From Betty Boop to Donald Duck, Tex Avery to Walt Disney, collage animation to Japanese anime, and Claymation to 3D animation, Surrealism and Animation is the first book to identify correspondences between the art of animation and the International Surrealist Movement.
Steve Rabin's Game AI Pro 360: Guide to Architecture gathers all the cutting-edge information from his previous three Game AI Pro volumes into a convenient single source anthology covering game AI architecture.
Digital Storytelling: A Creator's Guide to Interactive Entertainment, Volume I, fifth edition delves into the fascinating and groundbreaking stories enabled by interactive digital media, examining both fictional and non fiction narratives.
This instructional drawing book is intended to guide the reader through a story-telling based approach to gesture drawing, utilizing different techniques and exercises that encourage and develop creative problem solving as it relates to observational studies.
Making it HUGE in Video Games recounts the astonishing journey of an unassuming, middle-of-the-bell-curve young man, rising from mundane beginnings to scale the dizzying heights of artistic distinction and financial success in the worldwide video game industry.
Drawing and sketching are central to the art of animation and can be crucial tools in designing and developing original stories, characters and layouts.
Based on the PocketGamer MasterClass Building a Pitch: From Concept to Document (2021), a decade's worth of industry experience and numerous industry-level pitches for a variety of organisations, including Mediatonic, Epic Games and GDC, this book will equip you with methodologies, best practices and insights around video game pitch design.
Based on course notes of SIGGRAPH course teaching techniques for real-time rendering of volumetric data and effects; covers both applications in scientific visualization and real-time rendering.
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.
Animated Performance shows how a character can seemingly 'come to life' when their movements reflect the emotional or narrative context of their situation: when they start to 'perform'.
Wolfgang Engel's GPU Pro 360 Guide to Shadows gathers all the cutting-edge information from his previous seven GPU Pro volumes into a convenient single source anthology that covers various algorithms that are used to generate shadow data.
Combining art and design principles with creative storytelling and professional savvy, this book covers everything a serious motion designer needs to make their artistic visions a reality and confidently produce compositions for clients.
Photoshop is the cornerstone of the graphics industry and understanding its 3D capabilities is becoming a requirement for graphic designers, photographers, and creatives alike.
Get Real-World Insight from Experienced Professionals in the OpenGL CommunityWith OpenGL, OpenGL ES, and WebGL, real-time rendering is becoming available everywhere, from AAA games to mobile phones to web pages.
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 collection offers an expansive, multiplatform exploration of the rapidly-expanding area of motion design and motion graphics, taking into account both theoretical questions and creative professional practice.
The influence of technology on hobbies and leisure time is quickly becoming a regular part of daily life, but how much do we really understand about how or why we're using it, and its impact on our health?
Giannalberto Bendazzi brings to light some of the lost relics of animation history with his new book, Twice the First: Quirino Cristiani and the Animated Feature Film.
Digital Forensic Art Techniques: A Professional's Guide to Corel PainterTM illustrates hands-on techniques to digitally create forensic art for police and investigative purposes.
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).
Taking the reader on a journey through queer manifestations in games, this book advocates for video games as a rich, political and cultural medium, which provides us with tools to navigate the future of gaming.
This book offers a comprehensive and detailed guide to accomplishing and perfecting a photorealistic look in digital content across visual effects, architectural and product visualization, and games.
Learn from the men who changed animation foreverWalt Disney's team of core animators, who he affectionately called his "e;Nine Old Men,"e; were known for creating Disney's most famous works, as well as refining the 12 basic principles of animation.
The Essential Guide to Game Audio: The Theory and Practice of Sound for Games is a first of its kind textbook and must-have reference guide for everything you ever wanted to know about sound for games.