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

Nordic Animation - Balancing the East and the West (Hardcover): Liisa Vhakyla Nordic Animation - Balancing the East and the West (Hardcover)
Liisa Vhakyla
R1,569 Discovery Miles 15 690 Ships in 10 - 15 working days

Nordic Animation examines the state of the animation industry within the Nordic countries. It looks at the success of popular brands such as the Moomins and Angry Birds, studios such as Anima Vitae and Qvisten, and individuals from the Nordics that have made their mark on the global animation industry. The book begins with some historical findings before moving to look at the stories of some of the most well-known Nordic animation brands. A section on Nordic animation studios looks at the international success and impact on the global animation industry that has been made by these companies. The book is forward thinking in scope and places these stories within the context of what the future holds for the Nordic animation industry. This book will be of great interest to those in the fields of animation and film studies, as well as those with a general interest in Nordic animation.

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
R3,607 Discovery Miles 36 070 Ships in 18 - 22 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.

Collaborative Worldbuilding for Video Games (Paperback): Kaitlin Tremblay Collaborative Worldbuilding for Video Games (Paperback)
Kaitlin Tremblay
R1,233 Discovery Miles 12 330 Ships in 10 - 15 working days

This book is a theoretical and practical deep dive into the craft of worldbuilding for video games, with an explicit focus on how different job disciplines contribute to worldbuilding. In addition to providing lenses for recognizing the various components in creating fictional and digital worlds, the author positions worldbuilding as a reciprocal and dynamic process, a process which acknowledges that worldbuilding is both created by and instrumental in the design of narrative, gameplay, art, audio, and more. Collaborative Worldbuilding for Video Games encourages mutual respect and collaboration among teams and provides game writers and narrative designers tools for effectively incorporating other job roles into their own worldbuilding practice and vice versa. Features: Provides in-depth exploration of worldbuilding via respective job disciplines Deep dives and case studies into a variety of games, both AAA and indie Includes boxed articles for deeper interrogation and exploration of key ideas Contains templates and checklists for practical tips on worldbuilding

Collaborative Worldbuilding for Video Games (Hardcover): Kaitlin Tremblay Collaborative Worldbuilding for Video Games (Hardcover)
Kaitlin Tremblay
R2,927 Discovery Miles 29 270 Ships in 10 - 15 working days

This book is a theoretical and practical deep dive into the craft of worldbuilding for video games, with an explicit focus on how different job disciplines contribute to worldbuilding. In addition to providing lenses for recognizing the various components in creating fictional and digital worlds, the author positions worldbuilding as a reciprocal and dynamic process, a process which acknowledges that worldbuilding is both created by and instrumental in the design of narrative, gameplay, art, audio, and more. Collaborative Worldbuilding for Video Games encourages mutual respect and collaboration among teams and provides game writers and narrative designers tools for effectively incorporating other job roles into their own worldbuilding practice and vice versa. Features: Provides in-depth exploration of worldbuilding via respective job disciplines Deep dives and case studies into a variety of games, both AAA and indie Includes boxed articles for deeper interrogation and exploration of key ideas Contains templates and checklists for practical tips on worldbuilding

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 (Paperback)
Joe Slack
R1,124 Discovery Miles 11 240 Ships in 10 - 15 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.

The Board Game Designer's Guide to Careers in the Industry (Paperback): Joe Slack The Board Game Designer's Guide to Careers in the Industry (Paperback)
Joe Slack
R1,111 Discovery Miles 11 110 Ships in 10 - 15 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 Careers in the Industry (Hardcover): Joe Slack The Board Game Designer's Guide to Careers in the Industry (Hardcover)
Joe Slack
R2,795 Discovery Miles 27 950 Ships in 10 - 15 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
R2,789 Discovery Miles 27 890 Ships in 10 - 15 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.

Technology Ethics - A Philosophical Introduction and Readings (Paperback): Gregory J. Robson, Jonathan Y Tsou Technology Ethics - A Philosophical Introduction and Readings (Paperback)
Gregory J. Robson, Jonathan Y Tsou
R1,299 Discovery Miles 12 990 Ships in 10 - 15 working days

The first of its kind, this anthology in the burgeoning field of technology ethics offers students and other interested readers 32 chapters, each written in an accessible and lively manner specifically for this volume. The chapters are conveniently organized into five parts: I. Perspectives on Technology and its Value II. Technology and the Good Life III. Computer and Information Technology IV. Technology and Business V. Biotechnologies and the Ethics of Enhancement A hallmark of the volume is multidisciplinary contributions both (1) in "analytic" and "continental" philosophies and (2) across several hot-button topics of interest to students, including the ethics of autonomous vehicles, psychotherapeutic phone apps, and bio-enhancement of cognition and in sports. The volume editors, both teachers of technology ethics, have compiled a set of original and timely chapters that will advance scholarly debate and stimulate fascinating and lively classroom discussion. Downloadable eResources (available from www.routledge.com/9781032038704) provide a glossary of all relevant terms, sample classroom activities/discussion questions relevant for chapters, and links to Stanford Encyclopedia of Philosophy entries and other relevant online materials. Key Features: Examines the most pivotal ethical questions around our use of technology, equipping readers to better understand technology's promises and perils. Explores throughout a central tension raised by technological progress: maintaining social stability vs. pursuing dynamic social improvements. Provides ample coverage of the pressing issues of free speech and productive online discourse.

The Digital Reading Condition (Paperback): Maria Engberg, Iben Have, Birgitte Stougaard Pedersen The Digital Reading Condition (Paperback)
Maria Engberg, Iben Have, Birgitte Stougaard Pedersen
R1,215 Discovery Miles 12 150 Ships in 10 - 15 working days

This volume offers a critical overview of digital reading practices and scholarly efforts to analyze and understand reading in the mediatized landscape Building on research about digital reading, born digital literature, and digital audiobooks, The Digital Reading Condition explores reading as part of a broader cultural shift encompassing many forms of media and genres Bringing together research from media and literary studies, digital humanities, scholarship on reading and learning, as well as sensory studies and research on multimodal and multisensory media reception, the authors address and challenge print-biased conceptions of reading that are still prevalent in research, whether the reading medium is print or digital They argue that the act of reading itself is changing, and rather than rejecting digital media as not suitable for sustained or focused reading practices, argue that the complex media landscape challenges us to rethink how to define reading as a mediated practice Presenting a truly interdisciplinary perspective on digital reading practices, this volume will appeal to scholars and graduate students in communication, media studies, new media and technology, literature, digital humanities, literacy studies, composition, and rhetoric

Gaming Disability - Disability Perspectives on Contemporary Video Games (Hardcover): Katie Ellis, Tama Leaver, Mike Kent Gaming Disability - Disability Perspectives on Contemporary Video Games (Hardcover)
Katie Ellis, Tama Leaver, Mike Kent
R4,080 Discovery Miles 40 800 Ships in 10 - 15 working days

This book is an important collection for scholars and students interested in the critical analysis of digital games, and will be of interest across several disciplines including game studies, game design and development, internet studies, visual studies, cultural studies, communication studies, and media studies, as well as disability studies The book explores the opportunities and challenges people with disabilities experience in the context of digital games from the perspective of three related areas: representation, access and inclusion, and community Drawing on key concerns in disability media studies, the book brings together scholars from disability studies and game studies, alongside game developers, educators, and disability rights activists, to reflect upon the increasing visibility of disabled characters in digital games Chapters explore the contemporary gaming environment as it relates to disability on platforms such as Twitch, Minecraft, and Tingyou, while also addressing future possibilities and pitfalls for people with disabilities within gaming given the rise of virtual reality applications, and augmented games such as Pokemon Go The book also asks how game developers can attempt to represent diverse abilities, taking games such as BlindSide and Overwatch as examples

Game Design Tools - Cognitive, Psychological, and Practical Approaches (Paperback): Diego Ricchiuti Game Design Tools - Cognitive, Psychological, and Practical Approaches (Paperback)
Diego Ricchiuti
R1,499 Discovery Miles 14 990 Ships in 10 - 15 working days

Provides tools from different disciplines and shows how they can be used in the game design world. Offers practical tools for all the main aspects of game design from conception through to testing. Gives concrete examples of how to use each tool with practical applications.

Videogames and Agency (Paperback): Bettina Bodi Videogames and Agency (Paperback)
Bettina Bodi
R1,212 Discovery Miles 12 120 Ships in 10 - 15 working days

Videogames and Agency explores the trend in videogames and their marketing to offer a player higher volumes, or even more distinct kinds, of player freedom. The book offers a new conceptual framework that helps us understand how this freedom to act is discussed by designers, and how that in turn reflects in their design principles. What can we learn from existing theories around agency? How do paratextual materials reflect design intention with regards to what the player can and cannot do in a videogame? How does game design shape the possibility space for player action? Through these questions and selected case studies that include AAA and independent games alike, the book presents a unique approach to studying agency that combines game design, game studies, and game developer discourse. By doing so, the book examines what discourses around player action, as well as a game's design can reveal about the nature of agency and videogame aesthetics. This book will appeal to readers specifically interested in videogames, such as game studies scholars or game designers, but also to media studies students and media and screen studies scholars less familiar with digital games.

Gaming Disability - Disability Perspectives on Contemporary Video Games (Paperback): Katie Ellis, Tama Leaver, Mike Kent Gaming Disability - Disability Perspectives on Contemporary Video Games (Paperback)
Katie Ellis, Tama Leaver, Mike Kent
R1,218 Discovery Miles 12 180 Ships in 10 - 15 working days

This book is an important collection for scholars and students interested in the critical analysis of digital games, and will be of interest across several disciplines including game studies, game design and development, internet studies, visual studies, cultural studies, communication studies, and media studies, as well as disability studies The book explores the opportunities and challenges people with disabilities experience in the context of digital games from the perspective of three related areas: representation, access and inclusion, and community Drawing on key concerns in disability media studies, the book brings together scholars from disability studies and game studies, alongside game developers, educators, and disability rights activists, to reflect upon the increasing visibility of disabled characters in digital games Chapters explore the contemporary gaming environment as it relates to disability on platforms such as Twitch, Minecraft, and Tingyou, while also addressing future possibilities and pitfalls for people with disabilities within gaming given the rise of virtual reality applications, and augmented games such as Pokemon Go The book also asks how game developers can attempt to represent diverse abilities, taking games such as BlindSide and Overwatch as examples

The Digital Reading Condition (Hardcover): Maria Engberg, Iben Have, Birgitte Stougaard Pedersen The Digital Reading Condition (Hardcover)
Maria Engberg, Iben Have, Birgitte Stougaard Pedersen
R4,077 Discovery Miles 40 770 Ships in 10 - 15 working days

This volume offers a critical overview of digital reading practices and scholarly efforts to analyze and understand reading in the mediatized landscape Building on research about digital reading, born digital literature, and digital audiobooks, The Digital Reading Condition explores reading as part of a broader cultural shift encompassing many forms of media and genres Bringing together research from media and literary studies, digital humanities, scholarship on reading and learning, as well as sensory studies and research on multimodal and multisensory media reception, the authors address and challenge print-biased conceptions of reading that are still prevalent in research, whether the reading medium is print or digital They argue that the act of reading itself is changing, and rather than rejecting digital media as not suitable for sustained or focused reading practices, argue that the complex media landscape challenges us to rethink how to define reading as a mediated practice Presenting a truly interdisciplinary perspective on digital reading practices, this volume will appeal to scholars and graduate students in communication, media studies, new media and technology, literature, digital humanities, literacy studies, composition, and rhetoric

Games as Transformative Experiences for Critical Thinking, Cultural Awareness, and Deep Learning - Strategies & Resources... Games as Transformative Experiences for Critical Thinking, Cultural Awareness, and Deep Learning - Strategies & Resources (Hardcover)
David Seelow
R4,235 Discovery Miles 42 350 Ships in 10 - 15 working days

All games are potentially transformative experiences because they engage the player in dynamic action. When repurposed in an educational context, even highly popular casual games played online to pass the time can engage players in a way that deepens learning. Games as Transformative Experiences for Critical Thinking, Cultural Awareness, and Deep Learning: Strategies & Resources examines the learning value of a wide variety of games across multiple disciplines. Organized just like a well-made game, the book is divided into four parts highlighting classroom experiences, community and culture, virtual learning, and interdisciplinary instruction. The author crosses between the high school and college classroom and addresses a range of disciplines, both online and classroom practice, the design of curriculum, and the transformation of assessment practices. In addition to a wealth of practical exercises, resources, and lesson ideas, the book explains how to use a wide and diverse range of games from casual to massively multiplayer online games for self-improvement as well as classroom situations.

Software, Animation and the Moving Image - What's in the Box? (Hardcover): A. Wood Software, Animation and the Moving Image - What's in the Box? (Hardcover)
A. Wood
R1,733 Discovery Miles 17 330 Ships in 10 - 15 working days

Software, Animation and the Moving Image brings a unique perspective to the study of computer-generated animation by placing interviews undertaken with animators alongside an analysis of the user interface of animation software. Wood develops a novel framework for considering computer-generated images found in visual effects and animations.

Branching Story, Unlocked Dialogue - Designing and Writing Visual Novels (Paperback): Toiya Kristen Finley Branching Story, Unlocked Dialogue - Designing and Writing Visual Novels (Paperback)
Toiya Kristen Finley
R1,131 Discovery Miles 11 310 Ships in 10 - 15 working days

This book covers the distinguishing characteristics and tropes of visual novels (VNs) as choice-based games and analyzes VNs like 999: Nine Hours, Nine Persons, Nine Doors; Hatoful Boyfriend; and Monster Prom, some of the best examples of the genre as illustrations. The author covers structuring branching narrative and plot, designing impactful and compelling choices, writing entertaining relationships and character interactions, understanding the importance of a VN's prose, and planning a VN's overall narrative design and story delivery. The book contains exercises at the end of chapters to practice the techniques discussed. By the end of the book, if the reader finishes all the exercises, they may have several portfolio pieces or a significant portion of their own VN project designed. Features: Discusses different aspects and genres of VNs, what makes them enjoyable, and successful techniques developers can incorporate into their own games Analyzes various VNs and choice-based games that use these successful techniques Shares tips from developers on portfolio pieces, hiring a team to work on VNs, and plotting and outlining VNs Branching Story, Unlocked Dialogue: Designing and Writing Visual Novels is a valuable resource for developers and narrative designers interested in working on VNs. The book will show them how they can design their own VN projects, design branching narratives, develop entertaining plots and relationships, design impactful and compelling choices, and write prose that's a pleasure to read.

Performance Making and the Archive (Hardcover): Ashutosh Potdar, Sharmistha Saha Performance Making and the Archive (Hardcover)
Ashutosh Potdar, Sharmistha Saha
R4,089 Discovery Miles 40 890 Ships in 10 - 15 working days

This book - Investigates theories and practices shaped by a performance's relationship to the archive; - Examine how the changing nature of performance practices has made it imperative to understand how the archive and archival practices could add to the performance work; - Will be of great interest to scholars and researchers of performance studies, media and culture studies, studies of technology and art as also literature and literary criticism.

News Journalism and Twitter - Disruption, Adaption and Normalisation (Hardcover): Chrysi Dagoula News Journalism and Twitter - Disruption, Adaption and Normalisation (Hardcover)
Chrysi Dagoula
R1,550 Discovery Miles 15 500 Ships in 10 - 15 working days

This book provides a critical account of the impact of Twitter on journalism, exploring how the news media has adapted to and normalised the use of the platform in the industry. Offering a comprehensive understanding of Twitter uses for journalistic purposes, this book explores the platform's use as a 'global village', as an ambient news environment, and as a global marketplace. Drawing on two empirical case studies (United Kingdom and Greece), Dagoula examines academic conceptualisations of Twitter, journalists' self-perceptions, and uses of the platform by a variety of media outlets and journalists. Adopting an evolutionary approach known as punctuated equilibrium, which consists of three stages of disruption, adaption, and normalisation, the author reveals the costs and benefits of Twitter's impact on both the institutional values and practices of news journalism today. News Journalism and Twitter is an invaluable resource for researchers and students of digital journalism and media studies.

Podcasting as an Intimate Medium (Hardcover): Alyn Euritt Podcasting as an Intimate Medium (Hardcover)
Alyn Euritt
R4,065 Discovery Miles 40 650 Ships in 10 - 15 working days

This book delves into the notion of intimacy as a defining feature of podcasting, examining the concept of intimacy itself and how the public sphere explores the relationships created and maintained through podcasts The book situates textual analysis of specific American podcasts within podcast criticism, monetization, and production advice Through analysis of these sources' self-descriptions, the text builds a podcasting-specific framework for intimacy and uses that framework to interpret how podcasting imagines the connections it forms within communities Instead of intimacy being inherent, the book argues that podcasting constructs intimacy and uses it to define the quality of its own mediation This book will be of interest to scholars and students of New and Digital Media, Media Studies, Communication Studies, Journalism, Literature, Cultural Studies, and American Studies

Video Smart - Make smartphone videos like a pro (Hardcover): Pelpina Trip Video Smart - Make smartphone videos like a pro (Hardcover)
Pelpina Trip
R574 R528 Discovery Miles 5 280 Save R46 (8%) Ships in 18 - 22 working days
Animation Masterclasses: From Pencils to Pixels - A Complete Course in Animation & Production (Hardcover): Tony White Animation Masterclasses: From Pencils to Pixels - A Complete Course in Animation & Production (Hardcover)
Tony White
R3,732 Discovery Miles 37 320 Ships in 10 - 15 working days

Today, it is commonly believed that if you learn software, you can become an animator. Yet nothing could be further from the truth. Master animators are trained and not born. Software, as is the humble pencil, is merely yet another tool through which an animator can apply their knowledge. However, neither software nor pencils give you that knowledge, nor do they do the work for you. If you place a fully trained master animator on a computer, or give them a pencil, they'll astound you with their mastery. However, if you put a nontrained animator on a computer, all you will have is a technician creating moving objects as you'll see all over YouTube and other video platforms. This book teaches you exactly how to become a Master Animator whether you ultimately plan to use pencils, computers, drawing tablets or rigged characters. It's a complete course in its own right, being a collection of 48 masterclasses gleaned from the author's 50 years of experience of top-level animating, teaching and filmmaking. It will also train you in the value and application of observational gesture drawing. This book of masterclasses by a master of the art, Tony White, is entirely designed to be THE definitive reference book for students learning how to make things move really well as well as how to create films once you know how to do so. A book for everyone: For home-based, self-study students: It is a perfect manual to take you from raw beginner to proven animated filmmaker. For full-time students: It is an ideal companion to supplement your full-time educational studies, which, no doubt, is overly based on software technology. For current animation professionals: It is a comprehensive archive of animation tips and techniques that will enable you to take your work to the next level. For current animation educators and instructors: It is a book that can be the ultimate curriculum and study program, enabling your own students to become the master animators of today and tomorrow.

Character Development and Storytelling for Games (Hardcover, 3rd edition): Lee Sheldon Character Development and Storytelling for Games (Hardcover, 3rd edition)
Lee Sheldon
R3,923 Discovery Miles 39 230 Ships in 10 - 15 working days

This is the third edition of Character Development and Storytelling for Games, a standard work in the field that brings all of the teaching from the first two books up to date and tackles the new challenges of today. Professional game writer and designer Lee Sheldon combines his experience and expertise in this updated edition. New examples, new game types, and new challenges throughout the text highlight the fundamentals of character writing and storytelling. But this book is not just a box of techniques for writers of video games. It is an exploration of the roots of character development and storytelling that readers can trace from Homer to Chaucer to Cervantes to Dickens and even Mozart. Many contemporary writers also contribute insights from books, plays, television, films, and, yes, games. Sheldon and his contributors emphasize the importance of creative instinct and listening to the inner voice that guides successful game writers and designers. Join him on his quest to instruct, inform, and maybe even inspire your next great game.

Emerging Practices in the Age of Automated Digital Journalism - Models, Languages, and Storytelling (Hardcover): Berta Garcia... Emerging Practices in the Age of Automated Digital Journalism - Models, Languages, and Storytelling (Hardcover)
Berta Garcia Orosa, Sara Perez-Seijo, Angel Vizoso
R4,065 Discovery Miles 40 650 Ships in 10 - 15 working days

This book provides a detailed insight into the current state of journalism and its future challenges It brings together a global team of authors to review and analyse emerging practices in the automated digital scenario through which journalism is being reshaped, such as novel languages, storytelling forms, and business models It provides a much-needed review of the field to apprehend the knowledge and experience acquired and offers an up-to-date overview of digital journalism today, outlining those trends pointing to the future of journalism practice and media in the online sphere The book takes a multidisciplinary and international approach to the topic, and delves into the main technological changes that digital journalism has recently faced, closely related to digital native media, novel storytelling forms, social media, innovation, television broadcasting, new media management structures and procedures, content automation, fact-checking, web analytics, and social audiences Offering new insights into this fast-developing area, this volume will be an engaging and vital resource for media professionals and researchers in journalism and communication studies, as well as those interested in contemporary journalism practice and communication technology

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