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

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 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.

Stop Motion: Craft Skills for Model Animation - Craft Skills for Model Animation (Paperback, 3rd Edition): Susannah Shaw Stop Motion: Craft Skills for Model Animation - Craft Skills for Model Animation (Paperback, 3rd Edition)
Susannah Shaw
R1,198 Discovery Miles 11 980 Ships in 9 - 17 working days

Stop motion animation is a challenging and time-consuming skill that requires patience, adaptability, and a close eye to detail. Stop Motion: Craft Skills for Model Animation, 3rd Edition is the essential guide to help stop motion animators overcome these challenges of this highly-skilled craft. Author Susannah Shaw provides a step-by-step guide to creating successful stop motioin films. Starting with some basic exercises, the reader will learn about developing a story, making models, creating sets and props, the mechanics of movements, filming postproduction, and how to set about finding that first elusive job in a modern studio.

Key Features

Interviews with current stars,

step-by-step examples,

coverage of Rapid Prototyping and Dragonframe Software 

Table of Contents

Chapter 1

Playing God

Chapter 2

Getting Equipped

Chapter 3

Getting Animated

Chapter 4

Keep it Simple - Developing your Story

Chapter 5

Coat-hangersdor Armatures - making your own model

Chapter 6

Advanced Modelmaking

Chapter 7

Four walls and a sky - Sets and props

Chapter 8

Sound Advice - The voice track

Chapter 9

The mechanics of movement

Chapter 10

The performance

Chapter 11

Under the lens

Chapter 12

Post-prodcution

Chapter 13

Getting the job - The business of animation

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.

Interactive Stories and Video Game Art - A Storytelling Framework for Game Design (Paperback): Chris Solarski Interactive Stories and Video Game Art - A Storytelling Framework for Game Design (Paperback)
Chris Solarski
R1,522 Discovery Miles 15 220 Ships in 10 - 15 working days

The success of storytelling in games depends on the entire development team-game designers, artists, writers, programmers and musicians, etc.-working harmoniously together towards a singular artistic vision. Interactive Stories and Video Game Art is first to define a common design language for understanding and orchestrating interactive masterpieces using techniques inherited from the rich history of art and craftsmanship that games build upon. Case studies of hit games like The Last of Us, Journey, and Minecraft illustrate the vital components needed to create emotionally-complex stories that are mindful of gaming's principal relationship between player actions and video game aesthetics. This book is for developers of video games and virtual reality, filmmakers, gamification and transmedia experts, and everybody else interested in experiencing resonant and meaningful interactive stories. Key Features: The first book to define a common visual and interactive language for understanding and orchestrating sophisticated stories in video games Accessible to industry professionals as well as non-developers Featured concepts apply to all media with an interactive component including: transmedia, gamification and interactive art The definitive framework for designing interactive stories

FORCE: Drawing Human Anatomy (Paperback): Mike Mattesi FORCE: Drawing Human Anatomy (Paperback)
Mike Mattesi
R1,238 Discovery Miles 12 380 Ships in 10 - 15 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.

How to Cheat in 3ds Max 2015 - Get Spectacular Results Fast (Paperback, 3rd Edition): Michael McCarthy How to Cheat in 3ds Max 2015 - Get Spectacular Results Fast (Paperback, 3rd Edition)
Michael McCarthy
R1,694 Discovery Miles 16 940 Ships in 10 - 15 working days

Why take months to learn every button in 3ds Max when you can create great visuals with just a few key tools? Utilize the tool of choice, 3ds Max 2015, for generating realistic environments, seamless CG effects, and jaw dropping games in a matter of hours. You can use the memory-hogging methods that choke your display and take forever to render, or you can get it done quickly and efficiently.

Michael McCarthy offers a goldmine of artistic inspiration, timesaving tips & tricks, and step-by-step walkthroughs—you’ll wonder how you every got by without it! This new edition has been completely revamped for 3ds Max 2015. Start animating today with detailed tutorials, source files, bitmaps, and video demonstrations—all featured on the companion website.

Table of Contents

Introduction

Chapter 1: Modeling

Chapter 2: Character Modeling

Chapter 3: Materials and Mapping

Chapter 4: Lighting and Shadows

Chapter 5: Reflections

Chapter 6: Glass

Chapter 7: Animation

Chapter 8: Character Animation

Chapter 9: Rendering

Chapter 10: Parameter Wiring

Chapter 11: Special Effects

Chapter 12: Particles and Physics

Chapter 13: Scene Management

Appendix

Additional Resources

Learn to Implement Games with Code (Paperback): John M. Quick Learn to Implement Games with Code (Paperback)
John M. Quick
R1,812 Discovery Miles 18 120 Ships in 10 - 15 working days

Game development is one of the most rewarding crafts of modern times. Not only is making games a wonderful lifelong hobby, but employment opportunities exist at many levels. Learn to Implement Games with Code guides you through the development process as you put together a release-ready game. It is written in a friendly and conversational tone, which is suitable for a wide audience of aspiring game developers, such as yourself. You will gain practical, hands-on experience with implementing game components using code. Gradually, you will build a complete game that you can be proud of. After finishing this book, you will be prepared to start making games of your very own design.

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.

Vaclav Trojan - Music Composition in Czech Animated Films (Hardcover): Marco Bellano Vaclav Trojan - Music Composition in Czech Animated Films (Hardcover)
Marco Bellano
R1,870 Discovery Miles 18 700 Ships in 10 - 15 working days

This book explores the Czech composer Vaclav Trojan (1907-1983) and his compositions for Jiri Trnka's films, a very influential puppet stop-motion animator. Trnka is regarded as one of the finest outcomes of Czech art in the aftermath of the Second World War and inspiration for contemporary directors like Tim Burton and companies such as Aardman or Laika. Trojan's music for animation sets a great artistic model in European animation, at least as meaningful as Carl Stalling's music for Warner Bros. cartoons in the USA. Trojan was an eclectic artist, which encompassed folk songs, jazz and blues influences, neoclassical symphonic and chamber works, opera and more. Key Features: A historical overview of the origins and early development of Czech animation Biographical sketches and stylistic outline of both Trnka and Trojan An audiovisual analysis of all the available Trnka films Trojan wrote music for Filmography and bibliography

Essential Mathematics for Games and Interactive Applications (Hardcover, 3rd edition): James M. Van Verth, Lars M. Bishop Essential Mathematics for Games and Interactive Applications (Hardcover, 3rd edition)
James M. Van Verth, Lars M. Bishop
R3,493 Discovery Miles 34 930 Ships in 9 - 17 working days

Expert Guidance on the Math Needed for 3D Game ProgrammingDeveloped from the authors' popular Game Developers Conference (GDC) tutorial, Essential Mathematics for Games and Interactive Applications, Third Edition illustrates the importance of mathematics in 3D programming. It shows you how to properly animate, simulate, and render scenes and discusses the mathematics behind the processes. New to the Third EditionCompletely revised to fix errors and make the content flow better, this third edition reflects the increased use of shader graphics pipelines, such as in DirectX 11, OpenGL ES (GLES), and the OpenGL Core Profile. It also updates the material on real-time graphics with coverage of more realistic materials and lighting. The Foundation for Successful 3D ProgrammingThe book covers the low-level mathematical and geometric representations and algorithms that are the core of any game engine. It also explores all the stages of the rendering pipeline. The authors explain how to represent, transform, view, and animate geometry. They then focus on visual matters, specifically the representation, computation, and use of color. They also address randomness, intersecting geometric entities, and physical simulation. An Introduction to Creating Real and Active Virtual WorldsThis updated book provides you with a conceptual understanding of the mathematics needed to create 3D games as well as a practical understanding of how these mathematical bases actually apply to games and graphics. It not only includes the theoretical mathematical background but also incorporates many examples of how the concepts are used to affect how a game looks and plays. Web ResourceA supplementary website contains a collection of source code, supporting libraries, and interactive demonstrations that illustrate the concepts and enable you to experiment with animation and simulation applications. The site also includes slides and notes from the authors' GDC tutorials.

Dungeons and Desktops - The History of Computer Role-Playing Games 2e (Hardcover, 2nd edition): Matt Barton, Shane Stacks Dungeons and Desktops - The History of Computer Role-Playing Games 2e (Hardcover, 2nd edition)
Matt Barton, Shane Stacks
R3,989 Discovery Miles 39 890 Ships in 10 - 15 working days

Computer role-playing games (CRPGs) are a special genre of computer games that bring the tabletop role-playing experience of games such as Dungeons & Dragons to the computer screen. Thisnew edition inlcudes two new chapters: The Modern Age, and a chapter on Indies and Mobile CRPGs. The new modern age chapter will cover, among other topics, Kickstarter/FIG crowdfunded projects such as Torment: Tides of Numenera and Pillars of Eternity. It'll also bring the book up to date with major games such as Dragon Age, Witcher, Skyrim. Expanded info in first chapter about educational potential of CRPGs. Color figures will be introduced for the first time. Key Features gives reviews of hundreds of games across many platforms. comprehensive book covering the history of computer RPGs. comprehensive index at the back, letting you quickly look up your favourite titles

Cinema 4D - The Artist's Project Sourcebook (Paperback, 3rd edition): Kent McQuilkin, Anne Powers Cinema 4D - The Artist's Project Sourcebook (Paperback, 3rd edition)
Kent McQuilkin, Anne Powers
R2,044 Discovery Miles 20 440 Ships in 10 - 15 working days

CINEMA 4D is a fully integrated 3D modeling, animation, and rendering package used extensively in the film, television, science, architecture, and engineering industries. Generally ranked as the 3rd most widely used 3D application, CINEMA 4D is widely praised for its stability, speed, and ease of use. Recent film and broadcast productions that have used CINEMA 4D include Beowulf, The Golden Compass, Spider-Man 3, Open Season, Monster House, Superman Returns, Polar Express, and Monday Night Football. This 3e of CINEMA 4D is updated to address the latest release of the application as well as its critically acclaimed MoGraph module. Packed with full-color illustrations that engage and inspir novice and seasoned users alike, this artist's project sourcebook teaches how to use the application with a tutorial approach that gets the reader creating 3D objects in the very first pages and builds skills progressively as they proceed to learn the complete toolset.

3D Animation for the Raw Beginner Using Autodesk Maya 2e (Paperback, 3rd Edition): Roger King 3D Animation for the Raw Beginner Using Autodesk Maya 2e (Paperback, 3rd Edition)
Roger King
R1,225 R1,155 Discovery Miles 11 550 Save R70 (6%) 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

Table of Contents

The 3D Surface Modeling World: Viewing 3D Vector Models in a 2D Pixel Space. Crafting Polygon Models. What Is Polygon

Modeling: Why Is It Still the Gold Standard?. Doing A Lot with A Little: A Core Set of Polygon & Sculpting Tools. The Top-Down

Crafting of a Basic Polygon Mesh: A Moai from Rapa Nui. Placing Polygon Meshes into Object Hierarchies: Furniture. Adding Detail

to Models and Smoothing Organic Polygon Surfaces: Plant-life. Building Complete Scenes & the 3D Workflow. Going Deeper:

More Polygon Primitives, Reuse of Components & Issues of Scale. A Basic Interior Architectural Scene: A Prison Cell. A Basic

Exterior Architectural Scene: A Modern Greenhouse. A More Complex Interior Architectural Scene: A Modern Home. A More

Complex Exterior Architectural Scene: A Modern Home & Grounds. Bringing Polygon Meshes to Life: Materials, Lights, Ray-

Tracing & Rendering. Organic Modeling with Curves and NURBS Curves. Organic Modeling: The Mathematics of Bezier and

NURBS Curve Mathematics. Two Ways of Being Organic: Smoothing Polygon Models VS Curve-Based Models. Doing A Lot with A

Little: A Core Set of Curve-Based Modeling & Sculpting Tools. Basic Organic Models: Bottles & Glasses, Trees & Plants. Advanced

Curve-Based Modeling Tools: Adding Organic Detail to Our Moai. Advanced Materials, Lights, and Rendering. Photorealistic

Rendering: The Interplay of Materials, Lights, and Rendering. Lighting Approaches: Point/Area/Spot/Directional, HDRI & 3-Point

Lighting. Shaders: Seamless Textures, uv Mapping & Bump/Displacement/Normal Maps. Materials: Brick/Stone/Plaster/Marble,

Metals/Glass, Wood, Soil/Rocks & Skies. Blending Texture Layers: Aging & Grunging Materials. Using Plugins: Natural Terrain,

Dynamics, Lighting, Painting & Renderers. Popular 3D Applications: Maya, Houdini, MODO, Rhino3D, 3DS Max & ZBrush.

Renderers: mental ray, Arnold, Redshift, Octane, V-Ray, Renderman & Maxwell. Animating a Scene. Basic Animation:

Rotate/Scale/Translate, Keyframing & Motion Paths. Hard/Soft Dynamics: Pool Balls & Metal Deformations. Emitters & Particle

Dynamics: Rain, Smoke, Water & Pouring Cold Cereal. Deformers & Blendshapes: Coiled Hoses, Pool Covers & Human Faces.

Character Animation: Skeletons, Rigging & Skinning. Finishing a Basic 3D Workflow: Video & Audio Editing.

GPU Pro 360 Guide to 3D Engine Design (Hardcover): Wolfgang Engel GPU Pro 360 Guide to 3D Engine Design (Hardcover)
Wolfgang Engel
R5,366 Discovery Miles 53 660 Ships in 10 - 15 working days

Wolfgang Engel's GPU Pro 360 Guide to 3D Engine Design gathers all the cutting-edge information from his previous seven GPU Pro volumes into a convenient single source anthology that covers the design of a 3D engine. This volume is complete with articles by leading programmers that focus on various aspects of 3D engine design such as quality and optimization as well as high-level architecture. GPU Pro 360 Guide to 3D Engine Design is comprised of ready-to-use ideas and efficient procedures that can help solve many computer graphics programming challenges that may arise. Key Features: Presents tips & tricks on real-time rendering of special effects and visualization data on common consumer software platforms such as PCs, video consoles, mobile devices Covers specific challenges involved in creating games on various platforms Explores the latest developments in rapidly evolving field of real-time rendering Takes practical approach that helps graphics programmers solve their daily challenges

How to Cheat in 3ds Max 2011 - Get Spectacular Results Fast (Paperback): Michele Bousquet How to Cheat in 3ds Max 2011 - Get Spectacular Results Fast (Paperback)
Michele Bousquet
R1,257 Discovery Miles 12 570 Ships in 10 - 15 working days

**How to Cheat in 3ds Max - updated for latest rev of Max** Need to get results with 3ds max fast? Why take months to learn every button in 3ds max when you can create great visuals with just a few key tools? Learn to create quick yet stunning special effects, and animated characters with the fastest techniques possible. Need convincing grass, trees, water, shadows? You can use the memory-hogging methods that choke your display and take forever to render, or you can get it done bing-bang with this book. When you need an animated character you can spend days fiddling with polygons, or you can use this book to put it together in minutes and get the entire project done in a day. How to Cheat in 3ds max includes a host of time-saving techniques as well as little-known tools that will make you look like an expert in no time flat. This book is for busy professionals who need to get it done right, but also need it done fast. This rev of the book will have higher-end cheats (for Intermediate users) and ALL NEW or UPDATED content on: new modelling and material tools, mental ray, special effects, particle systems, and scripting. The web site offers scene files and bitmaps used to illustrate the cheats, also music files, organizational samples, and instructional Camtasia movies of Michele where Michele showing some of the trickier techniques.

Cypherpunk Ethics - Radical Ethics for the Digital Age (Hardcover): Patrick D. Anderson Cypherpunk Ethics - Radical Ethics for the Digital Age (Hardcover)
Patrick D. Anderson
R1,654 Discovery Miles 16 540 Ships in 10 - 15 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.

How to Cheat in Maya 2017 - Tools and Techniques for Character Animation (Hardcover): Paul Naas How to Cheat in Maya 2017 - Tools and Techniques for Character Animation (Hardcover)
Paul Naas
R4,260 Discovery Miles 42 600 Ships in 10 - 15 working days

This is not a book about Maya software with a few animation pointers thrown in here and there. This is a guide to Maya software written by professional animators. This book provides you with complete, set-by-step walkthroughs of essential animation techniques that increase your speed and efficiency while using Maya 2017 for character animation. From curves to constraints, this book covers all of the methods available in the latest version of Maya. Featuring gold-mine coverage this book teaches you new techniques for working with characters in animation tests and short films. Accompanied by a companion site, this is the one and only guide to get you up to speed. Key Features Complete step-by-step, walkthroughs of essential techniques every animator needs to know. Features interviews with leading experts and experienced animation leads. Companion web site including all exercise/example scene files and extras such as video tutorials and animation files. Interlude articles covering everything from Reference Video to Resumes.

How to Cheat in Motion (Paperback): Patrick Sheffield How to Cheat in Motion (Paperback)
Patrick Sheffield
R1,417 Discovery Miles 14 170 Ships in 10 - 15 working days

Creative solutions without the filler. That is what you get from this practical guide to enhancing your titles, motion graphics and visual effects with Motion. Step-by-step instruction is concisely described and lavishly illustrated. The downloadable resources show the techniques at work so you can take them and run.

Dungeons and Desktops - The History of Computer Role-Playing Games 2e (Paperback, 2nd edition): Matt Barton, Shane Stacks Dungeons and Desktops - The History of Computer Role-Playing Games 2e (Paperback, 2nd edition)
Matt Barton, Shane Stacks
R1,579 Discovery Miles 15 790 Ships in 9 - 17 working days

Computer role-playing games (CRPGs) are a special genre of computer games that bring the tabletop role-playing experience of games such as Dungeons & Dragons to the computer screen. Thisnew edition inlcudes two new chapters: The Modern Age, and a chapter on Indies and Mobile CRPGs. The new modern age chapter will cover, among other topics, Kickstarter/FIG crowdfunded projects such as Torment: Tides of Numenera and Pillars of Eternity. It'll also bring the book up to date with major games such as Dragon Age, Witcher, Skyrim. Expanded info in first chapter about educational potential of CRPGs. Color figures will be introduced for the first time. Key Features gives reviews of hundreds of games across many platforms. comprehensive book covering the history of computer RPGs. comprehensive index at the back, letting you quickly look up your favourite titles

Beginner's Guide to Code Algorithms - Experiments to Enhance Productivity and Solve Problems (Paperback): Deepankar Maitra Beginner's Guide to Code Algorithms - Experiments to Enhance Productivity and Solve Problems (Paperback)
Deepankar Maitra
R1,597 Discovery Miles 15 970 Ships in 10 - 15 working days

Do you have creative ideas that you wish you could transform into code? Do you want to boost your problem solving and logic skills? Do you want to enhance your career by adopting an algorithmic mindset? In our increasingly digital world, coding is an essential skill. Communicating an algorithm to a machine to perform a set of tasks is vital. Beginner's Guide to Code Algorithms: Experiments to Enhance Productivity and Solve Problems written by Deepankar Maitra teaches you how to think like a programmer. The author unravels the secret behind writing code - building a good algorithm. Algorithmic thinking leads to asking the right question and enables a shift from issue resolution to value creation. Having this mindset will make you more marketable to employers. This book takes you on a problem-solving journey to expand your mind and increase your willingness to experiment with code. You will: Learn the art of building an algorithm through hands-on exercises Understand how to develop code for inspiring productivity concepts Build a mentality of developing algorithms to solve problems Develop, test, review, and improve code through guided experimentation This book is designed to develop a culture of logical thinking through intellectual stimulation. It will benefit students and teachers of programming, business professionals, as well as experienced users of Microsoft Excel who wish to become proficient with macros.

3D Modeling & Animation - A Primer (Paperback): Magesh Chandramouli 3D Modeling & Animation - A Primer (Paperback)
Magesh Chandramouli
R1,598 Discovery Miles 15 980 Ships in 10 - 15 working days

Provides the reader with clear, concise, instructions that help build on the fundamentals of graphics, 3D modeling, and animation With nearly two hundred, vibrant images to help the reader understand the designing process Review questions at the end of each chapter that will help readers hone their understanding of the content

Visual Design Concepts For Mobile Games (Hardcover): Chirstopher Carman Visual Design Concepts For Mobile Games (Hardcover)
Chirstopher Carman
R4,351 Discovery Miles 43 510 Ships in 10 - 15 working days

This book is geared towards both students as well as professionals who are looking to enter the mobile (tablet/smartphone) and PC (personal computer) industry as concept artists (for both 2D and 3D production pipelines) or 2D production artists (game-ready assets). This book is not specifically focused on game design or game development and is also not a 3D modeling or animation guide. However, certain aspects of game design, game development, and 3D modeling and animation will impact the visual development and art creation process. So, at points throughout we will explore topics such as game engine performance and game mechanics, though at a very high-level, bird's-eye, vantage point and only as they pertain to the visual development of the various assignments throughout this book. Through the completion of the exercises and assignments contained within Visual Development for Web & Mobile Games readers will be guided through the visual development process and execution of a variety of concepts and assets (final game art). This includes categories such as characters, props, and backgrounds, within an isometric design template. The categories themselves will relate more to their function within a very simple game design template than their completed visual representation (e.g., the "big build-able" category could be anything from a town square to a fire breathing dragon as long as it fits within the bare bones parameters of the asset types functionality). The concept, theme, and style of these assets, as well as the world they inhabit, will be completely up to the individual artist. Key Features Weaves knowledge of classic visual development principles and web/mobile game art production practices. Assignments and exercises at the end of every chapter allow the reader to create a game art project from start to finish. Examines both 2D/3D game art pipelines. Includes a companion website with project files, asset downloads & author created video tutorials.

Journalism Design - Interactive Technologies and the Future of Storytelling (Paperback): Skye Doherty Journalism Design - Interactive Technologies and the Future of Storytelling (Paperback)
Skye Doherty
R770 Discovery Miles 7 700 Ships in 10 - 15 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.

The Gamer's Brain - How Neuroscience and UX Can Impact Video Game Design (Hardcover): Celia Hodent The Gamer's Brain - How Neuroscience and UX Can Impact Video Game Design (Hardcover)
Celia Hodent
R4,362 Discovery Miles 43 620 Ships in 10 - 15 working days

Making a successful video game is hard. Even games that are well-received at launch may fail to engage players in the long term due to issues with the user experience (UX) that they are delivering. That's why makers of successful video games like Fortnite and Assassin's Creed invest both time and money perfecting their UX strategy. These top video game creators know that a bad user experience can ruin the prospects for any game, regardless of its budget, scope, or ambition. The game UX accounts for the whole experience players have with a video game, from first hearing about it to navigating menus and progressing in the game. UX as a discipline offers guidelines to assist developers in creating the optimal experience they want to deliver, including shipping higher quality games (whether indie, triple-A or "serious" games) and meeting business goals -- all while staying true to design vision and artistic intent. At its core, UX is about understanding the gamer's brain: understanding human capabilities and limitations to anticipate how a game will be perceived, the emotions it will elicit, how players will interact with it, and how engaging the experience will be. This book is designed to equip readers of all levels, from student to professional, with cognitive science knowledge and user experience guidelines and methodologies. These insights will help readers identify the ingredients for successful and engaging video games, empowering them to develop their own unique game recipe more efficiently, while providing a better experience for their audience. "The Gamer's Brain: How Neuroscience and UX Can Impact Video Game Design" Is written by Celia Hodent -- a UX expert with a PhD in psychology who has been working in the entertainment industry for over 10 years, including at prominent companies such as Epic Games (Fortnite), Ubisoft, and LucasArts. Major themes explored in this book: Provides an overview of how the brain learns and processes information by distilling research findings from cognitive science and psychology research in a very accessible way. Topics covered include: "neuromyths", perception, memory, attention, motivation, emotion, and learning. Includes numerous examples from released games of how scientific knowledge translates into game design, and how to use a UX framework in game development. Describes how UX can guide developers to improve the usability and the level of engagement a game provides to its target audience by using cognitive psychology knowledge, implementing human-computer interaction principles, and applying the scientific method (user research). Provides a practical definition of UX specifically applied to games, with a unique framework. Defines the most relevant pillars for good usability (ease of use) and good "engage-ability" (the ability of the game to be fun and engaging), translated into a practical checklist. Covers design thinking, game user research, game analytics, and UX strategy at both a project and studio level. This book is a practical tool that any professional game developer or student can use right away and includes the most complete overview of UX in games existing today.

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