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Drawn to Life: 20 Golden Years of Disney Master Classes Two Volume Set: The Walt Stanchfield Lectures

Drawn to Life: 20 Golden Years of Disney Master Classes Volume 2: The Walt Stanchfield Lectures

Drawn to Life: 20 Golden Years of Disney Master Classes Volume 1: The Walt Stanchfield Lectures

Producing Animation 3e

Game Anim Video Game Animation Explained

Cooperative Gaming Diversity in the Games Industry and How to Cultivate Inclusion

Cooperative Gaming Diversity in the Games Industry and How to Cultivate Inclusion

Description Cooperative Gaming provides context and practical advice regarding diversity in the games industry. The book begins with a deep dive into research literature and the history of diversity in the games industry to provide context around what diversity is and why it is a topic worth considering. The book looks at the different facets of diversity and games exploring the issues and solutions within game development studio management event planning and more. It provides people with practical advice about being a marginalized person in the games industry and how to be heard how studios can support inclusive practices and events can actively become more accessible to a diverse audience. Key Features • Explores the history of diversity in games • Provides important information around what it is like to be a marginalized person in the industry • Gives practical steps to improve the inclusivity of the industry that are designed to aid in contextualizing and upskilling new developers Author Bios Alayna Cole is the managing director of Queerly Represent Me a not-for-profit championing queer representation in games. Alayna is also a producer at Sledgehammer Games co-chair of the IGDA LGBTQ+ special interest group and an award-winning games journalist and game developer. She was featured on the 2016 and 2017 Develop Pacific 30 Under 30 lists and the 2017 and 2019 Develop Pacific Women in Games lists and she has received several other accolades in the industry. Jessica Zammit started writing in 2013 for Start Select Media and for the next five years she followed her interest in writing about representations of mental health diversity and particularly sexuality in video games. Jessica has been speaking about diversity in games at conventions such as PAX Australia since 2016 and has been featured on several other discussions in and around the topic of representation in games and games criticism. Along with her co-author she is co-chair of the IGDA LGBTQ+ special interest group and she was featured on the 2018 Develop Pacific 30 Under 30 and Women in Games lists. | Cooperative Gaming Diversity in the Games Industry and How to Cultivate Inclusion

GBP 35.99
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Creating Games with Unity Substance Painter & Maya Models Textures Animation & Code

Creating Games with Unity Substance Painter & Maya Models Textures Animation & Code

This tutorial-based book allows readers to create a first-person game from start to finish using industry-standard (and free to student) tools of Unity Substance Painter and Maya. The first half of the book lays out the basics of using Maya and Substance Painter to create game-ready assets. This includes polygonal modeling UV layout and custom texture painting. The book then covers rigging and animation solutions to create assets to be placed in the game including animated first-person assets and motion-captured NPC animations. Finally readers can put it all together and build interactivity that allows the player to create a finished game using the assets built and animated earlier in the book. • Written by industry professionals with real-world experience in building assets and games • Build a complete game from start to finish • Learn what the pros use: construct all assets using the tools used at game studios across the world • All software used are free to students • When complete students will have a playable version of an FPS game Jingtian Li is a graduate of China’s Central Academy of Fine Arts and New York’s School of Visual Arts where he earned an MFA in Computer Art. He currently is an Assistant Professor of 3D Animation & Game Design at the University of the Incarnate Word in San Antonio Texas. Adam Watkins is a 20-year veteran of 3D education. He holds an MFA in 3D Animation and a BFA in Theatre Arts from Utah State University. He currently is the Coordinator and Professor of the 3D Animation & Game Department at the University of the Incarnate Word in San Antonio Texas. Kassandra Arevalo is an instructor of 3D Animation & Game Design at the University of the Incarnate Word in San Antonio Texas. She previously worked as an animator at Immersed Games. Matt Tovar is an industry veteran animator. He has worked at Naughty Dog Infinity Ward and Sony Interactive on such games as The Last of Us Call of Duty: Modern Warfare and most recently Marvel’s Avengers with Crystal Dynamics. He is an Assistant Professor of 3D Animation at the University of the Incarnate Word in San Antonio Texas. | Creating Games with Unity Substance Painter & Maya Models Textures Animation & Code

GBP 56.99
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The Business of Indie Games Everything You Need to Know to Conquer the Indie Games Industry

The Business of Indie Games Everything You Need to Know to Conquer the Indie Games Industry

The Business of Indie Games provides exceptional insight into how the video games industry works. It shares valuable information on how to successfully self-publish and secure publisher support. Whether you’re making your first game or tenth this book is a must read. – Paul Baldwin Curve Digital The video game industry is a tough business and anyone looking to succeed in indie development should give The Business of Indie Games a read. – Graham Smith Co-Founder of DrinkBox Studios This book is a fast track to success for anyone managing a game launch and looking to raise funding for their projects. It shares knowledge that you only learn after years of triumphs and failures within this industry. – Scott Drader Co-Founder of Metalhead Software There’s nothing like The Business of Indie Games taught in school. You learn how to make a game but not how to conduct business market and launch a game. This book dives into topics that every indie developer should know. – Yukon Wainczak Founder of Snoozy Kazoo I’ve seen no better guide for understanding how the video game industry really works. An important read for anyone whose work touches games including those of us looking to engage the community. – Carla Warner Director of STREAM for No Kid Hungry The Business of Indie Games explores what many universities forget to cover: how to sell and market your own indie game to potential publishers and developers. While many classes help students on their way to designing and programming their own games there are few classes that equip students with the skills to sell their own product. In essence this means future indie game developers are not equipped to talk to investors negotiate with publishers and engage with major platforms like Steam and Nintendo. Authors Alex Josef Alex Van Lepp and Marshal D. Carper are looking to rectify this problem by helping indie game developers and companies level up their business acumen. With detailed chapters and sections that deal with different engines negotiation tactics and marketing The Business of Indie Games is the perfect omnibus for up-and-coming indie game developers. The future of gaming curriculums is not just in teaching students how to create games but also in preparing them for the business of games. | The Business of Indie Games Everything You Need to Know to Conquer the Indie Games Industry

GBP 46.99
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What UX is Really About Introducing a Mindset for Great Experiences

What UX is Really About Introducing a Mindset for Great Experiences

In this not-too-long and easy-to-read book author Celia Hodent presents a clear overview of the challenges demands and rewards of becoming a user experience professional. If this field interests you there’s no better place to start than with the volume you now hold in your hand. Alan Cooper Ancestry Thinker Software Alchemist Regenerative Rancher Author of The Inmates Are Running the Asylum: Why High Tech Products Drive Us Crazy and How to Restore the Sanity The main objective of What UX is Really About: Introducing a Mindset for Great Experiences is to provide a quick introduction to user experience (UX 101) for students professionals or simply curious readers who want to understand this trendy yet commonly misunderstood practice better. Readers will learn that UX is much more than a set of techniques guidelines and tools. It is a mindset; a philosophy that takes the perspective of the humans that will use a product. It is about solving their problems offering them a pleasurable experience and building a win-win long-lasting relationship between them and the company developing the product. Above all it is about improving people’s lives with technology. What UX is Really About is informative concise and provides readers with a high-level overview of the science design and methodologies of UX. KEY FEATURES: • The most approachable and concise introduction book about UX. • Easy to read and aims to popularize the UX mindset while debunking its main misconceptions. • Small format size makes it easy to carry around. • Includes content relatable and meaningful to the readers by taking many examples from everyday life with a conversational and light writing style. • Tackles the psychology design research process strategy and ethics behind offering the best experience with products systems or services. • Includes a glossary. Celia Hodent holds a PhD in psychology and is a leading expert in the application of cognitive science and psychology to product development with over 13 years of experience in the development of UX strategy in video game studios such as Ubisoft LucasArts and Epic Games (Fortnite). She currently leads an independent UX consultancy working with a wide range of international media and enterprise companies to help ensure their products are engaging successful and respectful of users. Celia conducts workshops and provides guidance on the topics of game-based UX playful learning (gamification) ethics implicit biases and inclusion in tech. Celia is the author of The Gamer’s Brain: How Neuroscience and UX Can Impact Video Game Design and The Psychology of Video Games. | What UX is Really About Introducing a Mindset for Great Experiences

GBP 16.99
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