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

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.

Fluid Frames - Experimental Animation with Sand, Clay, Paint, and Pixels (Hardcover): Corrie Parks Fluid Frames - Experimental Animation with Sand, Clay, Paint, and Pixels (Hardcover)
Corrie Parks
R3,372 Discovery Miles 33 720 Ships in 10 - 15 working days

Once the realm of a few stalwart artists, animating with sand, clay, and wet paint is now accessible for all filmmakers with an experimental frame of mind. Created directly under the camera with frame-by-frame stopmotion, this "fluid frame animation" provides a completely unique visual world for animators. While pioneering animators such as Caroline Leaf, Alexander Petrov, and Ishu Patel paved the way, the availability of frame capture programs, compositing software and digital workflow is opening up new avenues of exploration for artists of all experience levels. This book will walk you through setting up your studio, choosing and working with your materials, and combining the physical under-the-camera production with digital compositing and effects to enhance your animation. * Firsthand advice from experimental animation veterans and rising stars in the field * Covers the digital aspects of experimental animation, including the latest techniques in After Effects CC * Tutorials and source files for under-the-camera approaches and After Effects enhancements on the book's companion website In addition to the practical advice, you'll find historical and contemporary examples of successful films, step-by-step tutorials for working under the camera and working with the footage digitally, and interviews and tips from artists who are currently pushing the boundaries in these experimental mediums. Stacked with information and images from over 30 artists, this book is an indispensable resource for both the student and professional wishing to get their hands dirty in an increasingly digital world.

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.

GPU Pro 6 - Advanced Rendering Techniques (Hardcover): Wolfgang Engel GPU Pro 6 - Advanced Rendering Techniques (Hardcover)
Wolfgang Engel
R2,625 Discovery Miles 26 250 Ships in 10 - 15 working days

The latest edition of this bestselling game development reference offers proven tips and techniques for the real-time rendering of special effects and visualization data that are useful for beginners and seasoned game and graphics programmers alike. Exploring recent developments in the rapidly evolving field of real-time rendering, GPU Pro6: Advanced Rendering Techniques assembles a high-quality collection of cutting-edge techniques for advanced graphics processing unit (GPU) programming. It incorporates contributions from more than 45 experts who cover the latest developments in graphics programming for games and movies. The book covers advanced rendering techniques that run on the DirectX or OpenGL runtimes, as well as on any other runtime with any language available. It details the specific challenges involved in creating games across the most common consumer software platforms such as PCs, video consoles, and mobile devices. The book includes coverage of geometry manipulation; rendering techniques, handheld devices programming, effects in image space, shadows, 3D engine design, graphics-related tools, and environmental effects. It also includes a dedicated section on general purpose GPU programming that covers CUDA, DirectCompute, and OpenCL examples. In color throughout, GPU Pro6 presents ready-to-use ideas and procedures that can help solve many of your daily graphics programming challenges. Example programs with downloadable source code are also provided on the book's CRC Press web page.

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.

High Score! Expanded - The Illustrated History of Electronic Games 3rd Edition (Paperback, 3rd edition): Rusel DeMaria High Score! Expanded - The Illustrated History of Electronic Games 3rd Edition (Paperback, 3rd edition)
Rusel DeMaria
R1,638 Discovery Miles 16 380 Ships in 10 - 15 working days

In this lavishly illustrated full-color retrospective, discover never-before-seen photos that bring to life the people and stories behind the most popular games of all time, including Space Invaders, Pac-Man, Centipede, Donkey Kong, Asteroids, SimCity, Quake, Myst, Tomb Raider, and more. This is the inside scoop on the history, successes, tricks, and even failures of the entire electronic games industry.

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

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.

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.

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

Flash CS5 (Paperback, First): Chris Grover Flash CS5 (Paperback, First)
Chris Grover
R1,032 R911 Discovery Miles 9 110 Save R121 (12%) Ships in 18 - 22 working days

Once you know how to use Flash, you can create everything from simple animations to high-end desktop applications, but it's a complex tool that can be difficult to master on your own-unless you have this Missing Manual. This book will help you learn all you need to know about Flash CS5 to create animations that bring your ideas to life.Learn animation basics. Find everything you need to know to get started with Flash Master the Flash tools. Learn the animation and effects toolset, with clear explanations and hands-on examples Use 3D effects. Rotate and put objects in motion in three dimensions Create lifelike motion. Use the IK Bones tool to simulate realistic body movements and other linked motions Speed up development. Use templates, code snippets, and motion presets Design applications. Get an intro to building full desktop applications with Flash and Adobe AIR Create rich interactive animations. Dive into advanced interactivity with easy-to-learn ActionScript examples

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

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
R1,125 R1,068 Discovery Miles 10 680 Save R57 (5%) Ships with 19 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

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.

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
R2,001 Discovery Miles 20 010 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, 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.

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