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Books > Computing & IT > Computer software packages > Multimedia
Master the fundamental concepts and techniques of motion media design so you can apply--and occasionally break--the rules to achieve your communication goals. This authoritative guide presents all of the design essentials in an engaging and inspiring way. Each principle is explained with text, illustration and photography where necessary. An accompanying website will contain any necessary digital files for download, updates and links to other resources.
Meet some of the finest digital 2D and 3D artists working in the industry today, from Patrick Beaulieu, Philip Straub, Benita Winckler, Alessandro Baldasseroni to Khalid Al Muharraqi, Marcel Baumann and Marek Denko and see how they work. More than just a gallery book - in Digital Arts Masters each artist has written a breakdown overview, with supporting imagery of how they made their piece of work.With Digital Arts Masters you'll understand the artists' thought process and discover the tips, tricks and techniques which really work.
In the past, not being able to program meant not being able to make video games. Now if you can draw a flow-chart you can use powerful State Machine technology to create your dream game! No-Code Video Game Development using Unity and Playmaker will teach you how to substitute flow-charts for code. As a complete course, it uses a project-based approach. The FPS project comes with over a hundred dollars worth of free #gamedev DLC: Unity Packages, Playmaker Templates, Character Models, Animations, Materials, and more! You'll also learn game design documentation and theory, Mecanim, Particle Systems, and UI. By the time you're done you'll have gained the skills needed to create your own dream game, all without writing any code!
With 18 years under his belt in the game industry, a key contributor to the MotorStorm series, and the creator of the 3ds Max in Minutes video series (at FocalPress.com), Andrew Gahan delivers the expert techniques in 3ds Max Modeling for Games, 2nd edition. This updated edition is packed with new tutorials that will enhance your modeling skills and pump up your portfolio with high-quality work in no time. Along with Anthony O'Donnell and a team of experts, Gahan covers all of the fundamental game modeling techniques, including character and environment modeling, mapping, and texturing. Finally, a bonus section in 3ds Max Modeling for Games offers readers insights and tips on how to get their careers started in the game industry. New, expanded tutorials take readers of all abilities through full character and environment modeling from beginning to endCompanion website (3d-for-games.com) offers a robust, supportive forum where readers can get commentary on new work, develop skills and portfolio art, as well as network with other game artists on a variety of projects. Also features project files for all tutorials in the book and enough support images and photos to keep the budding artist busy for monthsCompletely updated gallery allows the reader to build on various models
This essential, hands-on guide is filled with examples of what a composition should look like and example of poorly designed layouts. Spot potential problems before they cost time and money, and adapt creative solutions for your own projects with this invaluable resource for beginner and intermediate artists. With Beauty and the Beast examples and Simpson character layouts, readers will learn how to develop character layout and background layout as well as strengthen composition styles with a creative toolset of trick shot examples and inspirational case studies. A companion website will include further technique based tools, finalized layout and composition examples and tutorials for further artistic skill development.
Since Steamboat Mickey, animators have been creating characters and films that are charming, warm and humorous, allowing people to connect with the animated medium. Animation fans love the characters for a lifetime. This is the legacy of the countless animators and artists who created the classic characters and fun stories, and it is the legacy of Disney Legend, Floyd Norman. Written with wit and verve, Animated Life is a guided tour through an entire lifetime of techniques, practical hands-on advice and insight into an entire industry. This is a vital tutorial in animation's past, present and future for students who are now poised to be part of another new generation in the art form. Apply artistic magic to your own projects and garner valuable insight and inspiration from a True Disney legend. Animated Life is a classic in the making with completely relevant techniques and tools for the contemporary animation or fine arts professional.
Learning a 3D visualization software is a daunting task under any circumstances and while it may be easy to find online tutorials that tell you what to do to perform certain tasks you'll seldom learn "why" you are performing the steps. This book approaches training from a top-down perspective way you will first learn important concepts of 3D visualization and functionality of 3ds Max before moving into the finer detail of the command structure. By learning how things work and why you might choose one method over another the book will not only teach you where the buttons are, but more importantly how to think about the holistic process of 3D design so that you can then apply the lessons to your own needs. The goal of the learning presented here is to familiarize the new user of 3ds Max with a typical workflow from a production environment from planning to modeling, materials, and lighting, and then applying special effects and compositing techniques for a finished product.
Editor's note, 1/15/2013: We have discovered an error with the Table of Contents and are currently working on correcting it. If you find an error in your book, please visit the companion site http://www.focalpress.com/books/details/9780240522500/ for the correct version. Whether you are creating an animated short, catchy and fun cartoon or mobile game, save time and money with expert cheats by renowned Flash Expert, Chris Georgenes with all new content for the Flash CS6 revision. With practical applications and step by step tutorials solve problems quickly to develop creative projects to time and to budget. Many of these walkthroughs are real-world client projects, with the source files supplied for you to open and explore. With these real-life professional projects you'll discover how to: bring objects to life with cool motion effects, make it rain, snow or set your world ablaze, develop flash mobile applications and many more tips and tricks not found anywhere else! With his in-depth knowledge of the little-known secrets used by the pros to produce creative, professional animations, Chris is the go-to guru for designers and animators who want to create great animation, applications or motion design with Flash. Fully updated for CS6, How to Cheat in Flash CS6, is a goldmine of artistic inspiration, timesaving practical tips, tricks and step-by-step walkthroughs that you'll wonder how you survived without it. New! CS6 cheats and examples with practical solutions for the busy animator with a focus on Action Script, Flash for mobile applications, specifically for Android development, as well as a focus on an improved physics engine. Put the Adobe Flash CS6 cheats to the test with the fully updated companion website with downloadable Flash source files, examples and video tutorials, and a creative commons game, developed with Adobe, to demonstrate the new functionality of CS6!
Deliver professional-level 3D content in no time with this comprehensive guide to 3D animation with Maya. With over 12 years of training experience, plus several award winning students under his belt, author Adam Watkins is the ideal mentor to get you up to speed with 3D in Maya. Using a structured and pragmatic approach Getting Started in 3D with Maya begins with basic theory of fundamental techniques, then builds on this knowledge using practical examples and projects to put your new skills to the test. Prepared so that you can learn in an organic fashion, each chapter builds on the knowledge gained in the previous chapter, showing you all the essentials of 3D in Maya, from modeling and UV layout, to texture creation, rigging animating and rendering. As you go from project to project you'll develop a strong arsenal of skills that combined will form a complete end to end process to creating complete projects in Maya. The accompanying website (http://watkins3d.com/GettingStartedIn3D/) provides all the tools you need to develop your skills. Project files to accompany the practical examples used throughout the text, so you can work along with the examples. Additional textures and models will give you all the resources you need to start making your own projects in no time at all.
Learn how to create professional models for advertising on TV and the web. Blending real-world experience and the technical aspects of poly-modeling, this book shows how to ultimately create content in a dynamic, efficient manner.This collection of tips, tricks and techniques will give you the freedom to determine the edge flow and overall mass of your models through this free-form digital sculpting method. The accompanying website offers instructional files that show the models in progressive stages of development. In addition there is a free user forum for interactive feedback and information.
Launch your career in writing for video games or animation with the best tips, tricks, and tutorials from the Focal press catalog--all at your fingertips. Let our award-winning writers and game developers show you how to generate ideas and create compelling storylines, concepts, and narratives for your next project. Write Your Way Into Animation and Games provides invaluable information on getting into the game and animation industries. You will benefit from decades of insider experience about the fields of animation and games, with an emphasis on what you really need to know to start working as a writer.Navigate the business aspects, gain unique skills, and develop the craft of writing specifically for aniamtion and games. Learn from the cream of the crop who have shared their knowledge and experience in these key Focal Press guides:Digital Storytelling, Second Edition by Carolyn Handler MillerAnimation Writing and Development by Jean Ann WrightWriting for Animation, Comics, and Games by Christy MarxStory and Simulations for Serious Games by Nick Iuppa and Terry BorstWriting for Multimedia and the Web, Third Edition by Timothy Garrand
Writers, directors, and producers reach a wider audience by embracing comics to supplement your own ideas, and offer more options for audience engagement. Comics are a key element in today's convergence culture. From their use in video games, like Batman: Arkham City and the Halo series to their use in films like Star Trek and The Incredibles, comics have proven an invaluable method for creators to expand their storyworld and provide audiences with irresistible gateways into the story. Tyler Weaver teaches you how to integrate comic storytelling into your own transmedia work by exploring their past, present, and future. He discusses the creation of the unique mythologies in comic stories and digs into the details of comic construction, from pacing to scripting to collaboration. Chapters on convergence and mythology building: Comics have endured because of their expansive and exciting mythologies. How can you apply that to your own work? Interviews with key practitioners and artists in the field, bringing a personal look into how professionals do their work The companion website features a blog with new projects and advancements in digital comics, expanded interviews, script templates, and listings of independent artists
Design and implement video game sound from beginning to end with this hands-on course in game audio. Music and sound effects speak to players on a deep level, and this book will show you how to design and implement powerful, interactive sound that measurably improves gameplay. If you are a sound designer or composer and want to do more than just create audio elements and hand them over to someone else for insertion into the game, this book is for you. You'll understand the game development process and implement vital audio experiences-not just create music loops or one-off sound effects. The Game Audio Tutorial isn't just a book-you also get a powerful website (www.thegameaudiotutorial.com), which includes:
Meet some of the finest 2D and 3D artists working in the industry today and discover how they create some of the most innovative digital art in the world. More than a gallery book or a coffee table book- Digital Art Masters Volume 4 includes 50 artists and 900 unique and stunning 2D and 3D digital artworks. Beyond the breaktaking images is a breakdown of the techniques, challenges and tricks the artists employed while creating stunning imagery. This volume, much like the previous volumes is not your standard coffee table book nor is it our usual how-to-book. This book offers inspiration and insight for the advanced amateur and professional CG artists. The Digital Art Masters series has expanded upon the competition's gallery book concept and has added the insight and experiences of professional CG artists worldwide. Divided into 5 sections, Sci-Fi, Scene, Fantasy, Character and Cartoon, Each featured artist segement will include the thought processes behind creating unique digital images and an artist portfolio for further inspiration. Find your inspiration and discover the tips, tricks and techniques that really work.
Storyboarding is a very tough business, and a new storyboarder really needs to have their wits about them and have professional savvy to survive in this competitive field. Storyboarding: Rules of Thumb offers highly illustrative examples of basic storyboarding concepts, as well as sound, career-oriented advice for the new artist. This book also features a number of veteran storyboard artists sharing their experiences in the professional world.
This is a selection of the major papers from a meeting on database accuracy which took place in December 1988 in Montecito, USA. They look at errors and accuracy in spatial databases, particularly the problems of modelling uncertainties and reliability, testing accuracy and practical implications. The chapters of the book represent a number of different perspectives on the accuracy problem, from efforts to simulate and model error to techniques for accommodating to it. The 23 chapters are organized into seven sections, and to provide a brief introduction to each. The first and last sections are general overviews. In between, the papers in Section Two through Four look at error in GIS with increasing technical complexity and generality. Section Five groups together four papers on various aspects of error in the spatial analysis of socio-economic data, and Section Six contains four papers on more fundamental approaches to the particular problems of aggreation and reporting zone effects which underlie much modeling in human geography and related disciplines.
How to create a simulation where participants have a sense of freedom and personal control while still maintaining the structure necessary for an effective story is a difficult task indeed. This book examines how to create an engaging, effective story (necessary to teach participants), while relating practical considerations of building a simulation. It also looks at stories as classic ways of teaching and gathering knowledge and considers other theories of interactive narrative design such as synthetic story creation and management and participant-generated story experiences. It also discusses enabling technologies in artificial intelligence, synthetic characters design and development, speech recognition technology, 3D modelling, and the future of story-driven games. Story Driven Simulations reviews the existing efforts in this field as well as focusing on the recent efforts of Paramount Pictures and The Institute for Creative Technologies at the University of Southern California, where this expert author team created successful simulations for the U.S. Army, Department of Defense, as well as other educational simulations.
Get an inside look at the creation of production-ready creature rigs for film, TV and video games. Garner strategies and techniques for creating creatures of all types, and make them ready for easy automatic use in many different types of media (transmedia): film, TV, games - one rig for all. You will move step by step from idea, to concept, and finally to completion through a proven production-pipeline. "Digital Creature Rigging" gives you the practical, hands-on approaches to rigging you need, with a theoretical look at 12 rigging principles, and plenty of tips, tricks and techniques to get you up and running quickly. This is the definitive guide to creating believe production-ready creature rigs with 3ds Max.The companion web site has all scene files, scripts, tutorials from the book.
Create lush terrains and atmospheres in Vue and enhance your knowledge of all the features in this software such as lighting, cameras, and Python scripting. Ami and Vladimir Chopine, from GeekAtPlay.com guide you through 17 stand-alone tutorials, each with a different focus on the key components of Vue. The companion website includes brand new video tutorials from Geekatplay as well as materials, atmosphere settings, image maps, models, project files, and completed images and animations.
Learn how to model comic-stylea Pixar with the expert techniques found in 3ds Max Modeling for Games Volume 2: Insider's Guide to Stylized Modeling. This new volume will show you the ins-and-outs of stylized modeling, including characters, vehicles, environments, and much more. Follow the story of cover characters Robert and Robot as their adventure takes you through the world of modeling, vegetation, alpha-maps, and much more! This book is also packed with highly detailed tutorials feared toward enhancing your modeling skills and expanding your portfolio. The companion website (www.3d-for-games.com) is unique - an online forum where readers can post and answer questions about their work. In terms of developing a portfolio, online peer critiques are invaluable, and current readers have made use of this feature, in fact some have happily become the forum responders (along with Andy) to coach and develop new artists at work. Also included: step-by-step project files for each chapter; all the relevant texture files and source photos; panoramic skies, small scene objects, bonus texture maps and models so that artists can create whole scenes very quickly without starting from scratch each time; countless examples of what's hot and what's not in 3D modeling and also enough support images and photos to keep the budding artist busy for months. Unrivalled support in over 10,000 current posts - backing up the book with a lively forum and community of readers from all over the world, ready to help your work.
Create effective cinematography for your games with this film-based approach to creating cinematic games. Cinematic Game Secrets gives game producers, directors, and developers insight into how to make their games more cinematic. Game developers will learn how to create compelling video games by: developing quality stories and characters; visualizing scenes within the game through the eyes of a cinematographer; and using tried and true film industry methods for casting, voice-over, direction, and production.Includes interview with luminaries and leading figures in the field such as Warren Spector (Founder, Junction Point Studios), Bruce Block (Author, The Visual Story), Ron Burke (Founder, GamingTrend), Bob Sabiston (Flat Black Films), Tom Buscaglia (GameDevKit.com), Daniel Erickson (BioWare), Jay Duplass (Director, The Puffy Chair), Ray Pena (Spacetime Studios), Richard Rouse III (Author, Game Design: Theory and Practice), Mathieu Raynault (Artist, 300, King Kong), Donise Hardy (C.S.A.), Patrick Hamilton (President, Wardog Studios), and Marc Schaefgen (Midway Games).
Flash Designers: push Flash to the next level with After Effects' robust toolset. CS5 delivers more complete integration of these two powerhouse applications-so you can expand your multimedia horizons. Flash plus After Effects gives you a working understanding of the AE toolset and professional techniques that raise the design bar for web, HD broadcast, or CD/DVD delivery. The companion web site contains project media for hands-on practice of essential production skills, including: Working with live video in Flash and the After Effects timeline Using alpha channels for keying and enhancing interactivity Integrating new CS5 features including the Roto Brush and Code Snippets Exporting layered After Effects compositions for Flash Building interactive 3D environments with video, cameras, and lights Enhancing character animation using IK and Puppet Tools Exporting video in HD and for the Web
Your deadline just got moved up. Your artist has never worked with Flash before. Your inner programmer is telling you that no OOP is a big Oops! Any Flash developer can share similar tales of woe. This book breaks down the process of Flash game development into simple, approachable steps. Never heard of a game loop before? No idea what a design pattern is? No problem! Chris Griffith gives you real-world expertise, and real-world code that you can use in your own games. Griffith has been building games in Flash long enough to know what works and what doesn't. He shows you what you need to know to get the job done.Griffith covers Flash for the everyday developer. The average Flash developer doesn't have luxurious timelines, employers who understand the value of reusability, or the help of an information architect to design a usable experience. This book helps bridge the gap for these coders who may be used to C plus plus, Java, or C# and want to move over to Flash. Griffith covers real-world scenarios pulled from his own experiences developing games for over 10 years in the industry. The 2nd edition will include: completely new game examples on more advanced topics like 3D; more robust physics and collision detection; and mobile device coverage with Android platform development for us on phones and tablets. Also coverage of the new features available in Flash CS5, Flash Player 10.1, and AIR 2.0 that can be used for game development.The associated web site for the book: www.flashgamebook.com gets close to 1,000 visits a month. On the site, readers can find all the source code for the examples, news on industry happenings, updates and special offers, and a discussion forum to ask questions and share ideas.
This book focuses on the history of video games, consoles, and home computers from the very beginning until the mid-nineties, which started a new era in digital entertainment. The text features the most innovative games and introduces the pioneers who developed them. It offers brief analyses of the most relevant games from each time period. An epilogue covers the events and systems that followed this golden age while the appendices include a history of handheld games and an overview of the retro-gaming scene.
Frequently not enough attention is given to producing a comprehensive business case or to producing an economic justification for an information systems investment. In fact many organizations are not clear as to what constitutes a sound business case and how to go about producing one. This Professional level book for the Computer Weekly Professional Series will show how to go about justification for I.T. spend. This book is designed for all those who are involved in the decision to invest in information systems. This book is especially relevant to senior business executives, senior financial managers and IT executives. Business consultants, computer and corporate advisors will also find the ideas and material addressed in this text of particular benefit as will anyone involved in corporate and strategic planning.In addition, senior students such as those working towards their MBAs will find this book of use.A business case is a statement or a series of statements that demonstrate the economic value of a particular intervention, a course of action or a specific investment. A business case is not simply a financial forecast of the hardware and software costs and the expected benefits. A business case for an information systems investment involves a comprehensive understanding of both the likely resources as well as the business drivers which will assist business managers improve their performance and thereby obtain a stream of benefits from the investment.In general there are approximately six steps in producing a business case for an information systems investment.1. Determine the high-level business outcomes that will be clearly and comprehensively expressed as a set of opportunities the organization can take advantage of, or problems that need to be rectified.2 |
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