Now in its second edition, the Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming is the definitive, go-to resource for anyone interested in the diverse and expanding video game industry.
James Dunnigan's memorable phrase serves as the first part of a title for this book, where it seeks to be applicable not just to analog wargames, but also to board games exploring non-expressly military history, that is, to political, diplomatic, social, economic, or other forms of history.
Posthuman Gaming: Avatars, Gamers, and Entangled Subjectivities explores the relationship between avatar and gamer in the massively multiplayer online roleplaying game World of Warcraft, to examine notions of entangled subjectivity, affects, and embodiments - what it means and how it feels to be posthuman.
Posthuman Gaming: Avatars, Gamers, and Entangled Subjectivities explores the relationship between avatar and gamer in the massively multiplayer online roleplaying game World of Warcraft, to examine notions of entangled subjectivity, affects, and embodiments - what it means and how it feels to be posthuman.
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.
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.
Taking a cross-media approach to the ever-changing field of digital storytelling, this book offers an essential introduction to producing and editing interactive storytelling content, and to the platforms that host it.
Taking a cross-media approach to the ever-changing field of digital storytelling, this book offers an essential introduction to producing and editing interactive storytelling content, and to the platforms that host it.
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.
Game Design Critic and expert Joshua Bycer is back with another entry in the Game Design Deep Dive series for a look at one of the most popular, and confusing, genres out there.
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.
Event-Database Architecture for Computer Games proposes the first explicit software architecture for game development, answering the problem of building modern Computer Games with little or no game design.
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.
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.
The growth of videogame design programs in higher education and explosion of amateur game development has created a need for a deeper understanding of game history that addresses not only "e;when,"e; but "e;how"e; and "e;why.
Unlock the hidden gems of video editing with Iain Anderson, Apple Certified TrainerBonus 1: Get the Ultimate FCP Keyboard Shortcut Cheat-Sheet for maximum speed!
Whether you're creating animation for television, advertising, games, or multimedia, [digital] Character Animation 3 can help you bring your imagination to life.
Allegorithmic: The Company That Brought Substance to the World of 3D explores the journey of Allegorithmic, the software company behind Substance, a suite of tools that revolutionized texturing in computer graphics.
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.
Learn video compositing, motion graphics design, and animation using Adobe After Effects Adobe After Effects Classroom in a Book (2023 release) uses real-world, project-based learning to cover the basics and beyond, providing countless tips and techniques to help you become more productive with the program.
Develop creative animation and multimedia using Adobe Animate Adobe Animate Classroom in a Book (2023 release) uses real-world, project-based learning to cover the basics and beyond, providing countless tips and techniques to help you become more productive with the program.
Develop creative animation and multimedia using Adobe Animate Adobe Animate Classroom in a Book (2023 release) uses real-world, project-based learning to cover the basics and beyond, providing countless tips and techniques to help you become more productive with the program.