This book provides a comprehensive account of German animation history, as well as an analysis of the current state of the industry in competition with American and cheaper international products in the face of dwindling budgets.
BlenderTM is a free Open-Source 3D Computer Modeling and Animation Suite incorporating Character Rigging, Particles, Real World Physics Simulation, Sculpting, Video Editing with Motion Tracking and 2D Animation within the 3D Environment.
Discover the power of Unreal Engine 5 and the MetaHuman Creator to develop realistic digital characters, infusing them with full body and facial animationKey FeaturesCreate realistic characters using the MetaHuman Creator using a mixture of preset and custom toolsImport your character into Unreal Engine 5 to access more editing options and begin animating itCombine face and body motion capturing to fully animate your digital humansBook DescriptionMetaHuman Creator (MHC) is an online, user-friendly 3D design tool for creating highly realistic digital humans that can be animated within Unreal Engine (UE) and enhanced with motion capture technology.
This book is geared towards both students as well as professionals who are looking to enter the mobile (tablet/smartphone) and PC (personal computer) industry as concept artists (for both 2D and 3D production pipelines) or 2D production artists (game-ready assets).
Discover techniques to enhance your videos with complex animationKey FeaturesDesign, animate, and sequence a complete motion graphics projectWork with compositions and pre-compositions to create animations speedilyMaximize your motion graphics and visual effects skillsBook DescriptionIf you're thinking seriously about making and publishing your videos with professional editing and animation, look no further!
Turn your love of video games into a new love of programming by learning the ins and outs of writing code while also learning how to keep track of high scores, what video game heroes and loot boxes are made of, how the dreaded RNG (random number generation) works, and much, much more.
Understand Video Games as Works of Science Fiction and Interactive Stories Science Fiction Video Games focuses on games that are part of the science fiction genre, rather than set in magical milieux or exaggerated versions of our own world.
This book presents a scholarly investigation of the development and culture of Japanese videogame arcades, both from a historical and contemporary point of view.
Motion Illustration is a broad introduction to the emerging world of moving illustrations, written specifically for those coming from an illustration background.
In einer Welt, in der der digitale Raum immer mehr an Bedeutung gewinnt, ist die Fähigkeit, sich als einzigartige Marke zu etablieren, zu einem unverzichtbaren Erfolgsfaktor geworden.
This book presents a contextualized overview of the history of Chinese animated film, pointing out the most influential self-definitions of Chinese culture employed in animation art of Mao Zedong's rule (1949-1976) but largely focusing on the representation strategies created in the times of reforms and opening-up under Deng Xiaoping (1978-1989/1992).
By focusing on the experiences of users, gamers, and audiences inside one of the world's largest gaming communities (Xbox Live), this book provides an overview of the landscape, architecture, and socio-technical structure of console gaming.
Turn your love of video games into a new love of programming by learning the ins and outs of writing code while also learning how to keep track of high scores, what video game heroes and loot boxes are made of, how the dreaded RNG (random number generation) works, and much, much more.
This entry in the Game Design Deep Dive series takes a look at the shooter genre: one that has grown with the times and whose influence can be felt from indie teams to major studios.
Written as the successor to Virtual World Design: Creating Immersive Virtual Environments, this book carries the ideas brought forward in its predecessor to new levels of virtual world design exploration and experimentation.
By focusing on the experiences of users, gamers, and audiences inside one of the world's largest gaming communities (Xbox Live), this book provides an overview of the landscape, architecture, and socio-technical structure of console gaming.
Incorporating both historical techniques and the most recent developments in computer graphics, Shader Writing in Open Shading Language is a treatise on OSL shader writing and shader development that intends to remedy the current lack of material on this important area of technical and artistic expertise.
Discussing the state of play in contemporary popular culture, specifically the role of crime and crime control in the video game medium, this book discusses the criminological importance of video games.
This book is a comprehensive step by step guide tailored for designers seeking to elevate their visualization skills using the powerful combination of Corona 11 in 3ds Max 2024.
Re-Imagining Animation: The Changing Face of the Moving Image by Paul Wells and Johnny Hardstaff explores the changing nature of animation in the twenty-first century.
The Routledge Handbook of Esports offers the first fully comprehensive, interdisciplinary study of esports, one of the fastest growing sectors of the contemporary sports and entertainment industries.
The Metaverse: A Critical Introduction provides a clear, concise, and well-grounded introduction to the concept of the Metaverse, its history, the technology, the opportunities, the challenges, and how it is having an impact on almost every facet of society.