Games & Animation

Per Page:

Quests: Design, Theory, and History in Games and Narratives

1st Edition

Jeff Howard
January 24, 2008

This unique take on quests, incorporating literary and digital theory, provides an excellent resource for game developers. Focused on both the theory and practice of the four main aspects of quests (spaces, objects, actors, and challenges) each theoretical section is followed by a practical section...

Stop Motion: Passion, Process and Performance

1st Edition

Barry J C Purves
December 04, 2007

Be inspired by award-winning animator Barry Purves' honest insight into the creative process of making stop motion animations, using his own classic films to illustrate every step along the way. With Barry's enthusiasm for puppets in all their many guises and in-depth interviews from some of the...

Audio Anecdotes III: Tools, Tips, and Techniques for Digital Audio

1st Edition

Ken Greenebaum, Ronen Barzel
November 29, 2007

This collection of articles provides practical and relevant tools, tips, and techniques for those working in the digital audio field. Volume III, with contributions from experts in their fields, includes articles on a variety of topics, including: - Recording Music - Sound Synthesis - Voice...

Dream Worlds: Production Design for Animation

1st Edition

Hans Bacher
November 23, 2007

A truly unique visual delight offering insight into the development of animation classics like Bambi, Beauty and the Beast, The Lion King, Lilo and Stitch as well as a tantalizing examination of unfinished Disney projects....

The Art of the Storyboard, 2nd Edition: A Filmmaker's Introduction

2nd Edition

John Hart
September 24, 2007

Communicate your vision, tell your story and plan major scenes with simple, effective storyboarding techniques. Using sketches of shots from classic films, from silents to the present day, John Hart leads you through the history and evolution of this craft to help you get to grips with translating...

Ray Tracing from the Ground Up

1st Edition

Kevin Suffern
September 06, 2007

With the increase in computing speed and due to the high quality of the optical effects it achieves, ray tracing is becoming a popular choice for interactive and animated rendering. This book takes readers through the whole process of building a modern ray tracer from scratch in C++. All concepts...

Game Character Modeling and Animation with 3ds Max

1st Edition

Yancey Clinton
August 31, 2007

This book takes you step-by-step through the process of creating a playable 3D character using 3DS Max. Offering a complete overview of the 3D real-time character asset creation pipeline. Yancey Clinton will take you through the five major subjects used in the asset pipeline: 1. 3D modeling,...

Virtual Vixens: 3D Character Modeling and Scene Placement

1st Edition

Arndt von Koenigsmarck
July 26, 2007

Features software workshops for 3ds Max, Maya, CINEMA 4D, Lightwave, and Softimage XSI.Hot, hotter, hottest. See how today's leading modeling artists create 3D characters that sizzle and get the techniques you'll need to create your own virtual vixens.Steven Stahlberg, Liam Kemp, Marco Patrito, and...

Digital Art Masters: Volume 2

1st Edition

July 13, 2007

Meet some of the finest digital 2D and 3D artists working in the industry today, from Patrick Beaulieu, Philip Straub, Benita Winckler, Alessandro Baldasseroni to Khalid Al Muharraqi, Marcel Baumann and Marek Denko and see how they work. More than just a gallery book - in Digital Arts Masters each...

Secrets of Oscar-winning Animation: Behind the scenes of 13 classic short animations

1st Edition

Olivier Cotte
May 15, 2007

If you love animation then you're in for a treat! Olivier Cotte has gone behind-the-scenes of 13 of the greatest short animations ever made, interviewing the directors and close collaborators who made each one, to offer us a unique guide to classic techniques from the masters of their crafts....

Game Design: From Blue Sky to Green Light

1st Edition

Deborah Todd
February 23, 2007

This book takes a real-world, in-depth journey through the game-design process, from the initial blue sky sessions to pitching for a green light. The author discusses the decision and brainstorming phase, character development and story wrap, creation of content and context outlines, flowcharting...

Story and Simulations for Serious Games: Tales from the Trenches

1st Edition

Nick Iuppa, Terry Borst
November 15, 2006

How to create a simulation where participants have a sense of freedom and personal control while still maintaining the structure necessary for an effective story is a difficult task indeed. This book examines how to create an engaging, effective story (necessary to teach participants), while...