-imagining animation'. The moving image pieces will be presented as a range of case studies looking at the production process from the initial choice and selection of the creative stimulus, through the discussion and decision informing the aesthetic and technical facilitation of the work, to the final outcome. These will then be analysed in meaning, purpose, and affect, and as part of a wider engagement with moving image culture. These case studies will represent a detailed evaluation of experimental work as it moves from 'script to screen', simultaneously addressing the interfaces between animation, film, graphic design and art-making in general, and it is this which essentially constitutes the 'advanced' level of the book in not merely foregrounding progressive contemporary work, but stressing innovative approaches to pedagogy and production. This book is suitable for students of animation, established professional animators, and anyone with an interest in animation.

Animation - From Concepts and Production (Hardcover): Hannes Rall Animation - From Concepts and Production (Hardcover)
Hannes Rall
R4,371 Discovery Miles 43 710 Ships in 10 - 15 working days

This book explains the creation of animation from concept to production. Instead of focusing on singular aspects of animation production, talented animators can learn to make better films by understanding the process as a whole. Veteran independent filmmaker Hannes Rall teaches you how to develop an animation project from the very start of conceptual exploration though to completed production. Subjects like script, storyboarding, character and production design illuminate the pre-production process; later chapters explain the production process applied to different animation techniques like 2D animation, 3D computer animation and stop motion. This book is just the right mix of practical advice, lavish illustrations, and industry case studies to give you everything you need to start creating animation today. Key Features Learn the concepts of film animation production from an expert instructor Interviews with legends Andreas Deja, Hans Bacher and Volker Engel Robust coverage of the pre-production process, from script to storyboarding and visual development Includes a glossary and further reading recommendations

Punk Playthings - Provocations for 21st Century Game Makers (Hardcover): Chris Lowthorpe, Sean Taylor Punk Playthings - Provocations for 21st Century Game Makers (Hardcover)
Chris Lowthorpe, Sean Taylor
R4,505 Discovery Miles 45 050 Ships in 10 - 15 working days

Punk Playthings Provocations for 21st Century Game Makers "Punk was an attitude. It was never about having a Mohican haircut or wearing a ripped T-shirt. It was all about destruction, and the creative potential within that." Malcolm Mclaren Warning: If you want a silver bullet solution for efficient game making or a step-by-step guide to receiving Indie Game Dev hero worship, you're in the wrong place. Put the book back on the shelf. Punk Playthings is an antidote to complacency and orthodoxy. Packed with probes and provocations that explore game making through fresh lenses for uncertain times, it challenges gaming monoculture by constructing a trading space for ideas and learning from across domains and cultures. Punk Playthings has zero respect for boundaries between mediums, industries, sectors, specialisms or disciplines. Instead, it challenges you to expand your cultural capital, think laterally and make new connections. Punk Playthings advocates a truly independent mindset and DIY approach for creating playful experiences with cultural resonance. It proclaims creative entrepreneurship as the true legacy of punk. Punk Playthings is not for everyone. But it might be for you.

Situational Game Design (Hardcover): Brian Upton Situational Game Design (Hardcover)
Brian Upton
R4,343 Discovery Miles 43 430 Ships in 10 - 15 working days

Situational Design lays out a new methodology for designing and critiquing videogames. While most game design books focus on games as formal systems, Situational Design concentrates squarely on player experience. It looks at how playfulness is not a property of a game considered in isolation, but rather the result of the intersection of a game with an appropriate player. Starting from simple concepts, the book advances step-by-step to build up a set of practical tools for designing player-centric playful situations. While these tools provide a fresh perspective on familiar design challenges as well as those overlooked by more transactional design paradigms. Key Features Introduces a new methodology of game design that concentrates on moment-to-moment player experience Provides practical design heuristics for designing playful situations in all types of games Offers groundbreaking techniques for designing non-interactive play spaces Teaches designers how to create games that function as performances Provides a roadmap for the evolution of games as an art form.

Animation - From Concepts and Production (Paperback): Hannes Rall Animation - From Concepts and Production (Paperback)
Hannes Rall
R1,405 Discovery Miles 14 050 Ships in 10 - 15 working days

This book explains the creation of animation from concept to production. Instead of focusing on singular aspects of animation production, talented animators can learn to make better films by understanding the process as a whole. Veteran independent filmmaker Hannes Rall teaches you how to develop an animation project from the very start of conceptual exploration though to completed production. Subjects like script, storyboarding, character and production design illuminate the pre-production process; later chapters explain the production process applied to different animation techniques like 2D animation, 3D computer animation and stop motion. This book is just the right mix of practical advice, lavish illustrations, and industry case studies to give you everything you need to start creating animation today. Key Features Learn the concepts of film animation production from an expert instructor Interviews with legends Andreas Deja, Hans Bacher and Volker Engel Robust coverage of the pre-production process, from script to storyboarding and visual development Includes a glossary and further reading recommendations

Animation Production - Documentation and Organization (Hardcover): Robert B. Musburger Ph.D. Animation Production - Documentation and Organization (Hardcover)
Robert B. Musburger Ph.D.
R4,763 Discovery Miles 47 630 Ships in 10 - 15 working days

This text follows the animation production by concentrating on the documentation necessary to accurately and professionally organize each step of the process. Examples of each piece of paperwork needed to complete the project will be shown. Many newcomers to the field are not experienced in the basic processes to organize their project in an orderly manner. The result is a chaotic, inefficient, and incomplete product. Readers are presented with a step-by-step guide to organizing the process by following professional standards in creating needed and useful documentation for all animators, whether creating in cells, stop-motion, experimental, or computer graphic productions. Key Features Provides simplified but intense coverage of animation production. Written to be easily read by newcomers to the field, ranging from students to professionals. Each chapter contains objectives, summaries, examples of forms, key terms, and examples of how professionals use the same techniques. This book provides both students and instructors an easily understandable explanation of the system and the directions on how to prepare documentation.

Game AI Pro 3 - Collected Wisdom of Game AI Professionals (Hardcover): Steve Rabin Game AI Pro 3 - Collected Wisdom of Game AI Professionals (Hardcover)
Steve Rabin
R2,349 Discovery Miles 23 490 Ships in 9 - 17 working days

Game AI Pro3: Collected Wisdom of Game AI Professionals presents state-of-the-art tips, tricks, and techniques drawn from developers of shipped commercial games as well as some of the best-known academics in the field. This book acts as a toolbox of proven techniques coupled with the newest advances in game AI. These techniques can be applied to almost any game and include topics such as behavior trees, utility theory, path planning, character behavior, and tactical reasoning. KEY FEATURES Contains 42 chapters from 50 of the game industry's top developers and researchers. Provides real-life case studies of game AI in published commercial games. Covers a wide range of AI in games, with topics applicable to almost any game. Includes downloadable demos and/or source code, available at http://www.gameaipro.com SECTION EDITORS Neil Kirby General Wisdom Alex Champandard Architecture Nathan Sturtevant Movement and Pathfinding Damian Isla Character Behavior Kevin Dill Tactics and Strategy; Odds and Ends

Adobe Creative Cloud Classroom in a Book - Design Software Foundations with Adobe Creative Cloud (Paperback): Joseph Labrecque Adobe Creative Cloud Classroom in a Book - Design Software Foundations with Adobe Creative Cloud (Paperback)
Joseph Labrecque
R1,292 Discovery Miles 12 920 Ships in 10 - 15 working days

Your Adobe Creative Cloud subscription delivers a breathtaking collection of state-of-the-art creativity tools-for web, print, video, interactive, digital marketing, UX/UI design, and more. With so much power, where do you start? If you're familiar with one or two of Adobe's tools, how do you extend your knowledge to make the most of the entire Creative Cloud, choose the right tool for each job, and do amazing work? Start right here, with the only classroom-proven guide to the entire Adobe Creative Cloud suite: Adobe Creative Cloud Classroom in a Book. Authored by leading designer and instructor Joseph Labrecque, this guide reflects his experience teaching hundreds of students at the University of Colorado Boulder College of Media, Communication & Information. Each chapter combines an overview of a Creative Cloud app with well-crafted hands-on practice. Labrecque introduces the software, explains essential concepts and design principles surrounding its use, guides you through basic tools and workflows, and then walks you through executing a project from beginning to end. You'll learn how each tool works in real life, and how to apply design concepts and theory in your own creative practice. Labrecque introduces the fundamentals of Creative Cloud for both desktop and mobile, Creative Cloud Express, and all these skills: Cloud-based photography with Lightroom Raster image compositing with Photoshop Vector graphics design with Illustrator Page layout management with InDesign Prototyping for screens with Adobe XD 3D rendering with Dimension Audio content production with Audition Video content sequencing with Premiere Pro Motion graphics compositing with After Effects Live performance capture with Character Animator Interactive content animation with Animate

Aaron Marks' Complete Guide to Game Audio - For Composers, Sound Designers, Musicians, and Game Developers (Paperback, 3rd... Aaron Marks' Complete Guide to Game Audio - For Composers, Sound Designers, Musicians, and Game Developers (Paperback, 3rd edition)
Aaron Marks
R1,582 Discovery Miles 15 820 Ships in 10 - 15 working days

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.

FORCE: Drawing Human Anatomy (Paperback): Mike Mattesi FORCE: Drawing Human Anatomy (Paperback)
Mike Mattesi
R1,215 Discovery Miles 12 150 Ships in 9 - 17 working days

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.

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