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

Building Blocks of Tabletop Game Design - An Encyclopedia of Mechanisms (Hardcover, 2nd edition): Geoffrey Engelstein, Isaac... Building Blocks of Tabletop Game Design - An Encyclopedia of Mechanisms (Hardcover, 2nd edition)
Geoffrey Engelstein, Isaac Shalev
R3,570 Discovery Miles 35 700 Ships in 9 - 15 working days

Each Game Mechanisms Entry Contains: The definition of the mechanism An explanatory diagram of the mechanism Discussion of how the mechanism is used in successful games Considerations for implementing the mechanism in new designs

The Art of Game Design - A Book of Lenses, Third Edition (Hardcover, 3rd edition): Jesse Schell The Art of Game Design - A Book of Lenses, Third Edition (Hardcover, 3rd edition)
Jesse Schell
R3,715 Discovery Miles 37 150 Ships in 9 - 15 working days

The Art of Game Design guides you through the design process step-by-step, helping you to develop new and innovative games that will be played again and again. It explains the fundamental principles of game design and demonstrates how tactics used in classic board, card and athletic games also work in top-quality video games. Good game design happens when you view your game from as many perspectives as possible, and award-winning author Jesse Schell presents over 100 sets of questions to ask yourself as you build, play and change your game until you finalise your design. This latest third edition includes examples from new VR and AR platforms as well as from modern games such as Uncharted 4 and The Last of Us, Free to Play games, hybrid games, transformational games, and more. Whatever your role in video game development an understanding of the principles of game design will make you better at what you do. For over 10 years this book has provided inspiration and guidance to budding and experienced game designers - helping to make better games faster.

Drawn to Life: 20 Golden Years of Disney Master Classes - Volume 1: The Walt Stanchfield Lectures (Paperback, 2nd edition):... Drawn to Life: 20 Golden Years of Disney Master Classes - Volume 1: The Walt Stanchfield Lectures (Paperback, 2nd edition)
Walt Stanchfield; Edited by Don Hahn
R1,327 Discovery Miles 13 270 Ships in 9 - 15 working days

Drawn to Life is a two-volume collection of the legendary lectures of long-time Disney animator Walt Stanchfield. For over 20 years, Walt mentored a new generation of animators at the Walt Disney Studios and influenced such talented artists such as Tim Burton, Brad Bird, Glen Keane, and Andreas Deja. His writing and drawings have become must-have lessons for fine artists, film professionals, animators, and students looking for inspiration and essential training in drawing and the art of animation. Written by Walt Stanchfield (1919–2000), who began work for the Walt Disney Studios in the 1950s. His work can be seen in films such as Sleeping Beauty, The Jungle Book, 101 Dalmatians, and Peter Pan. Edited by Disney Legend and Oscar®-nominated producer Don Hahn, whose credits include the classic Beauty and the Beast, The Lion King, and Hunchback of Notre Dame.

Computer Architectures - Constructing the Common Ground (Paperback): Theodora Vardouli, Olga Touloumi Computer Architectures - Constructing the Common Ground (Paperback)
Theodora Vardouli, Olga Touloumi
R1,273 Discovery Miles 12 730 Ships in 9 - 15 working days

Computer Architectures is a collection of multidisciplinary historical works unearthing sites, concepts, and concerns that catalyzed the cross-contamination of computers and architecture in the mid-20th century. Weaving together intellectual, social, cultural, and material histories, this book paints the landscape that brought computing into the imagination, production, and management of the built environment, whilst foregrounding the impact of architecture in shaping technological development. The book is organized into sections corresponding to the classic von Neumann diagram for computer architecture: program (control unit), storage (memory), input/output and computation (arithmetic/logic unit), each acting as a quasi-material category for parsing debates among architects, engineers, mathematicians, and technologists. Collectively, authors bring forth the striking homologies between a computer program and an architectural program, a wall and an interface, computer memory and storage architectures, structures of mathematics and structures of things. The collection initiates new histories of knowledge and technology production that turn an eye toward disciplinary fusions and their institutional and intellectual drives. Constructing the common ground between design and computing, this collection addresses audiences working at the nexus of design, technology, and society, including historians and practitioners of design and architecture, science and technology scholars, and media studies scholars.

Drawn to Life: 20 Golden Years of Disney Master Classes - Volume 2: The Walt Stanchfield Lectures (Hardcover, 2nd edition):... Drawn to Life: 20 Golden Years of Disney Master Classes - Volume 2: The Walt Stanchfield Lectures (Hardcover, 2nd edition)
Walt Stanchfield; Edited by Don Hahn
R3,748 Discovery Miles 37 480 Ships in 12 - 17 working days

Drawn to Life is a two-volume collection of the legendary lectures of long-time Disney animator Walt Stanchfield. For over 20 years, Walt mentored a new generation of animators at the Walt Disney Studios and influenced such talented artists such as Tim Burton, Brad Bird, Glen Keane, and Andreas Deja. His writing and drawings have become must-have lessons for fine artists, film professionals, animators, and students looking for inspiration and essential training in drawing and the art of animation. Written by Walt Stanchfield (1919–2000), who began work for the Walt Disney Studios in the 1950s. His work can be seen in films such as Sleeping Beauty, The Jungle Book, 101 Dalmatians, and Peter Pan. Edited by Disney Legend and Oscar®-nominated producer Don Hahn, whose credits include the classic Beauty and the Beast, The Lion King, and Hunchback of Notre Dame.

Minecraft: Guide to Combat (Hardcover): Mojang AB, The Official Minecraft Team Minecraft: Guide to Combat (Hardcover)
Mojang AB, The Official Minecraft Team
R342 Discovery Miles 3 420 Ships in 10 - 15 working days
Game Audio Fundamentals - An Introduction to the Theory, Planning, and Practice of Soundscape Creation for Games (Hardcover):... Game Audio Fundamentals - An Introduction to the Theory, Planning, and Practice of Soundscape Creation for Games (Hardcover)
Keith Zizza
R4,012 Discovery Miles 40 120 Ships in 12 - 17 working days

Game Audio Fundamentals takes the reader on a journey through game audio design: from analog and digital audio basics, to the art and execution of sound effects, soundtracks, and voice production, as well as learning how to make sense of a truly effective soundscape. Presuming no pre-existing knowledge, this accessible guide is accompanied by online resources - including practical examples and incremental DAW exercises - and presents the theory and practice of game audio in detail, and in a format anyone can understand. This is essential reading for any aspiring game audio designer, as well as students and professionals from a range of backgrounds, including music, audio engineering, and game design.

Media Analytics - Understanding Media, Audiences, and Consumers in the 21st Century (Hardcover): Ann Hollifield, Amy Jo Coffey Media Analytics - Understanding Media, Audiences, and Consumers in the 21st Century (Hardcover)
Ann Hollifield, Amy Jo Coffey
R4,303 Discovery Miles 43 030 Ships in 12 - 17 working days

This textbook takes a case study approach to media and audience analytics. Realizing the best way to understand analytics in the digital age is to practice it, the authors have created a collection of cases using data sets that present real and hypothetical scenarios for students to work through. Media Analytics introduces the key principles of media economics and management. It outlines how to interpret and present results, the principles of data visualization and storytelling and the basics of research design and sampling. Although shifting technology makes measurement and analytics a dynamic space, this book takes an evergreen, conceptual approach, reminding students to focus on the principles and foundations that will remain constant. Aimed at upper-level students in the fast-growing area of media analytics in a cross-platform world, students using this text will learn how to find the stories in the data and to present those stories in an engaging way to others. Instructor and Student Resources include an Instructor's Manual, discussion questions, short exercises and links to additional resources. They are available online at www.routledge.com/cw/hollifield.

Digital Ageism - How it Operates and Approaches to Tackling it (Hardcover): Andrea Rosales, Mireia Fernandez-Ardevol, Jakob... Digital Ageism - How it Operates and Approaches to Tackling it (Hardcover)
Andrea Rosales, Mireia Fernandez-Ardevol, Jakob Svensson
R4,300 Discovery Miles 43 000 Ships in 12 - 17 working days

This anthology contributes to creating awareness on how digital ageism operates in relation to the widely spread symbolic representations of old and young age, the (lack of) representation of diverse older individuals in the design, development, and discourses and in the actual algorithms and datasets. It also shows how individuals and institutions deal with digital ageism in everyday life. In the past decades, digital technologies permeated most aspects of everyday life and became ingrained into human existence. With a focus on how age is represented and experienced in relation to digital technologies leading to digital ageism, digitalisation's reinforcement of spirals of exclusion and loss of autonomy of some collectives is explored, when it could be natural for a great part of society and represent a sort of improvement. The book addresses social science students and scholars interested in everyday digital technologies, society and the power struggles about it, providing insights from different parts of the globe. By using different methods and touching upon different aspects of digital ageism and how it plays out in contemporary connected data societies, this volume will raise awareness, challenge power, initiate discussions and spur further research into this field.

The Gamification of Digital Journalism - Innovation in Journalistic Storytelling (Paperback): David O Dowling The Gamification of Digital Journalism - Innovation in Journalistic Storytelling (Paperback)
David O Dowling
R1,232 Discovery Miles 12 320 Ships in 12 - 17 working days

This book examines the brief yet accelerated evolution of newsgames, a genre that has emerged from puzzles, quizzes, and interactives augmenting digital journalism into full-fledged immersive video games from open-world designs to virtual reality experiences. Critics have raised questions about the credibility and ethics of transforming serious news stories of political consequence into entertainment media, and the risks of trivializing grave and catastrophic events into mere games. Dowling explores both the negatives of newsgames, and how the use of entertainment media forms and their narrative methods mainly associated with fiction can add new and potentially more powerful meaning to news than traditional formats allow. The book also explores how industrial and cultural shifts in the digital publishing industry have enabled newsgames to evolve in a manner that strengthens certain core principles of journalism, particularly advocacy on behalf of marginalized and oppressed groups. Cutting-edge and thoughtful, The Gamification of Digital Journalism is a must-read for scholars, researchers, and practitioners interested in multimedia journalism and immersive storytelling.

Michael Dudok de Wit - A Life in Animation (Paperback): Andrijana Ruzic Michael Dudok de Wit - A Life in Animation (Paperback)
Andrijana Ruzic
R1,513 Discovery Miles 15 130 Ships in 9 - 15 working days

This unique survey of the career of Michael Dudok de Wit discusses all of his works and offers a glimpse into his private life. The biography of this European master of 2D animation, born in the Netherlands and based in London, is the first complete overview of the well-defined and canonic opus of this humble genius. Visually and thematically, Dudok de Wit's poetic and singular style of animation differs from the rest of contemporary independent animation production. This book reveals what still challenges and thrills Dudok de Wit in the art of animation and why he persistently continues to believe in the beauty of hand-drawn animation. Key Features The complete animation production of Michael Dudok de Wit, never-before reviewed in one volume An all-embracing approach regarding this auteur, unavailable elsewhere in one place (his biography, his peculiar method of work, his extracurricular activities) An ad hoc glossary of animation written by Michael Dudok de Wit and a critical reception of his body of work with a wide contribution of his colleagues and collaborators Filmography and bibliography Author Andrijana Ruzic graduated in History and Criticism of Art at the Universita degli Studi in Milan, Italy, where she fell in love with the medium of animation. She specialised in the History of Animated Film under Giannalberto Bendazzi's mentorship. For the past six years, she has curated the section dedicated to animated films at the International Comics Festival in Belgrade, Serbia. She is a member of the Selection Board of Animafest Scanner, the symposium for Contemporary Animation Studies at the World Festival of Animated Film held annually in Zagreb, Croatia. She writes about animation and art for the Belgrade weekly magazine Vreme.

Working with Sound - The Future of Audio Work in Interactive Entertainment (Hardcover): Rob Bridgett Working with Sound - The Future of Audio Work in Interactive Entertainment (Hardcover)
Rob Bridgett
R4,145 Discovery Miles 41 450 Ships in 12 - 17 working days

Working with Sound is an exploration of the ever-changing working practices of audio development in the era of hybrid collaboration in the games industry. Through learnings from the pre-pandemic remote and isolated worlds of audio work, sound designers, composers and dialogue designers find themselves equipped uniquely to thrive in the hybrid, remote, and studio-based realms of today's fast-evolving working landscapes. With unique insights into navigating the worlds of isolation and collaboration, this book explores ways of thinking and working in this world, equipping the reader with inspiration to sustainably tackle the many stages of the development process. Working with Sound is an essential guide for professionals working in dynamic audio teams of all sizes, as well as the designers, producers, artists, animators and programmers who collaborate closely with their colleagues working on game audio and sound.

The Game Music Toolbox - Composition Techniques and Production Tools from 20 Iconic Game Soundtracks (Hardcover): Marios... The Game Music Toolbox - Composition Techniques and Production Tools from 20 Iconic Game Soundtracks (Hardcover)
Marios Aristopoulos
R4,000 Discovery Miles 40 000 Ships in 12 - 17 working days

The Game Music Toolbox provides readers with the tools, models and techniques to create and expand a compositional toolbox, through a collection of 20 iconic case studies taken from different eras of game music. Discover many of the composition and production techniques behind popular music themes from games such as Cyberpunk 2077, Mario Kart 8, The Legend of Zelda, Street Fighter II, Diablo, Shadow of the Tomb Raider, The Last of Us, and many others. The Game Music Toolbox features: Exclusive interviews from industry experts Transcriptions and harmonic analyses 101 music theory introductions for beginners Career development ideas and strategies Copyright and business fundamentals An introduction to audio implementation for composers Practical takeaway tasks to equip readers with techniques for their own game music The Game Music Toolbox is crucial reading for game music composers and audio professionals of all backgrounds, as well as undergraduates looking to forge a career in the video game industry.

The Animator's Survival Kit: Walks - (Richard Williams' Animation Shorts) (Paperback, Main): Richard E. Williams The Animator's Survival Kit: Walks - (Richard Williams' Animation Shorts) (Paperback, Main)
Richard E. Williams
R262 Discovery Miles 2 620 Ships in 12 - 17 working days

WALKS From Richard Williams' The Animator's Survival Kit comes key chapters in mini form. The Animator's Survival Kit is the essential tool for animators. However, sometimes you don't want to carry the hefty expanded edition around with you to your college or studio if you're working on just one aspect of it that day. The Animation Minis take some of the most essential chapters and make them available in smaller, lightweight, hand-bag/backpack size versions. Easy to carry. Easy to study. This Mini focuses on Walks. Walks are full of personality. Walks reveal the character, they tell the story of the person. In this Mini Richard Williams provides the building blocks of how to construct walks, using stick figures to make it easy to learn, copy and understand. The process will encourage you to invent and entertain.

The Intersection of Animation, Video Games, and Music - Making Movement Sing (Hardcover): Lisa Scoggin, Dana Plank The Intersection of Animation, Video Games, and Music - Making Movement Sing (Hardcover)
Lisa Scoggin, Dana Plank
R4,003 Discovery Miles 40 030 Ships in 12 - 17 working days

In both video games and animated films, worlds are constructed through a combination of animation, which defines what players see on the screen, and music and sound, which provide essential cues to action, emotion, and narrative. This book offers a rich exploration of the intersections between animation, video games, and music and sound, bringing together a range of multidisciplinary lenses. In fourteen chapters, the contributors consider similarities and differences in how music and sound structure video games and animation, as well as the animation within video games, and explore core topics of nostalgia, adaptation, gender and sexuality. Offering fresh insights into the aesthetic interplay of animation, video games, and sound, this volume provides a gateway into new areas of study that will be of interest to scholars and students across musicology, animation studies, game studies, and media studies more broadly.

The Routledge Companion to Video Game Studies (Hardcover, 2nd edition): Mark J.P. Wolf, Bernard Perron The Routledge Companion to Video Game Studies (Hardcover, 2nd edition)
Mark J.P. Wolf, Bernard Perron
R6,496 Discovery Miles 64 960 Ships in 12 - 17 working days

A definitive guide to contemporary video game studies, this second edition has been fully revised and updated to address the ongoing theoretical and methodological development of game studies. Expertly compiled by well-known video game scholars Mark J. P. Wolf and Bernard Perron, the Companion includes comprehensive and interdisciplinary models and approaches for analyzing video games, new perspectives on video games both as an art form and cultural phenomenon, explorations of the technical and creative dimensions of video games, and accounts of the political, social, and cultural dynamics of video games. Brand new to this second edition are essays examining topics such as preservation, augmented, mixed and virtual reality, eSports, disability, diversity, and identity, as well as a new section that specifically examines the industrial aspects of video games including digital distribution, game labor, triple-A games, indie games, and globalization. Each essay provides a lively and succinct summary of its target area, quickly bringing the reader up-to-date on the pertinent issues surrounding each aspect of the field, including references for further reading. A comprehensive overview of the present state of video game studies that will undoubtedly prove invaluable to students, scholars, and game designers alike.

Digital Character Creation for Video Games and Collectibles (Paperback): Samuel King Digital Character Creation for Video Games and Collectibles (Paperback)
Samuel King
R1,490 Discovery Miles 14 900 Ships in 9 - 15 working days

This book covers the process of creating digital characters for videogames as well as for 3D print and collectibles. It looks at character asset creation for high-end AAA console games as well as asset creation for legacy devices and the ever-growing mobile gaming industry. Lastly, it covers creation of figurines for 3D printing and collectables. The book provides a step-by-step walk through of creating these assets at an industry level standard. It includes the necessary theory that you need to understand how to be an effective character artist, but primarily focuses on the practical skills needed for creating character assets in the modern games and collectibles industries. This book will be of great interest to all beginner and junior character artists currently working in the gaming or collectable industry or looking to enter these industries. There is also relevant content in the highly detailed examples for people currently working in the industry and looking to pick up a few new tips, tricks and knowledge.

The Game Writing Guide - Get Your Dream Job and Keep It (Hardcover): Anna Megill The Game Writing Guide - Get Your Dream Job and Keep It (Hardcover)
Anna Megill
R3,427 Discovery Miles 34 270 Ships in 12 - 17 working days

This comprehensive guide walks readers through the entire process of getting and keeping a writing job in the games industry. It outlines exactly what a beginner needs to know about education requirements, finding opportunities, applying for roles, and acing studio interviews. Professional writers will learn how to navigate studio hierarchies, transfer roles and companies, work overseas, and keep developing their careers. Written by an experienced games writer with nearly two decades of industry knowledge, the book contains a wealth of interviews and perspectives with industry leaders, hiring managers, and developers from marginalized communities, all offering their tips and insights. Included are examples of materials such as job posts, writing samples, and portfolios, as well as chapter end challenges for readers to directly apply the skills they have learnt. This book will be of great interest to all beginner and aspiring games writers and narrative designers, as well as more experienced writers looking to hone their skills.

Doing Black Digital Humanities with Radical Intentionality - A Practical Guide (Paperback): Catherine Knight Steele, Jessica H.... Doing Black Digital Humanities with Radical Intentionality - A Practical Guide (Paperback)
Catherine Knight Steele, Jessica H. Lu, Kevin C. Winstead
R1,165 Discovery Miles 11 650 Ships in 12 - 17 working days

- Written by a team of scholars who developed the first major Black Digital Humanities program at a research institution (the African American Digital Humanities Initiative at the University of Maryland). - Written for an audience of practitioners, researchers, and graduate students to help prepare them to take on their own research and projects. - Each chapter features guiding questions, bullet lists of practical advice, and resources readers can use to implement best practices in their own work.

Doing Black Digital Humanities with Radical Intentionality - A Practical Guide (Hardcover): Catherine Knight Steele, Jessica H.... Doing Black Digital Humanities with Radical Intentionality - A Practical Guide (Hardcover)
Catherine Knight Steele, Jessica H. Lu, Kevin C. Winstead
R4,278 Discovery Miles 42 780 Ships in 12 - 17 working days

- Written by a team of scholars who developed the first major Black Digital Humanities program at a research institution (the African American Digital Humanities Initiative at the University of Maryland). - Written for an audience of practitioners, researchers, and graduate students to help prepare them to take on their own research and projects. - Each chapter features guiding questions, bullet lists of practical advice, and resources readers can use to implement best practices in their own work.

Force: Animal Drawing - Animal Locomotion and Design Concepts for Animators (Paperback, 2nd edition): Mike Mattesi Force: Animal Drawing - Animal Locomotion and Design Concepts for Animators (Paperback, 2nd edition)
Mike Mattesi
R1,171 Discovery Miles 11 710 Ships in 9 - 15 working days

The unique, dynamic learning system that has helped thousands of artists enhance their figure drawing abilities Dozens of updated illustrations and all-new content, exclusive to the 3rd edition Select pages can be scanned by your smartphone or other device to pull up bonus video content, enhancing the learning process

The Definitive Guide to Taxes for Indie Game Developers (Hardcover, 2nd edition): Rachel Presser The Definitive Guide to Taxes for Indie Game Developers (Hardcover, 2nd edition)
Rachel Presser
R1,817 Discovery Miles 18 170 Ships in 12 - 17 working days

Indie developers and other people who work on games for a living face all kinds of interesting income tax and small business formation issues that more traditional businesses simply don't: not being geographically bound, relying on alternative funding, long periods of time with no income, and having multiple options for tax treatment of game development costs. The Definitive Guide to Taxes for Indie Game Developers addresses income tax issues that the average indie game developer is most likely to encounter, in the context of the American Internal Revenue Code and types of taxes. Written by a former tax law practitioner turned game developer and industry consultant with a decade of tax and accounting experience, the newly revised Second Edition includes key provisions of the 2018 tax reform such as the new qualified business income deduction, R&D credit expansion, and permanent reduction to corporate income taxes. In-depth explanations and examples are provided along with references to Tax Court and Supreme Court cases relevant to each tax benefit. Key Features: Includes authoritative sources with relevant IRS publications, Revenue Rulings, and Tax Court cases. Features easy to read, accessible and humorous language No legalese! Approaches how business decisions as an indie developer affect personal finances. Readers will gain a thorough understanding of taxation's role in managing a game studio of any size and going indie with any lifestyle. The accompanying companion website is a valuable resource that is annually updated to keep current on any tax reforms.

A Practical Guide to Level Design - From Theory to Practice, Diplomacy, and Production (Hardcover): Benjamin Bauer A Practical Guide to Level Design - From Theory to Practice, Diplomacy, and Production (Hardcover)
Benjamin Bauer
R3,449 Discovery Miles 34 490 Ships in 12 - 17 working days

Written by a AAA industry expert with over twenty years of experience, this book offers comprehensive coverage of the practical skills that all successful level designers need to know. It covers everything from practical production skills to the social and soft skills required to thrive in the games industry. The book begins with a theoretical and abstract approach that sets a common language for the later hard-skill applications and practical examples. These later chapters cover a wealth of practical skills for use during the concept phase, while creating layouts, scripting, and working with AI. The book includes essential chapters on topics such as social and soft skills, world building, level design direction, production, as well as how to gain a job in the industry. This book will be of great interest to all level designers, content leads and directors looking to enhance their skillset. It will also appeal to students of level and game design looking for tips on how to break into the industry.

The Board Game Designer's Guide to Careers in the Industry (Hardcover): Joe Slack The Board Game Designer's Guide to Careers in the Industry (Hardcover)
Joe Slack
R2,708 Discovery Miles 27 080 Ships in 12 - 17 working days

Are you thinking about working in the board game industry? Here's what you need to know. There are so many jobs and roles that need to be filled in the board game industry. You might just have the right skills and experience to excel. But first you need to know what opportunities exist and what the hardest gaps are to fill! In this book, you'll discover * What jobs are really in demand * How you can get your foot in the door with a publisher * Jobs in the industry you've never even thought of * What other opportunities exist for people with skills just like yours With insights from over 40 industry pros, as well as the author's many years of experience, you'll be able to put your own skills and experience to great use in an amazing, growing industry.

The Board Game Designer's Guide to Getting Published - How to Find the Right Publisher, Know What to Look for in a... The Board Game Designer's Guide to Getting Published - How to Find the Right Publisher, Know What to Look for in a Contract, and Get Your Board Game Signed (Hardcover)
Joe Slack
R2,703 Discovery Miles 27 030 Ships in 12 - 17 working days

Making a great board game and pitching it to publishers are two completely different things. If you've got a game that you want to share with the world but don't know what to do next, this book will help you navigate through exactly what steps to take. You'll discover: How to find the right publisher Exactly what publishers are looking for How to create a sell sheet that will actually sell your game How to negotiate the best deal and get paid more for your game What to look out for in contracts to make sure you don't get exploited You'll learn from Joe's experiences as a full-time board game designer and instructor, along with tips and stories from a dozen other published designers, plus the exact things that publishers want. Direct from 16 established publishers.

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