The Cartoon Guide to the Computer


Author: Larry Gonnick
Publisher: Harper Paperbacks
ISBN: 9780062730978
Category: Study Aids
Page: 256
View: 3207
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A fun and easy way to learn about computers, now redesigned to match the other cartoon guides. Illustrated with cartoons throughout.

The Cartoon Guide to Computer Science


Author: Larry Gonick
Publisher: HarperCollins Publishers
ISBN: N.A
Category: Caricatures and cartoons
Page: 248
View: 6155
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An introduction to computer science in cartoon format.

The Game Animator's Guide to Maya


Author: Michael McKinley
Publisher: John Wiley & Sons
ISBN: 0470099593
Category: Computers
Page: 243
View: 3095
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The Ultimate Resource for Professional Game Animators Game animation is a demanding art. Not only do you have to deliver realistic, beautiful animations, but you have to do so under strict real-time, video-game constraints. The Game Animator's Guide to Maya is your focused resource for using Maya to create professional-level game animations for console and PC games. Written by a game industry veteran and featuring interviews with professional animators and artists from around the country, this focused book features specific, detailed, real-world game animation techniques. It's the perfect reference and tutorial for those looking to develop or refine their game animation skills. The enclosed CD features more than $3000 worth of exclusive content, including models, high-resolution textures, animations, concept art, and animation reference videos. It also includes the Maya Personal Learning Edition and project files so you can complete the hands-on tutorials. The Game Animator's Guide to Maya gives you an insider's view of the animation business and teaches the skills necessary to animate everything from characters to vehicles to lip-synching audio. First, you'll get an introduction to the industry and typical game development pipelines, then learn rigging and animation basics before moving on to advanced techniques and the detailed tutorials. Inside, you'll find: * Game Career Guide: Industry information, demo reel advice, job descriptions, game asset pipeline overview * Animation Techniques: detailed explanation of animation terms, techniques, tools, concepts, and editors * Rigging and Animation Setup: IK and FK, joint hierarchies, skeleton controls, constraints, selection handles, and more * True Game Animation: real-world assignments that mimic the day-to-day jobs of professional game animators--walk cycles, run cycles, idle cycles, action sequences, lip-synching to audio, and more

Fun and Software

Exploring Pleasure, Paradox and Pain in Computing
Author: Olga Goriunova
Publisher: Bloomsbury Publishing USA
ISBN: 1623567564
Category: Social Science
Page: 296
View: 5232
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Fun and Software offers the untold story of fun as constitutive of the culture and aesthetics of computing. Fun in computing is a mode of thinking, making and experiencing. It invokes and convolutes the question of rationalism and logical reason, addresses the sensibilities and experience of computation and attests to its creative drives. By exploring topics as diverse as the pleasure and pain of the programmer, geek wit, affects of play and coding as a bodily pursuit of the unique in recursive structures, Fun and Software helps construct a different point of entry to the understanding of software as culture. Fun is a form of production that touches on the foundations of formal logic and precise notation as well as rhetoric, exhibiting connections between computing and paradox, politics and aesthetics. From the formation of the discipline of programming as an outgrowth of pure mathematics to its manifestation in contemporary and contradictory forms such as gaming, data analysis and art, fun is a powerful force that continues to shape our life with software as it becomes the key mechanism of contemporary society. Including chapters from leading scholars, programmers and artists, Fun and Software makes a major contribution to the field of software studies and opens the topic of software to some of the most pressing concerns in contemporary theory.

Wanting to Believe: A Critical Guide to The X-Files, Millennium and The Lone Gunmen


Author: Robert Shearman
Publisher: Mad Norwegian Press
ISBN: N.A
Category: Performing Arts
Page: 283
View: 2871
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In Wanting to Believe, acclaimed science-fiction writer Robert Shearman critiques and examines the whole of the X-Files universe, including the spin-off series Millennium and The Lone Gunmen. As such, this is one of — if not the only — guide of its kind to cover all 13 seasons of this extremely popular property. With this unauthorized guidebook, X-Files fans will be able to reevaluate these TV series with Shearman (World Fantasy Award winner, Hugo Award nominee, renowned playwright, writer on the new Doctor Who series and all-around nice guy) as he diligently comments upon all 282 X-Files-related episodes (and the two motion pictures), which form one of the most notable TV works of the 1990s — and is every bit as enjoyable today. Armed with Wanting to Believe, you will not only find yourself mulling over Shearman’s insights and opinions about The X-Files — you will want to pull your DVDs and re-watch this amazing and impressive series for yourself.

Level Up! The Guide to Great Video Game Design


Author: Scott Rogers
Publisher: John Wiley & Sons
ISBN: 1118877195
Category: Computers
Page: 552
View: 3694
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Want to design your own video games? Let expert Scott Rogersshow you how! If you want to design and build cutting-edge video games butaren’t sure where to start, then the SECOND EDITION of theacclaimed Level Up! is for you! Written by leading videogame expert Scott Rogers, who has designed the hits Pac ManWorld, Maximo and SpongeBob Squarepants, thisupdated edition provides clear and well-thought out examples thatforgo theoretical gobbledygook with charmingly illustrated conceptsand solutions based on years of professional experience. Level Up! 2nd Edition has been NEWLYEXPANDED to teach you how to develop marketable ideas, learn whatperils and pitfalls await during a game’s pre-production,production and post-production stages, and provide even morecreative ideas to serve as fuel for your own projectsincluding: Developing your game design from the spark of inspiration allthe way to production Learning how to design the most exciting levels, the mostprecise controls, and the fiercest foes that will keep your playerschallenged Creating games for mobile and console systems – includingdetailed rules for touch and motion controls Monetizing your game from the design up Writing effective and professional design documents with thehelp of brand new examples Level Up! 2nd Edition is includes all-new content, anintroduction by David “God of War” Jaffe andeven a brand-new chili recipe –making it an even moreindispensable guide for video game designers both “in thefield” and the classroom. Grab your copy of Level Up! 2nd Edition andlet’s make a game!

Scenic Art for the Theatre

History, Tools and Techniques
Author: Susan Crabtree,Peter Beudert
Publisher: Taylor & Francis
ISBN: 1136084290
Category: Performing Arts
Page: 414
View: 6091
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Now in its Third Edition, Scenic Art for the Theatre: History, Tools and Techniques continues to be the most trusted source for both student and professional scenic artists. With new information on scenic design using Photoshop, Paint Shop Pro and other digital imaging softwares this test expands to offer the developing artist more step-by-step instuction and more practical techniques for work in the field. It goes beyond detailing job functions and discussing techniques to serve as a trouble-shooting guide for the scenic artist, providing practical advice for everyday solutions.

Guide to Computer Animation

for tv, games, multimedia and web
Author: Marcia Kuperberg
Publisher: Taylor & Francis
ISBN: 1136134859
Category: Art
Page: 264
View: 818
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Any questions you have about 2D or 3D animation in this new digital age are answered in this comprehensive guide for all budding digital animators, games artists and media production students. It is lavishly illustrated with inspirational colour throughout to show you what you can achieve. Whether you want to create moving digital imagery for TV, computer games, or new media you need to understand the production and creative processes, the constraints of each and how they fit together. Ensure you have all you need at your fingertips to compete in this fast-moving arena with this unique book and web package. www.guide2computeranimation.com provides the moving imagery outcomes of some of the animation discussed in the case studies chapter, where top FrameStore-CRC and 3 Ring Circus creatives give you their invaluable behind the scenes perspectives. In addition there are non-software specific 3D tutorials and direct links to a comprehensive range of related websites with further downloadable resources to make sure you stay up-to-date. Marcia Kuperberg is Deputy Head of the School of Media, Arts & Technology, West Herts College, UK. Contributions are also included from Martin Bowman, Rob Manton and Alan Peacock.

The Complete Guide to Game Audio

For Composers, Musicians, Sound Designers, Game Developers
Author: Aaron Marks
Publisher: Taylor & Francis
ISBN: 1136059253
Category: Performing Arts
Page: 456
View: 2672
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Turn your musical passion into a profitable career with this essential guide to the business and technical skills you need to succeed in the multi-billion dollar games industry. Step-by-step instructions lead you through the entire music and sound effects process - from developing the essential skills and purchasing the right equipment to keeping your clients happy. Learn everything you need to: Find the jobs. Identify your niche, implement a business and marketing plan that includes a great demo reel, and plug into the established network to find clients. Make the deals. Make the bidding and contract process work for you by knowing the standard industry terminology, understanding how to set fees, and employing non-confrontational negotiating tactics to reach sound agreements that establish acceptable boundaries for change orders, reworks, payment options, and other essentials. Create music and sound effects for games. Master the exacting specifications for composing music and creating sound effects on the various gaming platforms and systems. The companion DVD features audio and cinematic examples, demos of useful sound editing and sequencing programs, and sample business contracts.

Re-Imagining Animation: The Changing Face of the Moving Image


Author: Paul Wells,Johnny Hardstaff
Publisher: AVA Publishing
ISBN: 2940373698
Category: Computers
Page: 191
View: 3327
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What’s new in animation? Find out! * Works from artists, animators, film-makers, scholars, archivists * Ideal for serious students of film making and animation In this detailed look at animation today, a series of intriguing case studies are explored from production to final outcome. Each one is considered in terms of meaning, purpose, and effect, then put into context as part of today’s animation culture. Hundreds of illustrations make it easy to follow experimental work from script to screen, exploring the intersections between animation, film, graphic design, and art. With insights from leading U.K. authors on animation, as well as Oscar-winning animators, artists, film makers, scholars, and archivists, Re-Imagining Animation offers the definitive look at animation today.

The Neatest Little Guide to Stock Market Investing

Fifth Edition
Author: Jason Kelly
Publisher: Penguin
ISBN: 1101615478
Category: Business & Economics
Page: 336
View: 589
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The essential stock market guide, now updated with even more timely and necessary information Now in its fifth edition, The Neatest Little Guide to Stock Market Investing has established itself as a clear, concise, and highly effective approach to stocks and investment strategy. Rooted in the principles that made it invaluable from the start, this completely revised and updated edition of The Neatest Little Guide to Stock Market Investing shares a wealth of information, including: •What has changed and what remains timeless as the economy recovers from the subprime crash •All-new insights from deep historical research showing which measurements best identify winning stocks •A rock-solid value averaging plan that grows 3 percent per quarter, regardless of the economic climate •An exclusive conversation with legendary Legg Mason portfolio manager Bill Miller, revealing what he learned from the crash and recovery •Thoroughly updated resources emphasizing online tools, the latest stock screeners, and analytical sites that best navigated recent trends Accessible and intelligent, The Neatest Little Guide to Stock Market Investing is what every investor needs to keep pace in the current market.

Дизайн привычных вещей


Author: Дональд Норман
Publisher: Litres
ISBN: 5457242978
Category: Business & Economics
Page: 5075
View: 6574
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«Дизайн привычных вещей» – это классическая книга Дональда Нормана о вещах, которые нас окружают, и том, почему они были созданы именно такими.Дональд Норман по полочкам раскладывает десятки предметов, которыми мы пользуемся ежедневно, интересно и аргументированно рассуждая об ошибках, совершенных при их проектировании. Красивое – это далеко не всегда еще и удобное. Порой чайник может быть опасным, а входная дверь способна вывести из состояния душевного равновесия.«Дизайн привычных вещей» – это настоящий справочник дизайнерских находок и ошибок. Книгу стоит прочитать как тем, кто создает дизайн, так и тем, кто его использует. Норман поможет им понять друг друга, делая окружающий мир лучше.

Guide to Academic Study


Author: N.A
Publisher: James Abela
ISBN: N.A
Category:
Page: N.A
View: 2696
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How to Draw and Sell Digital Cartoons


Author: Leo Hartas
Publisher: The Ilex Press Ltd
ISBN: 9781904705284
Category: Cartooning
Page: 160
View: 1024
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Computers play a role in the lives of many professional cartoonists. They can make the production process less time-consuming and, consequently, quicker and cheaper. How to Draw and Sell Digital Cartoons is written by an illustrator who employs both digital and traditional methods. It is full of advice on how to use computers to create cartoons and sell your work, and how to deliver it in the appropriate digital format.

How to Design Stained Glass


Author: Jennie French
Publisher: Courier Corporation
ISBN: 0486152480
Category: Crafts & Hobbies
Page: 176
View: 6576
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Basic principles, techniques of stained glass design. Topics include design sources, enlarging and reworking, flat and three-dimensional projects, drawing techniques, computer technology, more. 84 projects included. 209 illustrations.

Student's Guide to Music Tech. As, A2/Edex


Author: Rhinegold Publishing Limited
Publisher: Rhinegold Publishing Ltd
ISBN: 1904226752
Category:
Page: N.A
View: 4840
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The Complete Idiot's Guide to Graphic Design


Author: Marcia Layton Turner,Marjorie Crum
Publisher: Penguin
ISBN: 1440652155
Category: Design
Page: 320
View: 8980
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If you can dream it, you can design it. Whether your goal is to design your own marketing materials, launch a visually compelling blog, or just have some fun creating your own CD covers, The Complete Idiot's Guide® to Graphic Design is your one-stop reference. Presented in an intuitive, accessible format, here are the fundamental elements of design and design principles, as well as instruction on how to apply those elements and principles to a variety of projects. ?Covers art supplies, software, concept development, reproduction needs, and much more ?Sample projects include business cards, print and web ads, and graphic T-shirts ?Follows the success of other titles aimed at the aspiring artist, including the Complete Idiot's Guide® titles on digital photography, drawing, and manga

A Guide to Data Compression Methods


Author: David Salomon
Publisher: Springer Science & Business Media
ISBN: 9780387952604
Category: Computers
Page: 295
View: 9071
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A concise guide of essential data compression methods and algorithms for text, audio and imaging data.

The Analytical Writer

A College Rhetoric
Author: Adrienne Robins
Publisher: Rowman & Littlefield
ISBN: 9780939693351
Category: Language Arts & Disciplines
Page: 574
View: 1004
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In The Analytical Writing Adrienne Robins explains college writing as a process of discovery, as a series of strategies that any college student can learn to apply. All strategies explained in this text are based on sound theories of teaching writing and on the patterns of successful writers. Writing and thinking should not be separated, and presenting only the steps without the accompanying explanation of how they influence thinking would be of little more help than having no method at all. By using this text the students will see as they plan, draft, and revise how their writing helps clarify their thoughts. This clearly written and engaging textbook is illustrated by real examples of student writing and appropriate cartoons. The second edition was revised and updated based on the large-scale evaluation of the first edition completed by professors and students. The new edition reflects four essential values: recognizing the diversity of writing processes, the necessity of peer and teacher interaction with the writer on drafts, the integration of writing and reading, and the appropriate uses of technology. Specific features of this second edition include: -new writing samples -electronic citation formats -updated library use chapter with technological guidance -concise paragraph chapter -revised introduction and conclusion chapter -rhetorical as well as grammatical explanations for punctuation usage -new cartoons -exercises drawn from students' papers -a condensed chapter on research papers -and an expanded, and clearer, chapter on special assignments and other writing tasks A Collegiate Press book

Дневник слабака. Родрик рулит


Author: Джефф Кинни
Publisher: Litres
ISBN: 5040431171
Category: Juvenile Fiction
Page: N.A
View: 5746
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Грег Хэффли идёт в школу после летних каникул. Всё, чего он хочет сейчас, – стереть из памяти своего старшего брата Родрика, который узнал о Грегори кое-что очень постыдное. Грегори понимает, что Родрик готов рассказать всему свету об этом позоре... и готов на всё, чтобы этого не случилось.