Making the Cut at Pixar is an interactive book written by industry insiders Bill Kinder and Bobbie O'Steen about the central role the Pixar editor plays in some of the most critically acclaimed and successful movies of all time.
This book takes you through all the basic steps of character design for games and animation, from brainstorming and references to the development phase and final render.
This book offers a thorough investigation of the recent surge of webtoons and manga/animation as the sources of transmedia storytelling for popular culture, not only in East Asia but in the wider global context.
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.
Ed Hooks' essential acting guidebook for animators has been fully revised and updated in this fifth edition, capturing some of the vast changes that have affected the animation industry in recent years.
Have you ever seen a promising project get abandoned right when it seemed like it was getting ready to launch, or a project that always seemed like it was going to launch "e;next month,"e; but took many months or even years before it actually launched?
By applying philosophical and historical perspectives to drawing instruction, this volume demonstrates how diverse teaching methods contribute to cognitive and holistic development applicable within and beyond the visual arts.
Working with Sound is an exploration of the ever-changing working practices of audio development in the era of hybrid collaboration in the games industry.
Sounding Emerging Media details a practice-based approach to sonic art and electroacoustic composition, drawing on methodologies inspired by the production of electronic literature, and game development.
Would you rather take months to learn every tool, every feature, and every concept in Adobe Animate or start right now making your own creations with just a few steps?
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.
The clothing industry employs 25 million people globally contributing to many livelihoods and the prosperity of communities, to women's independence, and the establishment of significant infrastructures in poorer countries.
Computer role-playing games (CRPGs) are a special genre of computer games that bring the tabletop role-playing experience of games such as Dungeons & Dragons to the computer screen.
The second edition of C# and Game Programming offers the same practical, hands-on approach as the first edition to learning the C# language through classic arcade game applications.
An In-Depth, Practical Guide to GPGPU Programming Using Direct3D 11GPGPU Programming for Games and Science demonstrates how to achieve the following requirements to tackle practical problems in computer science and software engineering:RobustnessAccuracySpeedQuality source code that is easily maintained, reusable, and readableThe book primarily add
"e;In this not-too-long and easy-to-read book, author Celia Hodent presents a clear overview of the challenges, demands, and rewards of becoming a user experience professional.
Reflecting proactively on a growing industry 'dilemma', this book explores how publishing businesses can and do successfully experiment and innovate in digital publishing through collaboration.
A special quality about the medium of virtual reality is its immersive nature, allowing users to disengage from the physical world around them in order to fully interact with a digital environment.
Whether you're a novice making your first film or a more advanced animator looking to strengthen an existing concept, Animating Short Stories provides practical techniques to bring your story to life.
This handbook brings together scholars from around the globe who here contribute to our understanding of how digital rhetoric is changing the landscape of writing.
Shadow Algorithms Data Miner provides a high-level understanding of the complete set of shadow concepts and algorithms, addressing their usefulness from a larger graphics system perspective.
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.
This book offers a comprehensive overview from diverse perspectives of online gaming technology, policy, and experiments to understand and review the Indian approach.
This book talks about the importance of social mechanics in games and how these mechanics evolved over time to accommodate new technologies and new social contexts.
This book addresses the new interaction modalities that are becoming possible with new devices by looking at user interfaces from an input perspective.
The Science of Esports draws from contemporary research and coach expertise to examine esports athlete health and performance from a range of disciplinary perspectives, including physiology, psychology, sociology, and nutrition.