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Foundations of Physically Based Modeling and Animation

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Donald H. 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...

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

William Turner, Steve Leonard
January 27, 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 23, 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 H. 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...

Successful ScrumButt: Learn to Modify Scrum Project Management for Student and Virtual Teams

Noah Dyer
December 15, 2016

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 "next month," but took many months or even years before it actually launched? Scrum may be the solution to such woes. It is a...

Making Deep Games: Designing Games with Meaning and Purpose

Doris C. Rusch
December 13, 2016

Like movies, television, and other preceding forms of media, video games are undergoing a dynamic shift in its content and perception. While the medium can still be considered in its infancy, the mark of true artistry and conceptual depth is detectable in the evolving styles, various genres and...

3D Photorealistic Rendering: Interiors & Exteriors with V-Ray and 3ds Max

Jamie Cardoso
November 14, 2016

Increase the photorealism of your 3d visualizations with enhanced toolsets of V-ray in 3ds Max. Full-color, step-by-step tutorials about techniques involved in creating photorealistic renders for interior/exterior scenes. Each tutorial includes a 3d project scene to guide you through, production...

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