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A stunning book exploring the art of Sergio Pablos' animated Christmas original, Klaus.
This new edition of Writing for Games offers resources for communication, collaboration, reflection, and advocacy, inviting the reader to situate their practice in... Læs mere
This book offers valuable insights into the evolving landscape of human communication shaped by AI and persuasive technologies. It will be an... Læs mere
This book explores the principles of level design through the context and history of architecture. Written by a game developer and professor trained in architecture, it is one of the first books to integrate architectural and spatial design theory with the field of level design.
Principles of Game Audio and Sound Design is a comprehensive introduction to the art... Læs mere
What Games Mean: Understanding Games as Art relates games to established artforms through painting movements, auteur theory, music albums, and documentary. Each chapter discusses the history of the art movement in question and then reads games through those lenses.
From choosing a theme and crafting a story to building puzzles, structuring the game and playtesting with real players, this hands-on guide walks you through the... Læs mere
3ds Max Basics for Modeling Video Game Assets, Volume 1 is a... Læs mere
3ds Max Basics for Modeling Video Game Assets, Volume 2 builds on... Læs mere
Contained within these pages are overviews and insights covering a host of different decision-making techniques, including different approaches to planning,... Læs mere
Presenting myriad accounts from artists and designers, this book explores how we can transform our societies to greet uncertain futures with greater readiness and care through immersive, creative experiences.
This provides a comprehensive overview of video game technical animation, covering the next generation pipelines that industry developers utilise to create their... Læs mere