Games & Animation

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Foundations of Physically Based Modeling and Animation

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Donald House, John C. Keyser
January 6, 2017

Physics forms the basis for many of the motions and behaviors seen in both the real world and in the virtual worlds of animated films, visual effects, and computer games. By describing the underlying physical principles and then creating simulations based on these principles, these computer-generate...

Game Audio Programming: Principles and Practices

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Guy Somberg
October 10, 2016

Welcome to Game Audio Programming: Principles and Practices! This book is the first of its kind: an entire book dedicated to the art of game audio programming. With over fifteen chapters written by some of the top game audio programmers and sound designers in the industry, this book contains more kn...

The Animator’s Sketchbook: How to See, Interpret & Draw Like a Master Animator

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Tony White
August 10, 2016

The Animator’s Sketchbook will teach students of animation how to improve their work through observation and drawing. It will show readers how to access their inner "animator." With over 60 different gesture and drawing exercises, this book enhances vision, analysis, understanding, and the core sk...

Aaron Marks' Complete Guide to Game Audio: For Composers, Sound Designers, Musicians, and Game Developers

Aaron Marks
February 20, 2017

Whether trying to land that first big gig or working to perfect the necessary skills to fill a game world with sound, Aaron Marks’ Complete Guide to Game Audio 3rd edition will teach the reader everything they need to know about the audio side of the multi-million dollar video game industry. This...

Virtual Reality Headsets - A Theoretical and Pragmatic Approach

Philippe Fuchs
February 20, 2017

The purpose of virtual reality is to make possible a sensorimotor and cognitive activity for a user in a digitally created artificial world. Recent advances in computer technology have led to a new generation of VR devices such as VR headsets. Accordingly, virtual reality poses many new scientific...

History of Digital Games: Developments in Art, Design and Interaction

Andrew Williams
February 03, 2017

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 "when," but "how" and "why." Andrew Williams takes the first step in creating a comprehensive survey on the...

JavaScript for Sound Artists: Learn to Code with the Web Audio API

William Turner, Steve Leonard
January 31, 2017

Learn how to program JavaScript while creating interactive audio applications with JavaScript for Sound Artists: Learn to Code With the Web Audio API! William Turner and Steve Leonard showcase the basics of JavaScript language programing so that readers can learn how to build browser based audio...

Stop Motion: Craft Skills for Model Animation

Susannah Shaw
January 27, 2017

Stop motion animation is a challenging and time-consuming skill that requires patience, adaptability, and a close eye to detail. Stop Motion: Craft Skills for Model Animation, 3rd Edition is the essential guide to help stop motion animators overcome these challenges of this highly-skilled...

Interactive Stories and Video Game Art: A Storytelling Framework for Game Design

Chris Solarski
January 18, 2017

The success of storytelling in games depends on the entire development team—game designers, artists, writers, programmers and musicians, etc.—working harmoniously together towards a singular artistic vision. Interactive Stories and Video Game Art is first to define a common design language for...

Foundations of Physically Based Modeling and Animation

Donald House, John C. Keyser
January 06, 2017

Physics forms the basis for many of the motions and behaviors seen in both the real world and in the virtual worlds of animated films, visual effects, and computer games. By describing the underlying physical principles and then creating simulations based on these principles, these...

Test Drive Blender: A Starter Manual for New Users

John M. Blain
January 04, 2017

This book will introduce you to the controls and steer you towards understanding what Blender can do. With this program you can create 3D models of objects and characters. The objects and characters can be placed in scenes. The scenes are captured by camera and rendered into digital images. The...

Level Design: Processes and Experiences

Christopher W. Totten
December 28, 2016

In this book, veteran game developers, academics, journalists, and others provide their processes and experiences with level design. Each provides a unique perspective representing multiple steps of the process for interacting with and creating game levels – experiencing levels, designing levels,...

Talking to Artists / Talking to Programmers: How to Get Programmers and Artists Communicating

Wendy Despain
December 27, 2016

Artists and programmers often work together on complex projects in stressful environments and things don’t always go smoothly. Miscommunication and misunderstandings are common as these two disciplines often use the same words to mean different things when they talk to each other. Unintentional...

FORCE: Drawing Human Anatomy

Mike Mattesi
December 20, 2016

The newest book in Michael Mattesi’s Force Drawing series takes movement to the next level. Force: Drawing Human Anatomy, explores the different facets of motion and the human body. As opposed to the memorization technique, Mattesi stresses the function of each body part and how gravity relative to...

Fluid Engine Development

Doyub Kim
December 16, 2016

From the splash of breaking waves to turbulent swirling smoke, the mathematical dynamics of fluids are varied and continue to be one of the most challenging aspects in animation. Fluid Engine Development demonstrates how to create a working fluid engine through the use of particles and grids, and...

Conferences

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