This book offers a comprehensive overview from diverse perspectives of online gaming technology, policy, and experiments to understand and review the Indian approach.
Learn the fine art and craft of digital lighting and rendering from an experienced pro whose lighting work you've seen in blockbuster films such as Monsters University, Toy Story 3, Up, WALL-E, Ratatouille, and The Incredibles.
Written by a pioneer of game development in academia, Introduction to Game Physics with Box2D covers the theory and practice of 2D game physics in a relaxed and entertaining yet instructional style.
Metagames: Games about Games scrutinizes how various meta devices, such as breaking the fourth wall and unreliable narrator, change and adapt when translated into the uniquely interactive medium of digital games.
Wolfgang Engel's GPU Pro 360 Guide to Lighting gathers all the cutting-edge information from his previous seven GPU Pro volumes into a convenient single source anthology on lighting.
This book teaches you how to master classic and cutting edge Foley techniques in order to create rich and convincing sound for any medium, be it film, television, radio, podcasts, animation, or games.
This volume examines fifty of the most important video games that have contributed significantly to the history, development, or culture of the medium, providing an overview of video games from their beginning to the present day.
The purpose of this book is to look over the past 35 years of games to discuss titles whose design deserves to be studied by anyone with an interest in game design.
This book is a way of sharing insights empirically gathered, over decades of interactive media development, by the author and other children's designers.
Exploring the culture and media of the Americas, this handbook places particular emphasis on collective and intertwined experiences and focuses on the transnational or hemispheric dimensions of cultural flows and geocultural imaginaries that shape the literature, arts, media and other cultural expressions in the Americas.
Game Design Deep Dive: Free-to-Play (F2P) continues the series' focus on examining genres with a look at the history and methodology behind free-to-play and mobile games.
Important elements of games, movies, and other computer-generated content, shadows are crucial for enhancing realism and providing important visual cues.
This book provides a comprehensive account of Croatian animation history, as well as an analysis of background factors such as political and social circumstances and cultural heritage that influenced the great international success of Croatian animators between the 1960s and 1980s.
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.
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.
This entry in the BEA Electronic Media Research Series, born out of the April 2017 BEA Research Symposium, takes a look at video games, outlining the characteristics of them as cognitive, emotional, physical, and social demanding technologies, and introduces readers to current research on video games.
This second edition of Writing for Animation, Comics, and Games expounds on the previous edition with more information on how to construct narratives for these three forms of visual storytelling media.
A comprehensive, best practice guide from Apple Certified Trainer Iain Anderson, with illustrated step-by-step instructions to explore a Final Cut Pro editing workflow from shoot to deliveryKey FeaturesExplore the best ways to use FCP, from importing and editing to finishing and exporting the final cutUnlock the power of editing in the magnetic timeline to make huge changes or subtle adjustmentsFinish with pro-level color correction, tracking, effects, transitions, audio, titles, and captionsBook DescriptionFinal Cut Pro (also known as FCP, previously Final Cut Pro X) is Apple's efficient and accessible video editing software for everyone, offering powerful features that experienced editors and novices will find useful.
The fastest, easiest, most comprehensive way to learn Adobe After Effects Classroom in a Book(R), the best-selling series of hands-on software training workbooks, offers what no other book or training program does -- an official training series from Adobe, developed with the support of Adobe product experts.
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.
We Deserve Better Villains is a highly accessible how-to guide for video game designers no matter what level of experience to understand what is needed to be successful in the development cycle of any video game from concept to supporting the game live.
From Pong to Madden NFL to Wii Fit, Sports Videogames argues for the multiple ways that sports videogames-alongside televised and physical sports-impact one another, and how players and viewers make sense of these multiple forms of play and information in their daily lives.