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Computer Game And Film Graphics
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Book Synopsis Computer Game and Film Graphics by : Paul Byrne
Download or read book Computer Game and Film Graphics written by Paul Byrne and published by Heinemann-Raintree Library. This book was released on 2006 with total page 64 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book looks at the exciting world of games and graphic art. This book will help students discover and understand the world of computer generated art and inspire them to create their own art.
Book Synopsis Computer Game Graphics by : Liz Faber
Download or read book Computer Game Graphics written by Liz Faber and published by Watson-Guptill Publications. This book was released on 1998 with total page 156 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book chronicles the rapid graphic evolution of a multibillion-dollar industry and examines the enormous impact of computer games on our culture.
Download or read book Game Art written by Dave Morris and published by . This book was released on 2003 with total page 204 pages. Available in PDF, EPUB and Kindle. Book excerpt: A complete overview from history and application to projects and ideas to 500+ examples of today's hottest games.
Book Synopsis Computer Games and Film Graphics by : P. Byrne
Download or read book Computer Games and Film Graphics written by P. Byrne and published by . This book was released on 2007 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: Looks at how computers create images for use in films and computer games.
Book Synopsis Creative Computer Graphics by : Annabel Jankel
Download or read book Creative Computer Graphics written by Annabel Jankel and published by Cambridge University Press. This book was released on 1984-11-15 with total page 160 pages. Available in PDF, EPUB and Kindle. Book excerpt: Creative Computer Graphics presents the dynamic visual power of images created with computer technology. From the pioneering efforts in the 1950s to the current achievements of modern exponents in the US, UK, France and Japan, the book explores computer graphic images through the techniques and technology used to create them. Scientific research laboratories, video games, NASA space simulations, feature films, television advertising and industrial design are some of the areas where computer graphics has made an impact. The book traces the history, assesses the current state of the art and looks ahead to the future where computer graphic images and techniques are to become progressively more important as a means of expression and communication.
Book Synopsis 2D Graphics Programming for Games by : John Pile,Jr.
Download or read book 2D Graphics Programming for Games written by John Pile,Jr. and published by CRC Press. This book was released on 2016-04-19 with total page 240 pages. Available in PDF, EPUB and Kindle. Book excerpt: The success of Angry Birds, Peggle, and Fruit Ninja has proven that fun and immersive game experiences can be created in two dimensions. Furthermore, 2D graphics enable developers to quickly prototype ideas and mechanics using fewer resources than 3D.2D Graphics Programming for Games provides an in-depth single source on creating 2D graphics that c
Book Synopsis The Comic Book Story of Video Games by : Jonathan Hennessey
Download or read book The Comic Book Story of Video Games written by Jonathan Hennessey and published by Ten Speed Graphic. This book was released on 2017-10-03 with total page 192 pages. Available in PDF, EPUB and Kindle. Book excerpt: A complete, illustrated history of video games--highlighting the machines, games, and people who have made gaming a worldwide, billion-dollar industry/artform--told in a graphic novel format. Author Jonathan Hennessey and illustrator Jack McGowan present the first full-color, chronological origin story for this hugely successful, omnipresent artform and business. Hennessey provides readers with everything they need to know about video games--from their early beginnings during World War II to the emergence of arcade games in the 1970s to the rise of Nintendo to today's app-based games like Angry Birds and Pokemon Go. Hennessey and McGowan also analyze the evolution of gaming as an artform and its impact on society. Each chapter features spotlights on major players in the development of games and gaming that contains everything that gamers and non-gamers alike need to understand and appreciate this incredible phenomenon.
Book Synopsis The Art of Computer Game Design by : Linda L Crawford
Download or read book The Art of Computer Game Design written by Linda L Crawford and published by McGraw-Hill/Glencoe. This book was released on 1984-01-01 with total page 120 pages. Available in PDF, EPUB and Kindle. Book excerpt: Discusses the elements of games, surveys the various types of computer games, and describes the steps in the process of computer game development
Book Synopsis Understanding Motion Capture for Computer Animation by : Alberto Menache
Download or read book Understanding Motion Capture for Computer Animation written by Alberto Menache and published by Elsevier. This book was released on 2011-01-24 with total page 267 pages. Available in PDF, EPUB and Kindle. Book excerpt: Understanding Motion Capture for Computer Animation discusses the latest technology developments in digital design, film, games, medicine, sports, and security engineering. Motion capture records a live-motion event and translates it into a digital context. It is the technology that converts a live performance into a digital performance. In contrast, performance animation is the actual performance that brings life to the character, even without using technology. If motion capture is the collection of data that represents motion, performance animation is the character that a performer represents. The book offers extensive information about motion capture. It includes state-of-the-art technology, methodology, and developments in the current motion-capture industry. In particular, the different ways to capture motions are discussed, including using cameras or electromagnetic fields in tracking a group of sensors. This book will be useful for students taking a course about digital filming, as well as for anyone who is interested in this topic. - Completely revised to include almost 40% new content with emphasis on RF and Facial Motion Capture Systems - Describes all the mathematical principles associated with motion capture and 3D character mechanics - Helps you budget by explaining the costs associated with individualized motion capture projects
Book Synopsis Computer Games Designer by : Mark Featherstone
Download or read book Computer Games Designer written by Mark Featherstone and published by Heinemann-Raintree Library. This book was released on 2014 with total page 50 pages. Available in PDF, EPUB and Kindle. Book excerpt: People young and old love playing computer games, but what goes into making them? From simple games created by one person, to big blockbusters made by a huge team, there is an amazing range of games. Find out what's involved in developing computer games, the tools and skills you need, and the difficulties of managing a complex process.
Download or read book Game Anim written by Jonathan Cooper and published by CRC Press. This book was released on 2021-04-19 with total page 307 pages. Available in PDF, EPUB and Kindle. Book excerpt: The second edition of Game Anim expands upon the first edition with an all-new chapter on 2D and Pixel Art Animation, an enhanced mocap chapter covering the latest developments in Motion Matching, and even more interviews with top professionals in the field. Combined with everything in the first edition, this updated edition provides the reader with an even more comprehensive understanding of all areas of video game animation – from small indie projects to the latest AAA blockbusters. Key Features • New 2nd Edition Content: An all-new chapter on 2D and Pixel Art Animation, Motion Matching, and more • 20 Years of Insight: Accumulated knowledge from 2 decades of experience in all areas of game animation. • The 5 Fundamentals: Reinterprets the classic 12 animation principles and sets out 5 new fundamentals for great game animation. • Full Production Cycle: Walks through every stage of a game production from the animator’s perspective. • Animator Interviews: Notable game animators offer behind-the-scenes stories, tips, and advice. • Free Animation Rig: Free "AZRI" maya rig, tutorials and other resources on the accompanying website: www.gameanim.com/book About The Author Jonathan Cooper is an award-winning video game animator who has brought virtual characters to life professionally since 2000, leading teams on large projects such as the Assassin’s Creed and Mass Effect series, with a focus on memorable stories and characters and cutting-edge video game animation. He has since focused on interactive cinematics in the latest chapters of the DICE and Annie award-winning series Uncharted and The Last of Us. Jonathan has presented at the Game Developers Conference (GDC) in San Francisco and at other conferences across Canada and the United Kingdom. He holds a Bachelor of Design honors degree in animation.
Book Synopsis The Journal of Computer Game Design by :
Download or read book The Journal of Computer Game Design written by and published by . This book was released on 1990 with total page 16 pages. Available in PDF, EPUB and Kindle. Book excerpt:
Book Synopsis The Video Game Explosion by : Mark J. P. Wolf
Download or read book The Video Game Explosion written by Mark J. P. Wolf and published by Bloomsbury Publishing USA. This book was released on 2007-11-30 with total page 401 pages. Available in PDF, EPUB and Kindle. Book excerpt: The Video Game Explosion: A History from PONG to PlayStation and Beyond traces the growth of a global phenomenon that has become an integral part of popular culture today. All aspects of video games and gaming culture are covered inside this engaging reference, including the leading video game innovators, the technological advances that made the games of the late 1970s and those of today possible, the corporations that won and lost billions of dollars pursing this lucrative market, arcade culture, as well as the demise of free-standing video consoles and the rise of home-based and hand-held gaming devices. In the United States alone, the video game industry raked in an astonishing $12.5 billion last year, and shows no signs of slowing. Once dismissed as a fleeting fad of the young and frivolous, this booming industry has not only proven its staying power, but promises to continue driving the future of new media and emerging technologies. Today video games have become a limitless and multifaceted medium through which Fortune 50 corporations and Hollywood visionaries alike are reaching broader global audiences and influencing cultural trends at a rate unmatched by any other media.
Book Synopsis Pro Unity Game Development with C# by : Alan Thorn
Download or read book Pro Unity Game Development with C# written by Alan Thorn and published by Apress. This book was released on 2014-05-29 with total page 335 pages. Available in PDF, EPUB and Kindle. Book excerpt: In Pro Unity Game Development with C#, Alan Thorn, author of Learn Unity for 2D Game Development and experienced game developer, takes you through the complete C# workflow for developing a cross-platform first person shooter in Unity. C# is the most popular programming language for experienced Unity developers, helping them get the most out of what Unity offers. If you're already using C# with Unity and you want to take the next step in becoming an experienced, professional-level game developer, this is the book you need. Whether you are a student, an indie developer, or a season game dev professional, you'll find helpful C# examples of how to build intelligent enemies, create event systems and GUIs, develop save-game states, and lots more. You'll understand and apply powerful programming concepts such as singleton classes, component based design, resolution independence, delegates, and event driven programming. By the end of the book, you will have a complete first person shooter game up and running with Unity. Plus you'll be equipped with the know-how and techniques needed to deploy your own professional-grade C# games. If you already know a bit of C# and you want to improve your Unity skills, this is just the right book for you.
Download or read book Screenplay written by Geoff King and published by Wallflower Press. This book was released on 2002 with total page 242 pages. Available in PDF, EPUB and Kindle. Book excerpt: Hollywood film franchises are routinely translated into games and some game-titles make the move onto the big screen. This collection investigates the interface between cinema and games console or PC.
Book Synopsis The Video Game Theory Reader by : Mark J.P. Wolf
Download or read book The Video Game Theory Reader written by Mark J.P. Wolf and published by Routledge. This book was released on 2013-10-08 with total page 372 pages. Available in PDF, EPUB and Kindle. Book excerpt: In the early days of Pong and Pac Man, video games appeared to be little more than an idle pastime. Today, video games make up a multi-billion dollar industry that rivals television and film. The Video Game Theory Reader brings together exciting new work on the many ways video games are reshaping the face of entertainment and our relationship with technology. Drawing upon examples from widely popular games ranging from Space Invaders to Final Fantasy IX and Combat Flight Simulator 2, the contributors discuss the relationship between video games and other media; the shift from third- to first-person games; gamers and the gaming community; and the important sociological, cultural, industrial, and economic issues that surround gaming. The Video Game Theory Reader is the essential introduction to a fascinating and rapidly expanding new field of media studies.
Book Synopsis Game Design Foundations by : Roger Pedersen
Download or read book Game Design Foundations written by Roger Pedersen and published by Jones & Bartlett Publishers. This book was released on 2009-06-23 with total page 400 pages. Available in PDF, EPUB and Kindle. Book excerpt: Game Design Foundations, Second Edition covers how to design the game from the important opening sentence, the "One Pager" document, the Executive Summary and Game Proposal, the Character Document to the Game Design Document. The book describes game genres, where game ideas come from, game research, innovation in gaming, important gaming principles such as game mechanics, game balancing, AI, path finding and game tiers. The basics of programming, level designing, and film scriptwriting are explained by example. Each chapter has exercises to hone in on the newly learned designer skills that will display your work as a game designer and your knowledge in the game industry.