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

Comedy for Animators (Paperback): Jonathan Lyons Comedy for Animators (Paperback)
Jonathan Lyons
R1,468 Discovery Miles 14 680 Ships in 10 - 15 working days

While comedy writers are responsible for creating clever scripts, comedic animators have a much more complicated problem to solve: What makes a physical character funny? Comedy for Animators breaks down the answer by exploring the techniques of those who have used their bodies to make others laugh. Drawing from traditions such as commedia dell'arte, pantomime, Vaudeville, the circus, and silent and modern film, animators will learn not only to create funny characters, but also how to execute gags, create a comic climate, and use environment as a character. Whether you're creating a comic villain or a bumbling sidekick, this is the one and only guide you need to get your audience laughing! Explanation of comedic archetypes and devices will both inspire and inform your creative choices Exploration of various modes of storytelling allows you to give the right context for your story and characters Tips for creating worlds, scenarios, and casts for your characters to flourish in Companion website includes example videos and further resources to expand your skillset--check it out at www.comedyforanimators.com! Jonathan Lyons delivers simple, fun, illustrated lessons that teach readers to apply the principles of history's greatest physical comedians to their animated characters. This isn't stand-up comedy-it's the falling down and jumping around sort!

Essential Skills in Character Rigging (Paperback): Nicholas B. Zeman Essential Skills in Character Rigging (Paperback)
Nicholas B. Zeman
R2,145 Discovery Miles 21 450 Ships in 10 - 15 working days

Character rigging is the method with which you create a system for animating a character. A rig is represented by two primary mechanics: the skeleton, consisting of hierarchical rotations to drive the motions, and a skin, or method of deforming the geometry that makes up the character model. Essential Skills in Character Rigging is a beginner's guide to learning and understanding the essential aspects of character setup, evaluation, skeletal construction, and deformation. Borrowing from the author's extensive experience in the field, it presents the primary theories, constructs, and objectives for constructing a basic rig from the ground up, just as it would be done in a professional studio. The book explains the basic elements of hierarchies, skeletons, kinematics, deformation, skinning, and creating relationships between nodes. It gives hands-on experience with taking a completed character model and setting it up with a skeleton with kinematics and soft-skin deformation. It also gives specific instructions on using inverse kinematics systems, and how to set up the essential mechanics of a human rig with these systems. All of these lessons are conducted using a simplistic, conversational style that keeps technical and mathematical jargon to a minimum. The book also includes video tutorials corresponding to specific modules. Essential Skills in Character Rigging takes aspiring character artists through the vital components in the process of taking a 3D character model and turning it into an animatable rig that is ready for production in film or games. It identifies the universal fundamentals at work behind character rigging, and the practical complexities of the process are broken down into simple steps that are easy to comprehend and execute.

Digital Creature Rigging - Wings, Tails & Tentacles for Animation & VFX (Paperback): Stewart Jones Digital Creature Rigging - Wings, Tails & Tentacles for Animation & VFX (Paperback)
Stewart Jones
R1,796 Discovery Miles 17 960 Ships in 10 - 15 working days

In a follow-up book, which re-iterates the principles of "Digital Creature Rigging: The Art & Science of CG Creature Setup in 3ds Max", and enhances their relativity with advanced wing, tail and tentacle setups. This book will discuss advanced rigging techniques in 3ds Max, while readers create a fish, octopus and a Game of Thrones style dragon! Key Features This is the next step in CG creature setups in 3ds Max. Although 3ds Max specific, the techniques and foundations will work for any 3D application. By following the step-by-step guides in this book, you can finish and complete a portfolioready. Each chapter will include an introduction and a summary, giving significance to the start and end of each chapter where our readers can rest! This book includes a companion website where chapter supplements and core files and documents could be easily accessed.

Animation: A World History - Volume III: Contemporary Times (Hardcover): Giannalberto Bendazzi Animation: A World History - Volume III: Contemporary Times (Hardcover)
Giannalberto Bendazzi
R5,381 Discovery Miles 53 810 Ships in 10 - 15 working days

Over 200 high quality head shots and film stills to add visual reference to your research Detailed information on hundreds of never-before researched animators and films Coverage of animation from more than 90 countries and every major region of the world Chronological and geographical organization for quick access to the information you're looking for

Foundations in Sound Design for Interactive Media - A Multidisciplinary Approach (Hardcover): Michael Filimowicz Foundations in Sound Design for Interactive Media - A Multidisciplinary Approach (Hardcover)
Michael Filimowicz
R4,519 Discovery Miles 45 190 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.

Developing Creative Content for Games (Paperback): Greg Johnson Developing Creative Content for Games (Paperback)
Greg Johnson
R1,532 Discovery Miles 15 320 Ships in 10 - 15 working days

This book provides readers with a solid understanding of game development, design, narrative, charaterization, plot, back story and world creation elements that are crucial for game writers and designers as they create a detailed world setting, adventure, characters, narrative and plot suitable for possible publication. Game design and development issues such as writing for games, emergent complexity, risk reward systems, competitive and cooperative game play will be investigated, analyzed and critiqued. Examples will be used to highlight and explain the various concepts involved and how the game development process works. Key Features Provides the critical skills any good game designer should have, such as narrative, characterization, progression, challenges, world building, plot, and rewards Using a hands-on, learn-by-doing approach, this book teaches prospective game designers how to excel in creating their own worlds and adventures without having to learn any programming or technical computer skills Includes clear and concise chapter objectives, chapter overviews, examples, case studies, key terms and multiple in-depth analyses Multiple case studies are provided and thoroughly analyzed so that readers will be familiar with the concepts and methodologies involved in each task Over the course of the book, readers will develop a professional level asset for inclusion in a portfolio of work suitable for submitting to job applications

The Pyramid of Game Design - Designing, Producing and Launching Service Games (Paperback): Simon Nicholas Crawford Lovell The Pyramid of Game Design - Designing, Producing and Launching Service Games (Paperback)
Simon Nicholas Crawford Lovell
R1,534 Discovery Miles 15 340 Ships in 10 - 15 working days

Game design is changing. The emergence of service games on PC, mobile and console has created new expectations amongst consumers and requires new techniques from game makers. In The Pyramid of Game Design, Nicholas Lovell identifies and explains the frameworks and techniques you need to deliver fun, profitable games. Using examples of games ranging from modern free-to-play titles to the earliest arcade games, via PC strategy and traditional boxed titles, Lovell shows how game development has evolved, and provides game makers with the tools to evolve with it. Harness the Base, Retention and Superfan Layers to create a powerful Core Loop. Design the player Session to keep players playing while being respectful of their time. Accept that there are few fixed rules: just trade-offs with consequences. Adopt Agile and Lean techniques to "learn what you need you learn" quickly Use analytics, paired with design skills and player feedback, to improve the fun, engagement and profitability of your games. Adapt your marketing techniques to the reality of the service game era Consider the ethics of game design in a rapidly changing world. Lovell shows how service games require all the skills of product game development, and more. He provides a toolset for game makers of all varieties to create fun, profitable games. Filled with practical advice, memorable anecdotes and a wealth of game knowledge, the Pyramid of Game Design is a must-read for all game developers. Key Features Harness the Base, Retention and Superfan Layers to create a powerful Core Loop. Design the player Session to keep players playing while being respectful of their time. Accept that there are few fixed rules: just trade-offs with consequences. Adopt Agile and Lean techniques to "learn what you need you learn" quickly. Use analytics, paired with design skills and player feedback, to improve the fun, engagement and profitability of your games. Adapt your marketing techniques to the reality of the service game era. Consider the ethics of game design in a rapidly changing world.

Designing Games for Children - Developmental, Usability, and Design Considerations for Making Games for Kids (Paperback): Carla... Designing Games for Children - Developmental, Usability, and Design Considerations for Making Games for Kids (Paperback)
Carla Fisher
R1,529 Discovery Miles 15 290 Ships in 10 - 15 working days

When making games for kids, it's tempting to simply wing-it on the design. We were all children once, right? The reality is that adults are far removed from the cognitive changes and the motor skill challenges that are the hallmark of the developing child. Designing Games for Children, helps you understand these developmental needs of children and how to effectively apply them to games. Whether you're a seasoned game designer, a children's media professional, or an instructor teaching the next generation of game designers, Designing Games for Children is the first book dedicated to service the specific needs of children's game designers. This is a hands-on manual of child psychology as it relates to game design and the common challenges designers face. Designing Games for Children is the definitive, comprehensive guide to making great games for kids, featuring: Guidelines and recommendations divided by the most common target audiences - babies and toddlers (0-2), preschoolers (3-5), early elementary students (6-8), and tweens (9-12). Approachable and actionable breakdown of child developmental psychology, including cognitive, physical, social, and emotional development, as it applies to game design Game design insights and guidelines for all aspects of game production, from ideation to marketing

20 Essential Games to Study (Paperback): Joshua Bycer 20 Essential Games to Study (Paperback)
Joshua Bycer
R1,506 Discovery Miles 15 060 Ships in 10 - 15 working days

The purpose of this book is to look over the past 35 years of games to discuss titles whose design deserves to be studied by anyone with an interest in game design. While there are plenty of books that focus on the technical side of Game Development, there are few that study the nature of game design itself. Featuring a mix of console and PC offerings, I purposely left off some of the easy choices (Mario, Starcraft, Call of Duty, Overwatch) to focus on games that stood out thanks to their designs. Key Features An informative breakdown focusing on the design and gameplay of successful games Written to be useful for students or designers starting out in game development Books focused specifically on design are rare Perfect for students and professionals alike, or can be read for the nostalgia and history

Video Games - A Medium That Demands Our Attention (Hardcover): Nicholas David Bowman Video Games - A Medium That Demands Our Attention (Hardcover)
Nicholas David Bowman
R4,526 Discovery Miles 45 260 Ships in 10 - 15 working days

This entry in the BEA Electronic Media Research Series, born out of the April 2017 BEA Research Symposium, takes a look at video games, outlining the characteristics of them as cognitive, emotional, physical, and social demanding technologies, and introduces readers to current research on video games. The diverse array of contributors in this volume offer bleeding-edge perspectives on both current and emerging scholarship. The chapters here contain radical approaches that add to the literature on electronic media studies generally and video game studies specifically. By taking such a forward-looking approach, this volume aims to collect foundational writings for the future of gaming studies.

Design for Motion - Fundamentals and Techniques of Motion Design (Paperback, 2nd edition): Austin Shaw Design for Motion - Fundamentals and Techniques of Motion Design (Paperback, 2nd edition)
Austin Shaw
R1,621 Discovery Miles 16 210 Ships in 9 - 17 working days

Combining art and design principles with creative storytelling and professional savvy, this book covers everything a serious motion designer needs to make their artistic visions a reality and confidently produce compositions for clients. In this updated second edition of Design for Motion, author Austin Shaw explores the principles of motion design, teaching readers how to creatively harness the essential techniques of this diverse and innovative medium to create compelling style frames, design boards, and motion design products. Lessons are augmented by illustrious full-color imagery and practical exercises, allowing you to put the techniques covered into immediate practical context. Industry leaders, pioneers, and rising stars contribute their professional perspectives, share personal stories, and provide visual examples of their work. This second edition also includes updates on the following: Illustration techniques Typography Compositing Visual storytelling Incorporating 3D elements Social/mobile-first design Portfolio and concept development How to develop a distinct personal design style, and much more Plumb the depths of core motion design fundamentals and harness the essential techniques of this diverse and innovative medium. An accompanying Companion Website (www.routledge.com/cw/shaw) features video tutorials, a student showcase, and more.

The Theory and Practice of Motion Design - Critical Perspectives and Professional Practice (Paperback): R. Brian Stone, Leah... The Theory and Practice of Motion Design - Critical Perspectives and Professional Practice (Paperback)
R. Brian Stone, Leah Wahlin
R1,301 Discovery Miles 13 010 Ships in 9 - 17 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.

Floating Worlds - A Short History of Japanese Animation (Hardcover): Maria Roberta Novielli Floating Worlds - A Short History of Japanese Animation (Hardcover)
Maria Roberta Novielli
R1,867 Discovery Miles 18 670 Ships in 10 - 15 working days

Through the analysis of the work of the main Japanese animators starting from the pioneers of 1917, the book will overview the whole history of Japanese animated film, including the latest tendencies and the experimental movies. In addition to some of the most acclaimed directors Miyazaki Hayao, Takahata Isao, Shinkai Makoto, Tezuka Osamu and Kon Satoshi, the works of masters of animation such as Kawamoto Kihachiro, Kuri Yoji, Ofuji Noburo and Yamamura Koji will be analysed in their cultural and historical context. Moreover, their themes and styles will be the linking thread to overview the Japanese producing system and the social and political events which have often influenced their works. Key Features Insight into both mainstream and independent cinema Scientific reliability Easy readability Social and cultural context

How to Cheat in After Effects (Paperback, 2nd edition): Chad Perkins How to Cheat in After Effects (Paperback, 2nd edition)
Chad Perkins
R1,592 Discovery Miles 15 920 Ships in 10 - 15 working days

Get the most from the most widely used application in the postproduction field! Gain the insider tips you need to compose eye-catching, imaginative Adobe After Effects projects quickly and effectively. In How to Cheat in After Effects, Second Edition seasoned AE expert Chad Perkins provides dozens of concise, step-by-step tutorials and lavish 4-color illustrations to get you on the fast track to producing amazing motion graphics and visual effects. Updated for CS6, this new edition has been revised to include: A brand new chapter on the most popular 3rd party effects including Trapcode Particular and Video Copilot's Element 3D New cheats on professional compositing, expressions, and high end visual effects Tons of cool light tricks and lessons on how to use Video Copilot's Optical Flares A thorough explanation of the Ray-trace 3D engine introduced in After Effects CS6 Downloadable resources with project files allowing you to work alongside the exercises in the book, as well as QuickTime movies displaying techniques There's no time to waste! Whether you are an intermediate After Effects user in need of its more advanced tools or a novice looking for techniques to up your game, this book will bring your motion graphics, visual effects, and graphic compositions to the next level. Downloadable resources project files are available at www.focalpress.com/9780415661065

Storytelling for Virtual Reality - Methods and Principles for Crafting Immersive Narratives (Paperback): John Buche'r Storytelling for Virtual Reality - Methods and Principles for Crafting Immersive Narratives (Paperback)
John Buche'r
R1,414 Discovery Miles 14 140 Ships in 10 - 15 working days

Storytelling for Virtual Reality serves as a bridge between students of new media and professionals working between the emerging world of VR technology and the art form of classical storytelling. Rather than examining purely the technical, the text focuses on the narrative and how stories can best be structured, created, and then told in virtual immersive spaces. Author John Bucher examines the timeless principles of storytelling and how they are being applied, transformed, and transcended in Virtual Reality. Interviews, conversations, and case studies with both pioneers and innovators in VR storytelling are featured, including industry leaders at LucasFilm, 20th Century Fox, Oculus, Insomniac Games, and Google. For more information about story, Virtual Reality, this book, and its author, please visit StorytellingforVR.com

Understanding Game Scoring - The Evolution of Compositional Practice for and through Gaming (Paperback): Mack Enns Understanding Game Scoring - The Evolution of Compositional Practice for and through Gaming (Paperback)
Mack Enns
R1,542 Discovery Miles 15 420 Ships in 10 - 15 working days

Understanding Game Scoring explores the unique collaboration between gameplay and composition that defines musical scoring for video games. Using an array of case studies reaching back into the canon of classic video games, this book illuminates the musical flexibility, user interactivity and sound programming that make game scoring so different from traditional modes of composition. Mack Enns explores the collaboration between game scorers and players to produce the final score for a game, through case studies of the Nintendo Entertainment System sound hardware configuration, and game scores, including the canonic scores for Super Mario Bros. (1985) and The Legend of Zelda (1986). This book is recommended reading for students and researchers interested in the composition and production of video game scores, as well as those interested in ludo-musicology.

An Introduction to HTML5 Game Development with Phaser.js (Paperback, 3rd Edition): Travis Faas An Introduction to HTML5 Game Development with Phaser.js (Paperback, 3rd Edition)
Travis Faas
R1,540 R1,432 Discovery Miles 14 320 Save R108 (7%) Ships with 15 working days

Experience the thrill of crafting your own HTML5 game with Phaser.js game engine. HTML5 and modern JavaScript game engines have helped revolutionized web based games. Each chapter in An Introduction to HTML5 Game Development with Phaser.js showcases a sample game that illustrates an aspect of Phaser.js (now Lazer.js) that can be used as is, or in remixed games of the developer’s design. Each of these examples help the reader to understand how to optimize JavaScript game development with modern project tooling like Grunt and Bower. Though the world of HTML game development continues to grow and evolve, An Introduction to HTML5 Game Development with Phaser.js, provides a grounded resource and vital learning tool to anyone looking to optimize web game development process.

Key Features

Chapter objectives and examples with sample code make concepts easy to grasp

Master questions and chapter summaries further help to solidify these concepts

Feature boxes that contain important hints and things to note help keep readers on the right path

This book uses a "building blocks" approach to game development and starts with the technology required to get things running

Each chapter will be a small sample game that demonstrates one piece of Phaser.js, giving the reader time to grasp and understand the core concepts

Subsequent chapters will demonstrate new features, building upon the knowledge of previous examples

Table of Contents

Chapter 1: Introduction

Chapter 2: About HTML5 Games

Chapter 3: Workspace Setup

Chapter 4: Phaser – Basic Setup

Chapter 5: Phaser Basics

Chapter 6: Game Examples

Chapter 7: Deployment

Chapter 8: Conclusion

Appendices

Art of How To Train Your Dragon 2 (Hardcover): Linda Sunshine Art of How To Train Your Dragon 2 (Hardcover)
Linda Sunshine
R1,195 R803 Discovery Miles 8 030 Save R392 (33%) Ships in 10 - 15 working days

This art book features over 250 concept sketches, watercolours, oil paintings and digital artwork bringing the Viking and the dragon worlds to life.

MoCap for Artists - Workflow and Techniques for Motion Capture (Paperback): Midori Kitagawa, Brian Windsor MoCap for Artists - Workflow and Techniques for Motion Capture (Paperback)
Midori Kitagawa, Brian Windsor
R1,212 Discovery Miles 12 120 Ships in 10 - 15 working days

Make motion capture part of your graphics and effects arsenal. This introduction to motion capture principles and techniques delivers a working understanding of today's state-of-the-art systems and workflows without the arcane pseudocodes and equations. Learn about the alternative systems, how they have evolved, and how they are typically used, as well as tried-and-true workflows that you can put to work for optimal effect. Demo files and tutorials provided on the companion CD deliver first-hand experience with some of the core processes.
* An accessible introduction to motion capture principles and techniques that does not require a computer science background
* A survey of the state-of-the-art hardware and software tools, workflows and techniques.
* A CD with sample motion capture data, clips, scripts, and Maya/Motion Builder turorials.

The Media Workflow Puzzle - How It All Fits Together (Hardcover): Chris Lennon, Clyde Smith The Media Workflow Puzzle - How It All Fits Together (Hardcover)
Chris Lennon, Clyde Smith
R4,503 Discovery Miles 45 030 Ships in 10 - 15 working days

This edited collection brings together a team of top industry experts to provide a comprehensive look at the entire media workflow from start to finish. The Media Workflow Puzzle gives readers an in-depth overview of the workflow process, from production to distribution to archiving. Pulling from the expertise of twenty contributing authors and editors, the book covers topics including content production, postproduction systems, media asset management, content distribution, and archiving and preservation, offering the reader an understanding of all the various elements and processes that go into the media workflow ecosystem. It concludes with an exploration of the possibilities for the future of media workflows and the new opportunities it may bring. Professionals and students alike looking to understand how to manage media content for its entire lifecycle will find this an invaluable resource.

Macromedia Flash Professional 8 Game Development (Paperback, 2nd Revised edition): Glen Rhodes Macromedia Flash Professional 8 Game Development (Paperback, 2nd Revised edition)
Glen Rhodes
R2,017 Discovery Miles 20 170 Ships in 10 - 15 working days

If you want to take your Flash Professional 8 skills to a new level while learning how to produce games that rival anything available on the web, this is the book for you. Macromedia Flash Professional 8 Game Development is written by a professional game developer. Using the power of Flash and the most recent advancements in ActionScript, the book progresses through the entire development process to teach programmers and Web developers how to create professional quality games quickly. It teaches techniques for producing fast 3D effects that can be used with "cheat" techniques to produce powerful, high-performance results. It details the actual science of game development, including design, character development, the physics and motion of a game, and audio issues. And in this new edition, all of the latest features of Flash Professional 8 are covered, including the new sound channels, bitmap caching, texture pages, and more. The book covers many advanced topics in a simple, easy to understand way. It emphasizes the incredible power of the new BitmapData class and teaches how it can be used to take the performance of Flash games to a whole new level. It has never been easier to get right down to the pixel level and manipulate things at blazing speeds, making previously impossible games a breeze to make. So get to your computer, insert the CD-ROM, and prepare to begin your journey into the world of Flash Professional 8 game development.

Composition for the 21st 1/2 century, Vol 1 - Image-making for Animation (Paperback): Thomas Paul Thesen Composition for the 21st 1/2 century, Vol 1 - Image-making for Animation (Paperback)
Thomas Paul Thesen
R1,857 Discovery Miles 18 570 Ships in 9 - 17 working days

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

Composition for the 21st 1/2 Century, 2 Volume set (Paperback): Thomas Paul Thesen Composition for the 21st 1/2 Century, 2 Volume set (Paperback)
Thomas Paul Thesen
R3,680 Discovery Miles 36 800 Ships in 10 - 15 working days

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

Procedural Storytelling in Game Design (Paperback, 2 New Edition): Tanya X. Short, Tarn Adams Procedural Storytelling in Game Design (Paperback, 2 New Edition)
Tanya X. Short, Tarn Adams
R1,591 Discovery Miles 15 910 Ships in 10 - 15 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

Crafting Stories for Virtual Reality (Paperback): Melissa Bosworth, Lakshmi Sarah Crafting Stories for Virtual Reality (Paperback)
Melissa Bosworth, Lakshmi Sarah
R1,266 Discovery Miles 12 660 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.

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