Average customer rating:
- A Very Helpful Book
- Haven't Used it just yet...
- If you want to know how to make a MOD or GAME... Get This...
- Very good book
- Top Notch Book!
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Mastering Unreal Technology: The Art of Level Design
Jason Busby ,
Zak Parrish , and
Joel VanEenwyk
Manufacturer: Sams
ProductGroup: Book
Binding: Paperback
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Game Level Design (Game Development Series)
ASIN: 0672326922 |
Book Description
Let your imagination run wild in the world of Unreal Technology. Mastering Unreal Technology: The Art of Level Design knows no boundaries as it shows you how to build custom mods, maps and levels with the Unreal engine. Its tutorial format will give you immediate results through the tips and demos provided from the industry's top level designers. Learn to create your own characters, weapons and gaming environments, as well as how to go beyond the Unreal environment and export custom elements from 3D modeling applications. A CD that contains the Unreal Engine, graphics, examples and code is also included, giving you everything you need to create custom levels in Unreal or build your own games and virtual environments. Mastering Unreal Technology will help put you on the cutting-edge of gaming technology.
Customer Reviews:
A Very Helpful Book.......2007-09-21
I am a Game Art Development student, and this book has been indespensible in aiding in my understanding of the Unreal Editor. Without this book, I'm sure that it would've taken me waaaaayyy longer to get things done than the limited time that I had. Even though the book is more expensive than the game itself, it is a must have for any aspiring modder or game creator.
Haven't Used it just yet..........2007-08-04
I just bought this book, and although It seems like it's going to be great, my major problem is finding either Maya PLE 5.0's registration number, or Maya 7.0 PLE and its registration number.
the Autodesk site only has Maya PLE 8.5 to download and there are only plug-ins for Unreal for Maya 5.0 PLE and Maya 7.0 PLE (note: there is no version for the regular Maya)
So it kind of leaves you stuck with nothing to use. There is also nothing on the net about it either.
If you want to know how to make a MOD or GAME... Get This..........2007-05-12
Wow, it Big, It heavy and yes my Friends it is a red Brick, But it well worth ever cent and every page. Packed full of Useful Information and Helpful Tutorials it writen with the Lamen in mind. and take you into the Skills needed to make almost a full game. The one thing it lacks is the swcripting language section. But this is forgivable as it would make the book way bigger and much more complex to read if you a new guy trying to make a few little Deathmatch levels.
Very good book.......2007-04-10
This book is very complete and very easy to follow. Get the videos from 3dbuzz and the planetunreal tutorials and you'll be making great levels in no time.
Also great is the coverage static meshes and character production in maya and export to unrealed.
Top Notch Book!.......2007-03-09
Anyone who wants to learn how to use the Unreal Engine should buy this bible, yes it is a bible, because without this book you would be lost, the second cd to the Unreal game which is all videos really isn't enough, this book will cover everything about the Unreal!
Definitely a good buy!
Book Description
Let this in-depth professional book be your guide to Blender, the powerful open-source 3D modeling and animation software that will bring your ideas to life. Using clear step-by-step instruction and pages of real-world examples, expert animator Tony Mullen walks you through the complexities of modeling and animating, with a special focus on characters. From Blender basics to creating facial expressions and emotion to rendering, you’ll jump right into the process and learn valuable techniques that will transform your movies.
Note: CD-ROM/DVD and other supplementary materials are not included as part of eBook file.
Customer Reviews:
Excellent!.......2007-08-25
If you are new to Blender and 3d animation, this book will help you to "open your mind to the possibilities". You will learn to build and animate your own character step by step. Easy to follow and very well explained. The included DVD has a lot of animation samples and source files used in the book. Go for it!
Great Blender Intro and Character Design.......2007-08-17
Of all the books I've read on 3D, this is the first that actually has been useful and direct to me. I have been using Blender 3D for a year now, but I found that there was alot of cool features that I missed that I then learned from this book.
Besides a great introduction, this book flows smoothly with the creation of a face from only a reference photo (with all the intermediate steps to get there), and then the rest of the book is showing how to build a a fully rigged (ready for animation) character from scratch. I am so amazed with this book.
This is a definitely a worthwhile book. I teach Blender 3D for a organization at Texas A&M University, and I suggest this to them all.
Animation Motivated Novices .......2007-08-13
Great book for the Blender Project. The intro says it all, for Blender Pros and highly motivated novices. Great tutorial and all the pieces included on CD.
excellent deal.......2007-06-13
This product arrived around a month from the day the purchase was made. the product arrived in excellent conditions, And I also found it{s cheaper than in other websites.
Exactly what I needed........2007-06-01
I've been learning Blender for a while now, piecing it together from stray tutorials and such, but with this very affordable book, I've found exactly what I needed. I already knew a lot of what the book covers, but it helped fill in some gaps that most online tutorials take for granted, and gave me a whole, more complete view of how to go about my business with Blender. I would definately buy another book from this author.
Book Description
This completely updated second edition illustrates the mathematical concepts that a game programmer would need to develop a professional-quality 3D engine. Although the book is geared toward applications in game development, many of the topics appeal to general interests in 3D graphics. It starts at a fairly basic level in areas such as vector geometry and linear algebra, and then progresses to more advanced topics in 3D game programming such as illumination and visibility determination. Particular attention is given to derivations of key results, ensuring that the reader is not forced to endure gaps in the theory. The book assumes a working knowledge of trigonometry and calculus, but also includes sections that review the important tools used from these disciplines, such as trigonometric identities, differential equations, and Taylor series.
Customer Reviews:
One of a kind.......2007-03-23
As a professional 3D graphics programmer, I can not stress enough the quality of this book. This book covers 3D math fundamentals, algorithms, and it is complete with easy to understand (!) proofs. The math is difficult because there is so many problems to be solved in 3D (and they draw from many different branches of mathematics), but it is written in such a clear way that every topic is made approachable. Unlike esoteric Ph. D papers, you aren't assumed to have any specific knowledge of math idioms or jargon. You simply need a decent grasp of college calculus and trigonometry to make the most of it. There are a few samples too to test your knowledge.
Expect to spend at least a solid year to really make the use of this book. Treat it as you would a two - three semester course in college. During this process, you'll find yourself occasionally wanting to get more practice and referring to a respective book on it.
If you could only own two books for 3D programming, buy this first and buy Ericson's book on collision detection next.
In summary, Eric Lengyel's attention to detail and mastery of 3D math / algorithms really shines and this book is an example of it.
Great book.......2007-03-08
This book is great for anyone interested in computer graphics. Even for people who do not have a lot of math/graphics experience, this book starts you off with the basics of vectors and matrices and has exercises/solutions for each chapter. It saves you the time of looking through your old linear algebra and differential equation math books and contains the must know information you will use as a graphics programmer.
Math majors rejoice.......2007-03-02
To be honest, while I find this book to be a decent reference, I find it to be pretty inaccessible in terms of sitting down and reading through it in an attempt to learn the concepts. As a non-math major (I'm actually an engineer and software developer) these math concepts are by no means beyond me. But rather than simply being presented with equation after equation, proof after proof, what I find a lot more valuable is more discussion on the usage of these equations. Specifically I'd like to see examples, diagrams, and code, and there is precious little of any of that in this book.
In other words, this book is very much like what you expect to find in a very dry upper devision college math text for the consumption of math majors who are used to such things. But for a non math major just trying to make use of these concepts in order to get the job done and make games? eh, not so much.
Still, I do think this book is useful as a reference when I want to look up an equation as there are a ton of them crammed into this book, but for me, I just don't find this book to be very good as a learning tool.
Great book on the math needed for 3D games and graphics.......2006-11-27
This book illustrates the mathematics that a game programmer would need to develop a professional-quality 3D engine. Although the book is geared toward applications in game development, many of the topics appeal to general interests in 3D graphics. It starts at a fairly basic level in areas such as vector geometry and linear algebra, and then progresses to more advanced topics in 3D game programming such as illumination, visibility determination, and collision detection. Particular attention is given to derivations of key results, ensuring that the reader is not forced to endure gaps in the theory. The book assumes a working knowledge of trigonometry and calculus, but also includes sections that review the important tools used from these disciplines, such as trigonometric identities, differential equations, and Taylor series. This book has plenty of examples and figures, making it much more illustrative than your average math book. I highly recommend it to anyone interested in implementing more advanced mathematics into their games or graphics applications. The following is the table of contents for this second edition:
Chapter 0 The Rendering Pipeline (NEW)
Chapter 1 Vectors
Chapter 2 Matrices
Chapter 3 Transforms
Chapter 4 3D Engine Geometry
Chapter 5 Ray Tracing
Chapter 6 Illumination
Chapter 7 Visibility Determination
Chapter 8 Collision Detection
Chapter 9 Polygonal Techniques
Chapter 10 Shadows (NEW)
Chapter 11 Linear Physics
Chapter 12 Rotational Physics
Chapter 13 Fluid Simulation
Chapter 14 Numerical Methods (NEW)
Chapter 15 Curves and Surfaces (NEW)
Appendix A Complex Numbers
Appendix B Trigonometry Reference
Appendix C Coordinate Systems
Appendix D Taylor Series
Appendix E Answers to Exercises
Note that there are four new chapters in this second edition.
An Essential Source for Robust 3D Graphics Engine Design.......2004-11-21
I have not yet been able to purchase the second edition of this book. However, since it is a refinement of the first edition, I feel that I am somewhat competent to review this later version of Lengyel's text on this knowledge of the fundamental chapters which are included in both editions.
Definitely, the subject of 3D Computer Graphics draws programmers and gamers inward like a bug lamp draws insects inward. The ability to express one's own inspiring representation of the world seems to attract the deepest longings of the subcreative nature of the human person. However, the coder quickly realizes that the realization of this dream is extremely difficult due to the complexities of visualization in nature. Lengyel's text helps to break through many of these complexities.
In order to make sure that the reader is "up to speed" on the essentials in mathematics which are necessary for a 3D engine, Lengyel gives a quick, but thorough, review of Vector and Matrix operations. I was indeed impressed by the amount that he condensed into the beginning of the text. While this is far from a complete treatise on Linear Algebra, this material gives the reader the basics which will be necessary for all the other chapters. This is further augmented by his treatment of 3D geometry, its representations, and calculations relevant to it.
Using this, he treats on various subjects that are extremely important for making a lean, mean, and beautiful rendering machine.
His treatment of transformations gives the reader a base in this knowledge that is independent of the rendering context. This is an excellent approach because knowledge of how something works allows for one to use it more fully. He also goes further in introducing Quaternions and deriving rotations around any arbitrary axis.
The chapter on Ray Tracing gives the necessary background for the work done in the following chapter on illumination. While the latter is often implemented by the graphics environment that the coder is using, the full knowledge of this allows for further application in subjects such as bump mapping (which he treats) as well as reflective surface simulation.
Perhaps the most interesting and important subject covered in the text, however, is the chapter on visibility determination. Since this is critical to the speed of rendering, this topic is central to game engine design. Lengyel works through the various methods for bounding box construction as well as bounding spheres, ellipsoids, and cylinders and then explains how these can be tested against the view frustrum in order to determine if an object should even be rendered. Another chapter on various techniques which can be applied to polygons outlines procedures for reducing the complexity of meshes, without compromising quality.
The remaining chapters touch on collision detection, linear and rotational physics, and fluid simulation. These topics allow for the addion of various levels of realism to be added to 3D engines and are of importance once the rendering environment has been established. Furthermore, his appendices are a nice addition for those times when our memories fail to recall various facts.
And so, I give this book my definite approval. It is hard to come by a text so compact, yet thorough, on the foundations truly needed for 3D Graphics. These mathematical foundations allow for greater things to be explored and should interest any 3D programmer as well as individuals with a general interest in mathematics, especially in the applications of linear algebra and calculus.
Average customer rating:
- A must-have item!
- Animator's Ultimate Guide
- Disillusioned. Skip It.
- Wonderful
- this is a great book!
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The Illusion of Life: Disney Animation
Ollie Johnston , and
Frank Thomas
Manufacturer: Disney Editions
ProductGroup: Book
Binding: Hardcover
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ASIN: 0786860707 |
Customer Reviews:
A must-have item!.......2007-09-15
For those people who wants to work with graphics, It's very important to have contact with newest technologies and media. But to have real growth, the basis is here. Beautiful book! Compared to price, is the best benefit in whole amazon site!
Animator's Ultimate Guide.......2007-09-04
It's an amazing book! Everything you want to know about the business and the pure art and joy of being an animator from the masters.
Disillusioned. Skip It........2007-08-27
This is a biased and officially licensed piece of pro-Walt Disney propaganda. The animation tips from Frank Thomas, one of the greatest animators who ever lived, are priceless. But he and his buddy Ollie Johnston (who was not nearly as talented as Thomas) are biased, and as a history, it is severely flawed.
Many vital artists to the Disney style of animation are given the shaft, which essentially anyone outside of the Nine Old Men. Fred Moore, Art Babbitt, and Bill Tytla are almost completely ignored. Director Jack Kinney and animator John Sibley, the team responsible for Disney's inarguably best short subject series, Goofy, are not even mentioned. They do a good job of erasing all of the 'bombs' such as Alice in Wonderland and Three Caballeros as well.
I also am repulsed at the lauding of such features as Robin Hood and The Rescuers, in favor of work by the studio many years earlier that was inarguably superior. And any tome this size that gives only four mentions to Dumbo is not worth owning.
Skip it.
Wonderful.......2007-08-05
Wonderful and very useful book, highly recommended for everyone who's interested in the world of animation and its history.
this is a great book!.......2007-03-13
great shipping and good condition!
i think this book is very important for student who is studying animaion.
Book Description
If you have experience with C++ and DirectX and have always wanted to program your own game, this is the book for you. Programming a Multiplayer FPS in DirectX takes you from the basic game design to a fully functioning game! All of the source code, assets, and tools are included- you just work through the tutorial-based chapters and watch the game come to life as you develop it. And as new features are added, you can begin playing with them to see them in action. Following a typical game development process, the book is separated into two distinct parts: Part One focuses on the design and development of the game engine, and Part Two concentrates on putting the game together using the engine. The theory has been kept to a minimum, so that you are following a hands-on approach and adding new functionality to your engine as you proceed. In the first part, you'll learn about the many facets of DirectX, C++, and object-oriented programming. You'll also learn how to design the engine and put the infrastructure into place. The next chapters will each add a new module to your engine including input, scripting, 3D rendering, sound, networking, and scene management. The second part covers the final development stages, including everything from game play to player management; it culminates with the complete multiplayer FPS game. Throughout the book you'll learn key topics that will bring you up to speed with industry proven techniques, while improving your confidence as a developer. And because DirectX is the most prevalent game development tool available, once you master this project, you'll have the skills you need to create a variety of games!
Customer Reviews:
Godd introduction, complete coverage.......2007-09-11
In general I'm very pleased with the book "Programming a multiplayer FPS in directX". It provides a very nice introduction on how to approach the task of building a complex 3d application for user with basic knowledge of C(++) and DirectX. Structured programming is important! It is nice that one has such a concrete result at the end of the book. The only drawback is that it could have a little more in depth treatment of certain areas, but hey, it is already almost 500 pages :)
Interesting book; good analysis.......2007-07-24
At my school we used this book for our networking class. (I had been begging our teacher to show us some directPlay stuff... yes, I'm aware that directPlay is ugh in terms of networking, but, it was a lot better than learning some java networking stuff. At least to me).
This book was an invaluable tool for designing my networking system. I basically gutted this networking system and stacked on some variable size packets that I studied from one of the Lamothe (actual author:Todd Baron ) books. (weird book, guy talks about his exploits in ultimate online for like, almost a chapter before he goes on to explain about how you can hack the networking system for exploits.
This book shows you how to implement a peer to peer network and then treat it like a server/client system. It's an interesting (I chose to just go strictly peer-to-peer in my system) approach. And I read in one of the Game Programming Gems a way to bypass some of the connectivity issues with peer to peer networks.
Regardless, this book is an EXCELLENT study of networking for games. I read the networking chapter probably 20x during our project and it took me quite a while to figure out exactly what he was doing with it. In the end, it's a logical system that works fairly decently.
We didn't use the rest of the code in the book too much. Some of the other people in my class modified the FPS game to do other things (made a shooting gallery, other's made some text based games on the networking code, etc).
The source code is useful and there is an update available for it (his precious linked list had a memory leak in it... he really harps on about it).
If you have never designed a game system before. This book is going to be a tremendous help. It teaches a bit about design patterns without all the unnecessary mumbo-jumbo, and how they directly relate to game programming and how they're useful (helloooo singleton).
The code is in visual studio 6 I believe, and you have to set the default project to the actual project and not the engine to get it to run. Also, if your hardware doesn't support hardware vertex buffers (you have integrated graphics, we had a couple people on the team with this issue) you have to change one of the directX intializers to something else to account for this (can't remember the call now, look at some other directX init calls from somewhere else and you can find it).
He goes into quite a bit of detail about each topic and the basics, and then delves down into the design of each system. It's very methodical and well thought out. AND YOU GET SOMETHING WORKING AT THE END!
Do not get this book if:
You are new to C++(you better have a CRYSTAL clear understanding of pointers and OOP, classes etc).
You are not interested in engine design.
You hate directX, or directPlay.
You hate max; he uses 3dsMax to make the scene files etc.
You are an industry professional that has a basic understanding of how a game engine works. This is definitely a n00b book.
You expect to get your hand completely held at each step. He does skip over some details that are easily discovered if you delve a little into the MSDN or any other online resource.
Get this book if:
You are incredibly interesting in engine design and want to get your feet wet; as well as learn some engine design in the process.
You're interested in any of the systems this book covers ( I can really only attest to the networking system, and that he uses directPlay, which is in sunset mode).
Interested in basic modular programming and looking to expand the code in the book to meet your needs or to experiment with. It is an incredibly useful base to start with.
Are extremely comfortable in c++/directX and are interested in expanding your knowledge and it's applications into games.
Overall, the book was a good purchase and is an excellent stepping stone into engine design. It has been very useful in my future projects since I've used this book in my course work.
Useful book, really bad FPS game.......2007-02-05
I've enjoyed reading this book. It effectively shows you how to write a very basic first person shooter in directx. Well done. It briefly introduces rendering, a simple scripting system, peer-to-peer networking, handling user input, scene management, collision detection, sound effects, and more. Not bad. The code is fine, I had no problems compiling it in VS2005 (check the authors website for the latest code though) and I learned a lot from reading the book and going through the code. In short, I am glad to have bought and read this book and I do recommend it to others.
The book does have some drawbacks though. I feel that the actual game that is built in this book is embarrasingly bad. The networking system, rendering system, user interface, and everything else about it are bare-bones functional, but certainly not good enough that you'd want to encorporate them into your own game. I suppose that the thought is that you should first learn to build a Yugo before you learn to build a Ferrari, but personally I'd rather just learn to build the ferrari right off the bat :) Oh, and why must the graphics suck so badly? I realize that it doesn't necessarily impact the goal of learning the various topics, but seriously, how hard would it have been to at least provide a decent character model, or some decent textures and lighting and so forth?
One last thing. The book assumes a familiarity with C++ and to a lesser extent with Directx, so if you are brand new to either of those, the book will be pretty challenging to follow.
Man does this book suck!.......2006-07-13
This book is terrible! You read through the whole thing, and you don't even learn anything!
I would strongly recommend people not to buy this book.
Otherwise, you just wasted 30 dollars on worthless bs.
Good but not perfect.......2006-07-05
This book gives the reader a good general understanding of how networked gameprogramming works, and also a good bit of information about the internals of a complete game engine. The downside about this book is that it uses mixed hardware/software vertex processing which results in noncompatable programs with my laptop, however, if you change that to only software and recompile every demo then it works greate (A setting in CreateDevice()...), but slow (on my laptop...),, the occlusion checks ain't the best, and the partitioning on load is slow,, slow as in - you cant augment the code for profiling or it will be runnig for more then 15 minutes on a 1.03GHz laptop... ("more then" due to the fact that i aborted it....) and the use of 3DsMAX files as levelmodels... and the occlusions based not on the real environement but on objects placed in the scene.. (invisible...)...
Except the minor none-perfect things this book is GREATE!!! AND a BIG NOTE: The minors noted above ain't to bad,, it just looks like much when it's writen down,, and I think that this book is a good read for everyone,, and I do REALY recomend it... however, i give it 4 of 5 due to the recomile things and the occlusion,,, however, this book ain't about perfekt rendering,, it's about connection a game to the internet :)... and it gives you MORE then plenty :)
Book Description
Thanks to the digital revolution, film artists now have a spectacular array of powerful, new, inexpensive tools for creative expression through digital film. The once powerful studios can no longer stifle an artist's creativity. With the power of the Internet, film artists are finding once unimaginable ways to distribute their creations worldwide.
DV Filmmaking: From Start to Finish covers all aspects of the new digital video frontier, for amateurs and professionals alike--from the nuts and bolts of timecode and aspect ratio; to framing, lighting, and sound recording; as well as editing, special effects creation, and distribution.
The book is written for filmmakers at varying experience levels--taking an integrated approach to media production, and emphasizing the ways different aspects of the process work together to create a vital work of digital art:
- Hands-on detailed examination of the artistic aspects of film and video production
- Extensive examples use comprehensive step-by-step exercises for advanced editing techniques
- Scenes from successful films illustrate techniques used by professionals
- Includes a collection of professionally shot video clips, so the user can read and follow along with sets of structured exercises
- Develops a highly refined repertoire of advanced skills in editing, effects creation, title design, and more
- Inspires advanced readers to work with the included clips on their own and experiment with new ideas
- Written for both Mac and PC users and covers advanced uses of both Final Cut Pro and Adobe After Effects
Written in an engaging, accessible style, DV Filmmaking provides a solid foundation of tremendous value to a beginner, while addressing the fine points of filmmaking with a level of sophistication, detail, and insight that even the most worldly director or educator can appreciate. The author draws upon his years of experience teaching at the college and graduate level, his extensive professional background as a media producer, and his unmistakable love of cinema to create a text that's not only easy to learn from, but also fun to read.
Customer Reviews:
conceptos interesantes.......2007-09-02
este es un libro que explica de manera didáctica ,todos los procesos que tiene una producción audiovisual.
Muy bien ilustrado, con ejemplos que ayudan al nuevo realizador audiovisual a enfrentar sus primeras producciones de una forma segura, buscando que éste no cometa errores que luego pueden demeritar su trabajo.
La única crítica que tengo para hacer de esta obra, es que los ejemplos de montaje los realizan en programa específicos , como Final Cut, algo que de alguna manera deja sin posibilidades a aquellos que manejamos plataformas de edición diferentes.
A basic primer on differences between digital and print mediums.......2006-09-08
DV Filmmaking From Start To Finish by Ian David Aronson's will reach both amateur and professional digital video users with a basic primer on differences between digital and print mediums. Familiarity with Final Cut Pro or Adobe After Effects, the two programs used here, will aid in understanding DV applications in either PC or Mac formats, while the author's background as a teacher of digital media lends a logical progression to his tips and practical applied examples.
A strong reference for digital film making process.......2006-08-13
DV Filmmaking for Ian David Aronson gives you in 18 chapter a coverage for the production, post-production and distribution process of the digital film making.
The book starts with basic digital Cinematography principles. It covers he process stages such as composing shoots, lighting, shooting, working with cameras, audio, still images and titles.
This book doesn't give you a specific software tutorial, but if you are working learning with video production and video editing program, you should get a background about the whole film making process. However, this book gives you a strong background in this industry. I find this book useful for animators, multimedia designers and creative directors.
The two appendixes in the end of the book gives you a tips about getting your work in various media and selling your products.
Great Resource, Great Job!.......2006-07-04
DV Filmmaking- Start To Finish has been a great resource for my own first feature film Hot Rod Girls Save The World.
I had checked DV Filmmaking out from the Seattle Public Library last week, now I must buy one for my personal library. I find myself refering to it again and again.
Great Job!
D.A. Sebasstian
Go-Kustom Rekords & Films
A great book that gave me the answer !.......2006-06-22
A great book!
"DV Filmmaking" is an excellent book for anyone who wants to go beyond the basics of digital video.
I recently completed a video-based project for my M.A. thesis, and used this book as my guide. Each time I encountered problems, this book gave me the answer. For example, after I shot, I noticed some severe lighting trouble in a few very important interviews and I started to panic because I didn't have enough time to shoot them again. I had more than three hours of interview footage that looked pale, shady, and just plain depressing. Frustrated, I opened this book. The solution was there, in the section on color correction!!! I could fix my footage so that it was not only usable but looked really good.
I also relied on the section on compression and encoding to make
professional quality video for the Internet (something I would not have been able to do otherwise).
This book covers all aspects of the video production process, from planning, to production, and distribution. I'd like to
recommend it to anyone who is new to the world of digital video, as well as people who want to take their work beyond the level of
point-and-shoot to make something really creative.
Average customer rating:
- Great Book
- Great book
- It's fun and easy!
- One of the best books on character design...
- Fantastic Instruction, Great Artwork
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Creating Characters with Personality: For Film, TV, Animation, Video Games, and Graphic Novels
Tom Bancroft
Manufacturer: Watson-Guptill
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Binding: Paperback
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Similar Items:
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Cartoon Cool: How to Draw New Retro-Style Characters
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Force: Dynamic Life Drawing for Animators, Second Edition
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The Animator's Survival Kit: A Manual of Methods, Principles, and Formulas for Classical, Computer, Games, Stop Motion, and Internet Animators
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Facial Expressions: A Visual Reference for Artists
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Fantasy! Cartooning
ASIN: 0823023494
Release Date: 2006-02-01 |
Book Description
Character design is the key in many industriesand they're all covered in this book
Practical step-by-step exercises
Contributors include Glen Keane, Supervising Animator, Disney
From Snow White to Shrek, from Fred Flintstone to SpongeBob Square-Pants, the design of a character conveys personality before a single word of dialogue is spoken. Creating Characters with Personality shows artists how to create a distinctive character, then place that character in context with a script, establish hierarchy, and maximize the impact of pose and expression. Practical exercises help readers put everything together to make their new characters sparkle. Lessons from the author, who designed the dragon Mushu (voiced by Eddie Murphy) in Disney's Mulanplus big-name experts in film, TV, video games, and graphic novelsmake a complex subject accessible to every artist.
Customer Reviews:
Great Book.......2007-08-16
I teach character design and have found this book to be invaluable. My students love it. Its a really straight forward and practical book. Great drawings, fun assignments. Can't say enough good about it. My only complaint is the poorly designed cover which initially turned me off when I saw it on the shelf at the local bookstore. Animation books seem to make a habit of having aweful covers...but as the old saying goes...
Great book.......2007-08-12
I have been looking for a book on character design since a long time since I am a student of animation. I saw this book in a bookstore and started flipping pages and seeing what kind of lessons it has. My first impression for this book was really great and after reading reviews I confirmed that my impression was not wrong. The book also has assignments in each chapter and this is the best way to learn. The book shows you different aspects of character design and how different rules like shape, size etc could effect the design. The best part is that author never limits you to any particular idea, he wants us to experiment more and more and what to go beyond what is in the book. This is highly appreciated. I highly recommend this book.
It's fun and easy!.......2007-06-11
It's a fun book, with lots os useful information that will help you on creating or improving characters! I've already used some of the tips from the book and it really helped a lot!
One of the best books on character design..........2007-06-10
Tom Bancroft's "Creating Characters with Personality" provides a solid foundation for folks who are interested in creating and developing characters for sequential arts and animation. All the basics are explored here, with copious examples: simple shapes, line of action, appeal, etc.
One thing that sets this book apart from the rest is how several examples of the process of character design are shown. The book reiterates several times that the first design isn't always the best - that one should continue to explore other design possibilities before settling on the final look and feel of a character. If you are interested in refining or creating your own character, I would recommend purchasing this book along with Ben Caldwell's Action! Cartooning and Fantasy Cartooning.
While beginners can certainly appreciate this book, I think it's best suited for intermediate level artists who are looking to refine their technique. Highly recommended.
Fantastic Instruction, Great Artwork.......2007-05-03
This book is a terrific view of the craft of character design from someone doing it for a living. It's a great insight to the process, and really assists with sparking creativity.
It also shows various takes on the characters used as examples from working artists in various disciplines, and seeing the differences in how the characters are portrayed by each demonstrates the wide-open interpretation of a character's description and the limitless possibilities for variation.
The exercises are well-designed and really assist with reinforcement of the concepts, and the artwork is really fun too. A great book overall. Highly recommended, not just for character design, but for insights into interpreting your own creative processes and exploring it more fully.
Book Description
The definitive book on animation, from the Academy Award-winning animator behind Who Framed Roger Rabbit?
Animation is one of the hottest areas of filmmaking today--and the master animator who bridges the old generation and the new is Richard Williams. During his more than forty years in the business, Williams has been one of the true innovators, winning three Academy Awards and serving as the link between Disney's golden age of animation by hand and the new computer animation exemplified by Toy Story.
Perhaps even more important, though, has been his dedication in passing along his knowledge to a new generation of animators so that they in turn could push the medium in new directions. In this book, based on his sold-out master classes in the United States and across Europe, Williams provides the underlying principles of animation that every animator--from beginner to expert, classic animator to computer animation whiz --needs. Urging his readers to "invent but be believable," he illustrates his points with hundreds of drawings, distilling the secrets of the masters into a working system in order to create a book that will become the standard work on all forms of animation for professionals, students, and fans.
Customer Reviews:
An excellent cookbook of practical tips for animation.......2007-09-26
I am experienced at drawing but a beginner with animation. This book is just what I needed,with lots of diagrams demonstrating the tricks required to achieve animation that looks and feels real. Tips vary from facial expressions to human and some animal movement in all its forms. Tips on timing of changes and position to achieve the appearance of weight when the figure lands or fluid movement when it jumps.
I would recommend this book to any one just starting out with animation and even to the experienced animator looking for improvements to techniques.
Una biblia.......2007-09-06
Libro obligatorio para todo el que se dedica a la animacion, ya sea 2d como 3d, siempre es necesario mantener contacto con las raices y los conceptos basicos de la animacion.
The Animators Bible!.......2007-08-05
If any beginner animator wants to know how to start 2D animation then this book is a must! Richard doesn't use fancy big words to describe what to do in animation, no, he keeps the sentence short, sweet, and simple. There are many pictures with at least a short sentence to guide you through the movement of animation with keys and breakdowns! He also covers the importance of weight, arcs and many more! In his introduction he gives you a story of his personal experience as an animator with people that have taught him the values of animation which shows that you're getting advice from a person who went through many years of learning! Plus he has worked on really smooth animations like "Who Framed Roger Rabbit" and "Thief and the Cobbler"
Going back to basics.......2007-08-01
Alot of people these days get caught up with computer animation without really understanding the basic concepts of movement and animation. This book goes through and describes how it all used to be done on paper, and includes lots of example diagrams and drawings. A great reference book for people wanting to learn how to animate.
Fantastic Book.......2007-07-27
I recomend this book to both types of animators 3d and 2d. I personally am a 3D guy and used this 2D book to create quality animations. Highly recomend for animators of all levels.
Average customer rating:
- Told me what I wanted
- MMO encyclopedia
- interesting read
- A thoughtful compendium of wisdom
- Very good for game developers
|
Massively Multiplayer Game Development (Game Development Series)
Thor Alexander
Manufacturer: Charles River Media
ProductGroup: Book
Binding: Hardcover
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All Titles
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Massively Multiplayer Game Development 2 (Game Development)
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ASIN: 1584502436 |
Book Description
Massively Multiplayer (MMP) game development is one of the fastest growing areas in the game market. With the first MMP releases, the genre took off with amazing speed, and as its popularity continues to soar, so do the many challenges, internationalization, customer support, hacking, and technological advancements. To keep up with these challenges, developers need to implement the best tools and techniques available. Massively Multiplayer Game Development provides these solutions. This comprehensive, insightful collection of articles is written by some of the industry's best MMP developers, and provides a wealth of unique knowledge acquired while working in the MMP trenches. Details on database techniques and game systems are also included. Unlike many programming books, Massively Multiplayer Game Development is intended to appeal to the entire team: programmers will find a multitude of technical ideas, and designers and producers will benefit from the detailed information on design, architecture, and customer support.
Customer Reviews:
Told me what I wanted.......2007-03-31
PLEASE NOTE THAT THIS IS THE SAME REVIEW AS THE SEQUELS BOOK, THAT IS BECAUSE I CONSIDER THEM TO BE EQUALLY AS GOOD AS EACH OTHER.
DON'T BUY ONE BOOK, GET THEM BOTH.
As a games programmer I wanted to branch out into a MMG and this book was one of 4 that taught me everything I wanted to know.
This book is split into 3 main sections; each section has several chapters about differant aspects of the MMP's. If you have any interest in MMP games you cannot help but to find most chapters helpful.
I will admit that some chapters bored me and I skipped them, but the amount of helpful chapters there were more than made up for it.
Each chapter has been written by a differant person and quick searches on google makes you realise that these people really do not their particular areas of expertise.
James
MMO encyclopedia.......2006-02-20
Thos book is a collection of wisdom, aimed to provide an overall view of what you need to consider to write your own MMO. There is no code and the articles do not go too deep, which is not a bad thing, because they provide easy to understand contents. So before writing any code, read a related article, avoid pitfalls and only then start writing. I have been reading this book for several months, over and over and I still love it. There is no need to read the articles in any particular order and each reading session can be as short as 30 min. and still provide good knowledge to you. This book is a must have on your bookshelf if you are serious about MMO games and use other people's knowledge to shorten you own development cycle. I like it so much, I just bought the 2nd edition, which looks very promising, too. And dear author(s), if you write a book with a framework, I'll buy that one, too, without any doubt.
interesting read.......2005-10-04
This book is very interesting to read, since it covers a broad range of information about Multiplayer Gaming. But you shouldn't expect every MM secret to be lighted up in this one book. It is a book with dozends of chapters about many aspects of MM gaming, so it is a good starting point to enter the topic and get a broader knowledge of what MM games are and what aspects you have to think about. In my opinion, you will need more books in addition to this (such as the gem series or MM2).
A thoughtful compendium of wisdom.......2005-03-11
A fascinating book that compiles an array of essays by professionals in today's MMO industry. Each chapter brings something new and unique to consider: from the database to the game engine, costumer service to the network protocols, AI factions to interface design. However, some of the topics are so broad and complex the authors really have no chance of leaving you with a sense of satisfaction when their time is up- moving from topic to topic each chapter, you often feel the essays are left open and incomplete. Even so, the issues discussed are very important to consider, and rarely have I seen them covered in other books on the subject. Definitely an interesting read.
Very good for game developers.......2003-09-03
This is a very good book for experienced game developers.
If you are looking though, for a an intro text, this is not it. This is for serious programmers.
Book Description
Explains the processes of developing, pitching, and submitting stories. The book includes such unique information as a 10-point checklist for a completed script, the eight most common reasons why a script can be rejected, what really happens to a script once it's submitted, how to navigate within the industry, and much more.
Customer Reviews:
Helpful for screenwriters at the start of their career.......2007-05-19
An industry veteran of 25 years, Kathie Fong Yoneda is both a story analyst at Paramount and a script consultant. Her background as a development executive gives her an excellent perspective for helping screenwriters can break down the gates to Hollywood. And this book aims to do just that.
The book is divided into four major parts: working on the script, meetings and pitches, submissions and relationships. It is a very clearly structured guide to the do's and don'ts for writers looking for their breakthrough (hint: the first step is to WRITE A GREAT SCRIPT!).
Yonada includes advice on how to behave towards executives, how to find an agent, the special vocabulary used in Hollywood, how to start a writers group, even how to prepare for a conference. All of this is written in a clear manner, making the book a very useful reference.
The downside to this is that most of this information is out there already. If you read screenwriting magazines and keep up with recent books on the business side of screenwriting, there will be very little here you don't know already. Moreover, the book is very "pro-system" -- there is no criticism of the way things are done, and the advice is very much "mainstream" common knowledge.
I don't think this book has very much to offer veteran writers who are already well acquainted with the vagaries of getting their scripts through the Hollywood maze. For writers who are starting out, however, the book will serve very well to inform them about the basics of getting your script sold to Hollywood.
The Best Book You will Ever Read About selling your sscreenplay.......2006-09-13
After writing my first screenplay, I was stuck on how to sell it. I have ran my own business for over tens years and have a natural flare for marketing - thinking that selling a script would be commonsense WRONG! After reading The Script Selling Game I was blown away by the fantastic real life tips and jargon given. It's motivated me more than ever to see my projects on the silver screen. IF YOU ARE SERIOUS ABOUT breaking into Hollywood - You MUST BUY THIS BOOK! It's easy-to-read and only an insider would know how to write it's contents.
Something For Everyone!.......2006-09-05
I loved this little book! Not only was it a quick read, but it was also filled with a variety of solidly helpful information for new and experienced screenwriters. I found the "10 Point Checklist for Completed Scripts", the "Big Eight" and the section on pitching particularly useful and now put the information to use on every project. The book is certainly worth more than you pay for it!!
Duane Kulikowsky.......2005-10-10
The book never forgot who was reading it. If you are at a point in your career where you need guidance in what to do and what's important, this book offers you that. Kathie Yoneda, I feel, just got the balance right between fact, figures and emotion. Kathie actually cares.
If it's Tuesday, it must be Warner Brothers...........2005-08-13
The Script-Selling Game is your "Biedecker's", your "Fodor's", or your "Lonely Planet" guide to the exotic, exciting, sometimes confusing, sometimes dangerous yet ultimately rewarding territory of Hollywood Script Sales.
Kathie Fong Yoneda has not only explored this territory, she has actually carved out, tamed, and settled a lot of it in her years as a studio executive. Her expertise in the special jargon, the specific tools, and the appropriate approaches will help you craft an effective presentation of your unique creative project, be it a feature film, a TV series, or any other media production.
Read Kathie's book. Smile, frown, gasp.... Yes, Hollywood can be just as she says. It's a closed world unless you have an interpreter and a guidebook. Thank goodness hers is accessible, informative, specific, and comforting. Well then, follow her guidelines, learn to speak the language, do the currency exchange from creativity-to-commerciality, and watch the barriers go down and the doors open up for you.
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