En este libro encontrarás una serie de ejercicios resueltos que te servirán para conocer los entresijos del motor de videojuegos Unity a la vez que comprenderás mejor del lenguaje de programación C#.
Written by an AAA industry expert with over 20 years of experience, this book offers comprehensive coverage of the practical skills that all successful level designers need to have.
This book provides a comprehensive overview of video game technical animation, covering the next generation pipelines that industry developers utilise to create their games.
This book is a comprehensive guide to using Blender to create character rigs for games, breaking down the technicalities of rigging tools and techniques into easily digestible chunks.
The nude figure defines the best way to learn the fundamentals of drawing, yet the end goal of most art presents clothed figures, be it animation, video games, film, or fine art.
This tutorial-based book allows readers to create a first-person game from start to finish using industry-standard (and free to student) tools of Unity, Substance Painter, and Maya.
This tutorial-based book allows readers to create a first-person game from start to finish using industry-standard (and free to student) tools of Unity, Substance Painter, and Maya.
The possibilities for creation are endless with 3D printing, sculpting, scanning, and milling, and new opportunities are popping up faster than artists can keep up with them.
This book considers the four essential cores of game design: Mechanics, the interactive elements that allow players to be part and interact with the game itself; Economy, the resources and numerical concepts that will enable players to evaluate and consider the options in the game, creating strategy, risk, and fun; Narrative, the textual features that enable players to create and generate meaning for the game and its parts; and the Aesthetics, the audiovisual elements that allow players to experience the game through their senses and feelings.
This fully revised and updated third edition offers students and artists valuable insights into traditional color theory and its practical application using today's cutting-edge technology.
Game Devs & Others: Tales from the Margins tell the true stories of life in the industry by people of color, LGBTQIA and other marginalized identities.
While some rigging books focus too much on the theory of rigging and provide little instruction, others do the exact opposite and offer no reasoning behind the button-pushing.
Graphics, 3D modeling, and animation are the cornerstones of not only the video game industry, but also the motion picture industry, digital lighting, and many other professions.
Description: This tutorial-based book allows readers to create a first-person game from start to finish using industry-standard (and free to student) tools of Maya, Substance Painter, and Unreal Engine.
This book is for those who want to learn the craft or mechanics of animation, how to actually animate a scene from start to finish, or take their animation to the next level.
This book examines how World War Two is simulated through serious computer games, such as first-person shooters, flight and tank simulators, and grand strategy games.
Game Devs & Others: Tales from the Margins tell the true stories of life in the industry by people of color, LGBTQIA and other marginalized identities.
People have played games forever, but it's only in the past few decades that people really started thinking about what games are, how they work, and how to make them better.
*Shortlisted for the British Book Design and Production Award for Graphic Novels*'A love letter to gaming in all its forms - from board games, to role-play, to virtual reality and video games.