Digital Design in Action Creative Solutions for Designers Digital design is not only about creating visually appealing products and promotions; it needs to possess a practical aspect in addition to being aesthetically appealing. Digital Design in Action explores these pragmatic applications and the creative design aspects for various mediums including the web apps ePub visual presentations and PDF. Using the latest digital publishing tools and a project-based pedagogy this book includes projects ranging from real-world to experimental. Each chapter contains the perfect balance of vibrant figures techniques and applications to help guide the reader into harnessing their inner potential. Key Features Presents methodologies used to deploy layouts for multiple digital output using the latest tools and techniques Includes a supporting companion website containing digital examples plus all exercise files and supporting art Contains end-of-chapter exercises and real-world and experimental projects Structured to help design students create dynamic content in class and on the job later down the line. | Digital Design in Action Creative Solutions for Designers GBP 44.99 1
Essential Skills in Character Rigging Character rigging is the method with which you create a system for animating a character. A rig is represented by two primary mechanics: the skeleton consisting of hierarchical rotations to drive the motions and a skin or method of deforming the geometry that makes up the character model. Essential Skills in Character Rigging is a beginner‘s guide to learning and understanding the essential aspects of character setup evaluation skeletal construction and deformation. Borrowing from the author‘s extensive experience in the field it presents the primary theories constructs and objectives for constructing a basic rig from the ground up just as it would be done in a professional studio. The book explains the basic elements of hierarchies skeletons kinematics deformation skinning and creating relationships between nodes. It gives hands-on experience with taking a completed character model and setting it up with a skeleton with kinematics and soft-skin deformation. It also gives specific instructions on using inverse kinematics systems and how to set up the essential mechanics of a human rig with these systems. All of these lessons are conducted using a simplistic conversational style that keeps technical and mathematical jargon to a minimum. The book also includes video tutorials corresponding to specific modules. Essential Skills in Character Rigging takes aspiring character artists through the vital components in the process of taking a 3D character model and turning it into an animatable rig that is ready for production in film or games. It identifies the universal fundamentals at work behind character rigging and the practical complexities of the process are broken down into simple steps that are easy to comprehend and execute. GBP 175.00 1
Procedural Generation in Game Design Making a game can be an intensive process and if not planned accurately can easily run over budget. The use of procedural generation in game design can help with the intricate and multifarious aspects of game development; thus facilitating cost reduction. This form of development enables games to create their play areas objects and stories based on a set of rules rather than relying on the developer to handcraft each element individually. Readers will learn to create randomized maps weave accidental plotlines and manage complex systems that are prone to unpredictable behavior. Tanya Short’s and Tarn Adams’ Procedural Generation in Game Design offers a wide collection of chapters from various experts that cover the implementation and enactment of procedural generation in games. Designers from a variety of studios provide concrete examples from their games to illustrate the many facets of this emerging sub-discipline. Key Features: Introduces the differences between static/traditional game design and procedural game design Demonstrates how to solve or avoid common problems with procedural game design in a variety of concrete ways Includes industry leaders’ experiences and lessons from award-winning games World’s finest guide for how to begin thinking about procedural design GBP 52.99 1
Topics in Graph Theory Graphs and Their Cartesian Product From specialists in the field you will learn about interesting connections and recent developments in the field of graph theory by looking in particular at Cartesian products-arguably the most important of the four standard graph products. Many new results in this area appear for the first time in print in this book. Written in an accessible way this book can be used for personal study in advanced applications of graph theory or for an advanced graph theory course. | Topics in Graph Theory Graphs and Their Cartesian Product GBP 56.99 1
Lessons in Play An Introduction to Combinatorial Game Theory Second Edition This second edition of Lessons in Play reorganizes the presentation of the popular original text in combinatorial game theory to make it even more widely accessible. Starting with a focus on the essential concepts and applications it then moves on to more technical material. Still written in a textbook style with supporting evidence and proofs the authors add many more exercises and examples and implement a two-step approach for some aspects of the material involving an initial introduction examples and basic results to be followed later by more detail and abstract results. FeaturesEmploys a widely accessible style to the explanation of combinatorial game theory Contains multiple case studies Expands further directions and applications of the field Includes a complete rewrite of CGSuite material | Lessons in Play An Introduction to Combinatorial Game Theory Second Edition GBP 42.99 1
Data Visualization in Excel A Guide for Beginners Intermediates and Wonks This book closes the gap between what people think Excel can do and what they can achieve in the tool. Over the past few years recognition of the importance of effectively visualizing data has led to an explosion of data analysis and visualization software tools. But for many people Microsoft Excel continues to be the workhorse for their data visualization needs not to mention the only tool that many data workers have access to. Although Excel is not a specialist data visualization platform it does have strong capabilities. The default chart types do not need to be the limit of the tool’s data visualization capabilities and users can extend its features by understanding some key elements and strategies. Data Visualization in Excel provides a step-by-step guide to creating more advanced and often more effective data visualizations in Excel and is the perfect guide for anyone who wants to create better more effective and more engaging data visualizations. | Data Visualization in Excel A Guide for Beginners Intermediates and Wonks GBP 26.99 1
Making with Data Physical Design and Craft in a Data-Driven World How can we give data physical form? And how might those creations change the ways we experience data and the stories it can tell? Making with Data: Physical Design and Craft in a Data-Driven World provides a snapshot of the diverse practices contemporary creators are using to produce objects spaces and experiences imbued with data. Across 25+ beautifully-illustrated chapters international artists designers and scientists each explain the process of creating a specific data-driven piece—illustrating their practice with candid sketches photos and design artifacts from their own studios. The author website featuring updates and more information about the projects behind the book can be found here: https://makingwithdata. org/. Featuring influential voices in computer science data science graphic design art craft and architecture Making with Data is accessible and inspiring for enthusiasts and experts alike. | Making with Data Physical Design and Craft in a Data-Driven World GBP 42.99 1
Video Game Law Everything you need to know about Legal and Business Issues in the Game Industry Video Game Law is aimed at game developers and industry professionals who want to better understand the industry or are in need of expert legal guidance. Given the rise in international competition the increasing complexity of video game features and the explosive growth of the industry in general game developers can quickly find themselves in serious trouble becoming vulnerable to copyright infringement claims piracy and even security breaches. Not every video game company has the financial resources to retain in-house counsel–which Video Game Law seeks to address by discussing many of the common pitfalls legal questions and scenarios facing the industry. S. Gregory Boyd Brian Pyne and Sean F. Kane the most prominent sought after and respected video game attorneys in the country break down the laws and legal concepts that every game developer and industry professional needs to know in order to better protect their game and grow their company. KEY FEATURES:• Provides a solid understanding of intellectual property (IP) concepts and laws includingcopyright trademark trade secret and other protections that apply to video games andhow each can be employed to protect a company’s unique and valuable IP• Explores cutting edge legal issues that affect the gaming industry including gambling virtual currency privacy laws the Digital Millennium Copyright Act tax incentives andrelevant piracy laws• Provides an overview of legal and privacy vocabulary and concepts needed to navigateand succeed in an industry that is constantly growing and evolving• Provides illustrative examples and legal concepts from the video game industry in everychapter | Video Game Law Everything you need to know about Legal and Business Issues in the Game Industry GBP 62.99 1
Digital Creature Rigging The Art and Science of CG Creature Setup in 3ds Max Get an inside look at the creation of production-ready creature rigs for film TV and video games. Garner strategies and techniques for creating creatures of all types and make them ready for easy automatic use in many different types of media (transmedia): film TV games - one rig for all. You will move step by step from idea to concept and finally to completion through a proven production-pipeline. Digital Creature Rigging gives you the practical hands-on approaches to rigging you need with a theoretical look at 12 rigging principles and plenty of tips tricks and techniques to get you up and running quickly. This is the definitive guide to creating believe production-ready creature rigs with 3ds Max. The companion web site has all scene files scripts tutorials from the book. | Digital Creature Rigging The Art and Science of CG Creature Setup in 3ds Max GBP 180.00 1
Machines Who Think A Personal Inquiry into the History and Prospects of Artificial Intelligence This book is a history of artificial intelligence that audacious effort to duplicate in an artifact what we consider to be our most important property—our intelligence. It is an invitation for anybody with an interest in the future of the human race to participate in the inquiry. | Machines Who Think A Personal Inquiry into the History and Prospects of Artificial Intelligence GBP 170.00 1
Blender for Animation and Film-Based Production See Why Blender Is Right for Your Studio‘s Pipeline Blender for Animation and Film-Based Production explores why Blender is ideal for animation films. It demonstrates Blender‘s capability to do the job in each production department. Whether you are a beginner or more advanced user you‘ll see why Blender should be taken into consideration in animation and film production. This Blender reference will help you: Manage your projects from start to finish Understand the different stages in any animation production See how studios work and develop their animation projects Describing the versatility and power of Blender the book shows you why studios should incorporate Blender in their pipeline. It avoids tedious tutorials and incomprehensible examples. Instead the book guides you toward finding efficient solutions for issues with your production files or pipeline. It familiarizes you with the animation industry and explores the risks involved in choosing Blender as a primary tool in animation studios. GBP 175.00 1
The Computer as Crucible An Introduction to Experimental Mathematics Keith Devlin and Jonathan Borwein two well-known mathematicians with expertise in different mathematical specialties but with a common interest in experimentation in mathematics have joined forces to create this introduction to experimental mathematics. They cover a variety of topics and examples to give the reader a good sense of the current state of play in the rapidly growing new field of experimental mathematics. The writing is clear and the explanations are enhanced by relevant historical facts and stories of mathematicians and their encounters with the field over time. | The Computer as Crucible An Introduction to Experimental Mathematics GBP 180.00 1
Game AI Pro 2 Collected Wisdom of Game AI Professionals Game AI Pro2: Collected Wisdom of Game AI Professionals presents cutting-edge tips tricks and techniques for artificial intelligence (AI) in games drawn from developers of shipped commercial games as well as some of the best-known academics in the field. It contains knowledge advice hard-earned wisdom and insights gathered from across the community of developers and researchers who have devoted themselves to game AI. In this book 47 expert developers and researchers have come together to bring you their newest advances in game AI along with twists on proven techniques that have shipped in some of the most successful commercial games of the last few years. The book provides a toolbox of proven techniques that can be applied to many common and not-so-common situations. It is written to be accessible to a broad range of readers. Beginners will find good general coverage of game AI techniques and a number of comprehensive overviews while intermediate to expert professional game developers will find focused deeply technical chapters on specific topics of interest to them. Covers a wide range of AI in games with topics applicable to almost any gameTouches on most if not all of the topics necessary to get started in game AIProvides real-life case studies of game AI in published commercial gamesGives in-depth technical solutions from some of the industry’s best-known gamesIncludes downloadable demos and/or source code available at http://www. gameaipro. com | Game AI Pro 2 Collected Wisdom of Game AI Professionals GBP 68.99 1
The Baseball Mysteries Challenging Puzzles for Logical Detectives The Baseball Mysteries: Challenging Puzzles for Logical Detectives is a book of baseball puzzles logical baseball puzzles. To jump in all you need is logic and a casual fan’s knowledge of the game. The puzzles are solved by reasoning from the rules of the game and a few facts. The logic in the puzzles is like legal reasoning. A solution must argue from evidence (the facts) and law (the rules). Unlike legal arguments however a solution must reach an unassailable conclusion. There are many puzzle books. But there’s nothing remotely like this book. The puzzles here while rigorously deductive are firmly attached to actual events to struggles that are reported in the papers every day. The puzzles offer a unique and scintillating connection between abstract logic and gritty reality. Actually this book offers the reader an unlimited number of puzzles. Once you’ve solved a few of the challenges here every boxscore you see in the papers or online is a new puzzle! It can be anywhere from simple to complex to impossible. For anyone who enjoys logical puzzles. For anyone interested in legal reasoning. For anyone who loves the game of baseball. Jerry Butters has a BA in mathematics from Oberlin College and an MS in mathematics and a PhD in economics from the University of Chicago. He taught mathematics for two years at Mindanao State University in the Philippines as a Peace Corps volunteer. He taught economics for five years at Princeton University. For most of his career he worked on consumer protection cases and policy issues at the Federal Trade Commission. In his retirement he has become a piano teacher and performer. He enjoys hobbies ranging from reading Chinese to practicing Taiji. This book is an outgrowth of another of his hobbies—his love of designing and solving puzzles of all sorts. Jim Henle has a BA in mathematics from Dartmouth College and a PhD from M. I. T. He taught for two years at U. P. Baguio in the Philippines as a Peace Corps volunteer two years at a middle school as alternative service and 42 years at Smith College. His research is primarily in logic and set theory with additional papers in geometry graph theory number theory games economics and music. He edited columns for The Mathematical Intelligencer. He authored or co-authored five books. His most recent book The Proof and the Pudding compares mathematics and gastronomy. He has collaborated with Jerry on puzzle papers and chamber music concerts. | The Baseball Mysteries Challenging Puzzles for Logical Detectives GBP 22.99 1
Winning Ways for Your Mathematical Plays Volume 1 This classic on games and how to play them intelligently is being re-issued in a new four volume edition. This book has laid the foundation to a mathematical approach to playing games. The wise authors wield witty words which wangle wonderfully winning ways. In Volume 1 the authors do the Spade Work presenting theories and techniques to dissect games of varied structures and formats in order to develop winning strategies. | Winning Ways for Your Mathematical Plays Volume 1 GBP 180.00 1
Game Development and Simulation with Unreal Technology Second Edition Dr. Alireza Tavakkoli’s Game Development and Simulation with Unreal Technology covers the latest version of Unreal Technology. Since the 1990s Epic Games Inc. has been leading the revolution of gaming graphics and Artificial Intelligence. Now unreal technology is one of the most potent and prominent engines that is currently used in games. Its influence can be spotted in classic triple A titles like Fortnite Gears of War 2 Borderlands 2 and XCOM: Enemy Unknown. Tavakkoli goes into detail concerning the creation of game level designs blueprint coding shader programing as well as artificial intelligence concepts to help readers in creating their own games. Game Development also includes a number of practice friendly extensions and concept modules to help solidify the reader’s understanding of concepts and techniques. The book is divided into three sections that act as building blocks in order to facilitate the comprehension of the material. Key Features: Provides beginner level through advanced concepts in blueprint programming with the Unreal Engine 4. 18 Hundreds of small/mid-scale projects developed as concept examples throughout the book which can be utilized in more comprehensive entertaining interactive computer simulations and games Chapter exercises will take the readers’ understanding of Unreal Engine to the next level. | Game Development and Simulation with Unreal Technology Second Edition GBP 59.99 1
Surviving Game School...and the Game Industry After That Surviving Game School speaks about what to expect in a top game design or game development college program and what to expect once students get out. Making games is not at all the same as playing games. Uncommonly blunt the book reveals the rigors – and the joys – of working in this industry. Along the way the book touches on themes of time management creativity teamwork and burnout. The authors explore the impact working in the game industry can have on personal relationships and family life. The book closes with advice about life’s goals and building and keeping a sensible balance between work and everything else. Key Features: What you can expect from a top college Game Design Program from an experienced college professor What to expect while working in the games industry from 25-year veteran game developer. How to find an industry job after gaining a relevant college degree How to build and maintain a satisfying career in the games industry | Surviving Game School…and the Game Industry After That GBP 46.99 1
Student Handbook for Discrete Mathematics with Ducks SRRSLEH Student Handbook for Discrete Mathematics with Ducks is a Student Reference Review Supplemental Learning and Example Handbook (SRRSLEH) that mirrors the content of the author‘s popular textbook Discrete Mathematics with Ducks (DMwD). This handbook provides a review of key material illustrative examples and new problems with accompanying solutions that are helpful even for those using a traditional discrete mathematics textbook. Every chapter in SRRSLEH matches the corresponding chapter of DMwD. Chapters in SRRSLEH contain the following: A list of the notation introduced in the corresponding chapter A list of definitions that students need to know from the corresponding chapter Theorems/facts of note appearing in the corresponding chapter A list of proof techniques introduced with templates and/or examples given for each one A selection of examples from DMwD written out formally and briefly rather than colloquially as in DMwD A quick refresher for any discrete math student this handbook enables students to find information easily and reminds them of the terms and results they should know during their course. Read reviews of DMwD. | Student Handbook for Discrete Mathematics with Ducks SRRSLEH GBP 180.00 1
Origami 4 The connections between origami mathematics science technology and education have been a topic of considerable interest now for several decades. While many individuals have happened upon discrete connections among these fields during the twentieth century the field really took off when previously isolated individuals began to make stronger connections with each other through a series of conferences exploring the links between origami and the outside world. The Fourth International Meeting on Origami in Science Mathematics and Education (4OSME) held in September 2006 at the California Institute of Technology in Pasadena California brought together an unprecedented number of researchers presenting on topics ranging from mathematics to technology to educational uses of origami to fine art and to computer programs for the design of origami. Selected papers based on talks presented at that conference make up the book you hold in your hands. | Origami 4 GBP 180.00 1
Foundations of Physically Based Modeling and Animation 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-generated worlds are brought to life. Physically Based Modeling and Animation goes behind the scenes of computer animation and details the mathematical and algorithmic foundations that are used to determine the behavior underlying the movement of virtual objects and materials. Dr. Donald House and Dr. John Keyser offer an approachable hands-on view of the equations and programming that form the foundations of this field. They guide readers from the beginnings of modeling and simulation to more advanced techniques enabling them to master what they need to know in order to understand and create their own animationsEmphasizes the underlying concepts of the field and is not tied to any particular software package language or API. Develops concepts in mathematics physics numerical methods and software design in a highly integrated way enhancing both motivation and understanding. Progressively develops the material over the book starting from very basic techniques and building on these to introduce topics of increasing complexity. Motivates the topics by tying the underlying physical and mathematical techniques directly to applications in computer animation. | Foundations of Physically Based Modeling and Animation GBP 46.99 1
Game Audio Programming 2 Principles and Practices Welcome to the second volume of Game Audio Programming: Principles and Practices – the first series of its kind dedicated to the art of game audio programming! This volume features more than 20 chapters containing advanced techniques from some of the top game audio programmers and sound designers in the industry. This book continues the tradition of collecting more knowledge and wisdom about game audio programming than any other volume in history. Both audio programming beginners and seasoned veterans will find content in this book that is valuable with topics ranging from extreme low-level mixing to high-level game integration. Each chapter contains techniques that were used in games that have shipped and there is a plethora of code samples and diagrams. There are chapters on threading DSP implementation advanced middleware techniques in FMOD Studio and Audiokinetic Wwise ambiences mixing music and more. This book has something for everyone who is programming audio for a game: programmers new to the art of audio programming experienced audio programmers and those souls who just got assigned the audio code. This book is for you! | Game Audio Programming 2 Principles and Practices GBP 44.99 1
Song of Two Worlds In Alan Lightman's new book a verse narrative we meet a man who has lost his faith in all things following a mysterious personal tragedy. After decades of living hung like a dried fly emptied and haunted by his past the narrator awakens one morning revitalized and begins a Dante-like journey to find something to believe in first turning to the world of science and then to the world of philosophy religion and human life. As his personal story is slowly revealed little by little we confront the great questions of the cosmos and of the human heart some questions with answers and others without. | Song of Two Worlds GBP 69.99 1
HTML5 Game Development from the Ground Up with Construct 2 Written for the new generation of hobbyists and aspiring game developers HTML5 Game Development from the Ground Up with Construct 2 shows you how to use the sophisticated yet user-friendly HTML5-based game engine Construct 2 to develop and release polished two-dimensional games on a multitude of different platforms. The book also covers the foundational knowledge of game analysis and design based on the author‘s research and teaching experiences at DigiPen Institute of Technology James Cook University and other institutions. The author first helps you understand what really matters in games. He guides you in becoming a better game designer from the ground up being able to play any game critically and expressing your ideas in a clear and concise format. The book then presents step-by-step tutorials on designing games. It explains how to build an arcade-style game as well as a platformer integrating some physics elements. It also shows you how to create a more complex puzzle game the author‘s own published game Turky on the Run. Lastly the book discusses different ways to deploy and monetize games across several platforms including Facebook iOS Android and web-based marketplaces. Sample Construct 2 project files for the games designed in the book are available on the author‘s website. Integrating hands-on guidance with theoretical game design concepts this book gives you a solid foundation in game development. It will help you advance in your journey as an indie game developer. GBP 175.00 1
GPU Pro 360 Guide to Geometry Manipulation Wolfgang Engel’s GPU Pro 360 Guide to Geometry Manipulation gathers all the cutting-edge information from his previous seven GPU Pro volumes into a convenient single source anthology that covers geometry manipulation in computer graphics. This volume is complete with 19 articles by leading programmers that focus on the ability of graphics processing units to process and generate geometry in exciting ways. GPU Pro 360 Guide to Geometry Manipulation is comprised of ready-to-use ideas and efficient procedures that can help solve many computer graphics programming challenges that may arise. Key Features: Presents tips and tricks on real-time rendering of special effects and visualization data on common consumer software platforms such as PCs video consoles mobile devices Covers specific challenges involved in creating games on various platforms Explores the latest developments in the rapidly evolving field of real-time rendering Takes a practical approach that helps graphics programmers solve their daily challenges GBP 44.99 1
Blender 2D Animation The Complete Guide to the Grease Pencil This book describes how to access the Grease Pencil component in Blender and create 2D Animation within the Blender 3D environment. It is assumed that the reader has no previous knowledge of the Blender program and treats 2D Animation using the Grease Pencil as a standalone application. Grease Pencil is a component of the 3D modeling and animation program Blender. Blender is a free open-source 3D Computer Graphics software toolset used for creating animated films visual effects art 3D printed models motion graphics interactive 3D applications virtual reality and computer games. Key Features: The first comprehensive beginner's guide to the Grease Pencil component of Blender Facets of operation are explained in short concise chapters with cross references Written instruction is accompanied by diagram illustrations in reference to the program's Graphical User Interface The book is also available in a discounted set along with The Complete Guide to Blender Graphics: Computer Modeling & Animation. | Blender 2D Animation The Complete Guide to the Grease Pencil GBP 44.99 1