Author: Chris Georgenes
Publisher: Taylor & Francis
ISBN: 1136126457
Category : Computers
Languages : en
Pages : 274
Book Description
You've got the cheats, tutorials, and how-tos. What else do you need? Go above and beyond those stop-gaps and step-by-steps with Pushing Pixels, the real-world guide to developing dynamic and fun content from conception to deployment. Whether you are animating for a short, a fun cartoon, or a mobile game, renowned Flash expert Chris Georgenes will show you his approach with various types of animation projects, from start to finish. Providing in-depth knowledge of the little-known secrets used by the pros to produce creative, professional animations, this is the go-to source for anyone looking to create great animation.
Pushing Pixels
Author: Chris Georgenes
Publisher: Taylor & Francis
ISBN: 1136126457
Category : Computers
Languages : en
Pages : 274
Book Description
You've got the cheats, tutorials, and how-tos. What else do you need? Go above and beyond those stop-gaps and step-by-steps with Pushing Pixels, the real-world guide to developing dynamic and fun content from conception to deployment. Whether you are animating for a short, a fun cartoon, or a mobile game, renowned Flash expert Chris Georgenes will show you his approach with various types of animation projects, from start to finish. Providing in-depth knowledge of the little-known secrets used by the pros to produce creative, professional animations, this is the go-to source for anyone looking to create great animation.
Publisher: Taylor & Francis
ISBN: 1136126457
Category : Computers
Languages : en
Pages : 274
Book Description
You've got the cheats, tutorials, and how-tos. What else do you need? Go above and beyond those stop-gaps and step-by-steps with Pushing Pixels, the real-world guide to developing dynamic and fun content from conception to deployment. Whether you are animating for a short, a fun cartoon, or a mobile game, renowned Flash expert Chris Georgenes will show you his approach with various types of animation projects, from start to finish. Providing in-depth knowledge of the little-known secrets used by the pros to produce creative, professional animations, this is the go-to source for anyone looking to create great animation.
Introducing HTML5
Author: Bruce Lawson
Publisher: Peachpit Press
ISBN: 0321784421
Category : Computers
Languages : en
Pages : 312
Book Description
An introduction to HTML5 for those familiar with (X)HTML.
Publisher: Peachpit Press
ISBN: 0321784421
Category : Computers
Languages : en
Pages : 312
Book Description
An introduction to HTML5 for those familiar with (X)HTML.
Image Analysis and Recognition
Author: Aurélio Campilho
Publisher: Springer
ISBN: 3540301259
Category : Computers
Languages : en
Pages : 905
Book Description
ICIAR 2004, the International Conference on Image Analysis and Recognition, was the ?rst ICIAR conference, and was held in Porto, Portugal. ICIAR will be organized annually, and will alternate between Europe and North America. ICIAR 2005 will take place in Toronto, Ontario, Canada. The idea of o?ering these conferences came as a result of discussion between researchers in Portugal and Canada to encourage collaboration and exchange, mainly between these two countries, but also with the open participation of other countries, addressing recent advances in theory, methodology and applications. The response to the call for papers for ICIAR 2004 was very positive. From 316 full papers submitted, 210 were accepted (97 oral presentations, and 113 - sters). The review process was carried out by the Program Committee members and other reviewers; all are experts in various image analysis and recognition areas. Each paper was reviewed by at least two reviewing parties. The high q- lity of the papers in these proceedings is attributed ?rst to the authors, and second to the quality of the reviews provided by the experts. We would like to thank the authors for responding to our call, and we wholeheartedly thank the reviewers for their excellent work in such a short amount of time. We are espe- ally indebted to the Program Committee for their e?orts that allowed us to set up this publication. We were very pleased to be able to include in the conference, Prof. Murat KuntfromtheSwissFederalInstituteofTechnology,andProf. Mario ́ Figueiredo, oftheInstitutoSuperiorT ́ ecnico,inPortugal.
Publisher: Springer
ISBN: 3540301259
Category : Computers
Languages : en
Pages : 905
Book Description
ICIAR 2004, the International Conference on Image Analysis and Recognition, was the ?rst ICIAR conference, and was held in Porto, Portugal. ICIAR will be organized annually, and will alternate between Europe and North America. ICIAR 2005 will take place in Toronto, Ontario, Canada. The idea of o?ering these conferences came as a result of discussion between researchers in Portugal and Canada to encourage collaboration and exchange, mainly between these two countries, but also with the open participation of other countries, addressing recent advances in theory, methodology and applications. The response to the call for papers for ICIAR 2004 was very positive. From 316 full papers submitted, 210 were accepted (97 oral presentations, and 113 - sters). The review process was carried out by the Program Committee members and other reviewers; all are experts in various image analysis and recognition areas. Each paper was reviewed by at least two reviewing parties. The high q- lity of the papers in these proceedings is attributed ?rst to the authors, and second to the quality of the reviews provided by the experts. We would like to thank the authors for responding to our call, and we wholeheartedly thank the reviewers for their excellent work in such a short amount of time. We are espe- ally indebted to the Program Committee for their e?orts that allowed us to set up this publication. We were very pleased to be able to include in the conference, Prof. Murat KuntfromtheSwissFederalInstituteofTechnology,andProf. Mario ́ Figueiredo, oftheInstitutoSuperiorT ́ ecnico,inPortugal.
Level Up!
Author: Scott Rogers
Publisher: John Wiley & Sons
ISBN: 0470970928
Category : Computers
Languages : en
Pages : 515
Book Description
Design and build cutting-edge video games with help from video game expert Scott Rogers! If you want to design and build cutting-edge video games but aren’t sure where to start, then this is the book for you. Written by leading video game expert Scott Rogers, who has designed the hits Pac Man World, Maxim vs. Army of Zin, and SpongeBob Squarepants, this book is full of Rogers's wit and imaginative style that demonstrates everything you need to know about designing great video games. Features an approachable writing style that considers game designers from all levels of expertise and experience Covers the entire video game creation process, including developing marketable ideas, understanding what gamers want, working with player actions, and more Offers techniques for creating non-human characters and using the camera as a character Shares helpful insight on the business of design and how to create design documents So, put your game face on and start creating memorable, creative, and unique video games with this book!
Publisher: John Wiley & Sons
ISBN: 0470970928
Category : Computers
Languages : en
Pages : 515
Book Description
Design and build cutting-edge video games with help from video game expert Scott Rogers! If you want to design and build cutting-edge video games but aren’t sure where to start, then this is the book for you. Written by leading video game expert Scott Rogers, who has designed the hits Pac Man World, Maxim vs. Army of Zin, and SpongeBob Squarepants, this book is full of Rogers's wit and imaginative style that demonstrates everything you need to know about designing great video games. Features an approachable writing style that considers game designers from all levels of expertise and experience Covers the entire video game creation process, including developing marketable ideas, understanding what gamers want, working with player actions, and more Offers techniques for creating non-human characters and using the camera as a character Shares helpful insight on the business of design and how to create design documents So, put your game face on and start creating memorable, creative, and unique video games with this book!
Cyberpunk Tao
Author: Matthew Kowalski
Publisher: Lulu.com
ISBN: 1300644583
Category : Computers
Languages : en
Pages : 221
Book Description
Shift into high gear, with my stylish black mirror shades, the light absorbing into my clothing making me Void black. Asunder the void of those blacks negating existence, drawing in the light.Hell, if I am within 15 feet of a normal incandescent light - pop the light flickers into nothingness. This is the price I pay for being a runner in the night, a midnight runner pushing the tech to rez. Kids, the ones that never leave their house but are just begging for coin to pass the river.The coin is information and the value is high. Information defines us in the shadows.No one can see our faces, we illuminate ourselves in Data. Keyframes define the animation of our lives.Livelihoods created on illusion.
Publisher: Lulu.com
ISBN: 1300644583
Category : Computers
Languages : en
Pages : 221
Book Description
Shift into high gear, with my stylish black mirror shades, the light absorbing into my clothing making me Void black. Asunder the void of those blacks negating existence, drawing in the light.Hell, if I am within 15 feet of a normal incandescent light - pop the light flickers into nothingness. This is the price I pay for being a runner in the night, a midnight runner pushing the tech to rez. Kids, the ones that never leave their house but are just begging for coin to pass the river.The coin is information and the value is high. Information defines us in the shadows.No one can see our faces, we illuminate ourselves in Data. Keyframes define the animation of our lives.Livelihoods created on illusion.
How to Become a Video Game Artist
Author: Sam R. Kennedy
Publisher: Watson-Guptill
ISBN: 082300810X
Category : Art
Languages : en
Pages : 162
Book Description
Become a Player in the Business of Video Game Art Every year video games generate billions of dollars and some of the most dynamic and engaging artwork today. It’s an ever-growing field that holds great professional opportunity, but you need the right skills and savvy if you want to stake your claim. In How to Become a Video Game Artist, veteran video game designer Sam R. Kennedy provides the inside track on everything you need to forge a career in the world of video game art. Starting with the basics of game creation and a look at the artistic skills necessary to get started, Kennedy spotlights specific, key roles for creators—from concept artists to character animators to marketing artists and beyond. Each chapter features screenshots from popular video games like Tom Clancy’s Ghost Recon and World of Warcraft; interviews with video game art professionals who’ve worked for top gaming companies like BioWare, Blizzard, and Ubisoft; step-by-step examples of actual game art; and detailed breakdowns of the training and portfolio samples you’ll need to make these jobs your own. For anyone who wants to go from gamer to game designer, this book contains all the secrets you’ll need to rise to the top of one of the most exciting industries of our time.
Publisher: Watson-Guptill
ISBN: 082300810X
Category : Art
Languages : en
Pages : 162
Book Description
Become a Player in the Business of Video Game Art Every year video games generate billions of dollars and some of the most dynamic and engaging artwork today. It’s an ever-growing field that holds great professional opportunity, but you need the right skills and savvy if you want to stake your claim. In How to Become a Video Game Artist, veteran video game designer Sam R. Kennedy provides the inside track on everything you need to forge a career in the world of video game art. Starting with the basics of game creation and a look at the artistic skills necessary to get started, Kennedy spotlights specific, key roles for creators—from concept artists to character animators to marketing artists and beyond. Each chapter features screenshots from popular video games like Tom Clancy’s Ghost Recon and World of Warcraft; interviews with video game art professionals who’ve worked for top gaming companies like BioWare, Blizzard, and Ubisoft; step-by-step examples of actual game art; and detailed breakdowns of the training and portfolio samples you’ll need to make these jobs your own. For anyone who wants to go from gamer to game designer, this book contains all the secrets you’ll need to rise to the top of one of the most exciting industries of our time.
Product Leadership
Author: Richard Banfield
Publisher: "O'Reilly Media, Inc."
ISBN: 1491960558
Category : Business & Economics
Languages : en
Pages : 190
Book Description
In today’s lightning-fast technology world, good product management is critical to maintaining a competitive advantage. Yet, managing human beings and navigating complex product roadmaps is no easy task, and it’s rare to find a product leader who can steward a digital product from concept to launch without a couple of major hiccups. Why do some product leaders succeed while others don’t? This insightful book presents interviews with nearly 100 leading product managers from all over the world. Authors Richard Banfield, Martin Eriksson, and Nate Walkingshaw draw on decades of experience in product design and development to capture the approaches, styles, insights, and techniques of successful product managers. If you want to understand what drives good product leaders, this book is an irreplaceable resource. In three parts, Product Leadership helps you explore: Themes and patterns of successful teams and their leaders, and ways to attain those characteristics Best approaches for guiding your product team through the startup, emerging, and enterprise stages of a company’s evolution Strategies and tactics for working with customers, agencies, partners, and external stakeholders
Publisher: "O'Reilly Media, Inc."
ISBN: 1491960558
Category : Business & Economics
Languages : en
Pages : 190
Book Description
In today’s lightning-fast technology world, good product management is critical to maintaining a competitive advantage. Yet, managing human beings and navigating complex product roadmaps is no easy task, and it’s rare to find a product leader who can steward a digital product from concept to launch without a couple of major hiccups. Why do some product leaders succeed while others don’t? This insightful book presents interviews with nearly 100 leading product managers from all over the world. Authors Richard Banfield, Martin Eriksson, and Nate Walkingshaw draw on decades of experience in product design and development to capture the approaches, styles, insights, and techniques of successful product managers. If you want to understand what drives good product leaders, this book is an irreplaceable resource. In three parts, Product Leadership helps you explore: Themes and patterns of successful teams and their leaders, and ways to attain those characteristics Best approaches for guiding your product team through the startup, emerging, and enterprise stages of a company’s evolution Strategies and tactics for working with customers, agencies, partners, and external stakeholders
HTML5 for Publishers
Author: Sanders Kleinfeld
Publisher: "O'Reilly Media, Inc."
ISBN: 1449314619
Category : Computers
Languages : en
Pages : 119
Book Description
HTML5 is revolutionizing the Web, and now it's coming to your ebook reader! With the release of the EPUB 3 specification, HTML5 support will officially be a part of the EPUB standard, and publishers will be able to take full advantage of HTML5's rich feature set to add rich media and interactivity to their ebook content. HTML5 for Publishers gives an overview of some of the most exciting features HTML5 provides to ebook content creators--audio/video, geolocation, and the Canvas--and shows how to put them in action. Learn how to: Intersperse audio/video with textual content Create a graphing calculator to display algebraic equations on the Canvas Use geolocation to customize a work of fiction with details from the reader's locale Use Canvas to add interactivity to a children's picture book
Publisher: "O'Reilly Media, Inc."
ISBN: 1449314619
Category : Computers
Languages : en
Pages : 119
Book Description
HTML5 is revolutionizing the Web, and now it's coming to your ebook reader! With the release of the EPUB 3 specification, HTML5 support will officially be a part of the EPUB standard, and publishers will be able to take full advantage of HTML5's rich feature set to add rich media and interactivity to their ebook content. HTML5 for Publishers gives an overview of some of the most exciting features HTML5 provides to ebook content creators--audio/video, geolocation, and the Canvas--and shows how to put them in action. Learn how to: Intersperse audio/video with textual content Create a graphing calculator to display algebraic equations on the Canvas Use geolocation to customize a work of fiction with details from the reader's locale Use Canvas to add interactivity to a children's picture book
CLOG x FEEDS
Author: CLOG
Publisher: CLOG
ISBN: 099042247X
Category : Design
Languages : en
Pages : 108
Book Description
CLOG x FEEDS Of the 4.78 billion people online today, 3.8 billion are active social media users who regularly log onto numerous platforms to post, like, comment, consume, sell, talk shit, creep, and more via algorithmic data infrastructures colloquially known as feeds. Feeds have become a dominant form of communication, completely reshaping our digital commons. Feeds are purported to connect us to one another; they spark friendships, romances, and revolutions, and they keep them alive. On the other hand, feeds are explicitly designed to increase engagement. Not only do feeds capture our attention, they turn it into a product, ultimately generating advertising revenue for third parties. Epitomizing the fleeting moment and eluding nuanced, in-depth discussion, the same algorithms that serve to unite people with similar interests and ideologies also amplify differences, demonstrating an ability to not only connect us, but to drive us apart. Continually optimizing algorithms make it impossible to step into the same feed twice. Whether they function as windows into the world, as mirrors pointed at ourselves, or as something altogether more insidious, feeds wield a powerful influence over individuals, global communities and systems; they have impacted everything from how we shop to how we tell jokes to how we protest injustice to how we vote. The eighteenth issue of CLOG examines the design, behavior, and impact of feeds — and the myriad ways in which we interact with them — during this increasingly entropic time. CONTRIBUTORS Matthew Allen, AJ Artemel, Hannah Berger, Camille Bianchi, Matthew Alan Brubaker, Natan Diacon-Furtado, Ben Duvall, Ziv G. Epstein, Ellena Erskine, Weston Finfer, Max Graenitz, Malena Grigoli, Cassandra Hradil, Marilia Kaisar, Dana Kelly, Andreas Kofler, Gautam Palav, Beatriz Pinta, Curtis Roth, Jack Rusk, Ronny Salerno, Danny Wills, Gian Maria Socci, Rebecca van Beeck, Lucia Tahan, Rachel Serfling, Ryan Skrabalak, Paul Soulellis, Benjamin Strak, Ushma Thakrar, Mike Tully, Emily Weltman EDITORS Jelena Loncar, Kyle May, Nate Patrick, Jacob Reidel, Sam Sidersky ASSISTANT EDITORS Daniel Haidermota, Nicholas Jeffway, Nynika Jhaveri, Shovan Shah, Marissa Volk
Publisher: CLOG
ISBN: 099042247X
Category : Design
Languages : en
Pages : 108
Book Description
CLOG x FEEDS Of the 4.78 billion people online today, 3.8 billion are active social media users who regularly log onto numerous platforms to post, like, comment, consume, sell, talk shit, creep, and more via algorithmic data infrastructures colloquially known as feeds. Feeds have become a dominant form of communication, completely reshaping our digital commons. Feeds are purported to connect us to one another; they spark friendships, romances, and revolutions, and they keep them alive. On the other hand, feeds are explicitly designed to increase engagement. Not only do feeds capture our attention, they turn it into a product, ultimately generating advertising revenue for third parties. Epitomizing the fleeting moment and eluding nuanced, in-depth discussion, the same algorithms that serve to unite people with similar interests and ideologies also amplify differences, demonstrating an ability to not only connect us, but to drive us apart. Continually optimizing algorithms make it impossible to step into the same feed twice. Whether they function as windows into the world, as mirrors pointed at ourselves, or as something altogether more insidious, feeds wield a powerful influence over individuals, global communities and systems; they have impacted everything from how we shop to how we tell jokes to how we protest injustice to how we vote. The eighteenth issue of CLOG examines the design, behavior, and impact of feeds — and the myriad ways in which we interact with them — during this increasingly entropic time. CONTRIBUTORS Matthew Allen, AJ Artemel, Hannah Berger, Camille Bianchi, Matthew Alan Brubaker, Natan Diacon-Furtado, Ben Duvall, Ziv G. Epstein, Ellena Erskine, Weston Finfer, Max Graenitz, Malena Grigoli, Cassandra Hradil, Marilia Kaisar, Dana Kelly, Andreas Kofler, Gautam Palav, Beatriz Pinta, Curtis Roth, Jack Rusk, Ronny Salerno, Danny Wills, Gian Maria Socci, Rebecca van Beeck, Lucia Tahan, Rachel Serfling, Ryan Skrabalak, Paul Soulellis, Benjamin Strak, Ushma Thakrar, Mike Tully, Emily Weltman EDITORS Jelena Loncar, Kyle May, Nate Patrick, Jacob Reidel, Sam Sidersky ASSISTANT EDITORS Daniel Haidermota, Nicholas Jeffway, Nynika Jhaveri, Shovan Shah, Marissa Volk
Art Direction and Production Design
Author: Lucy Fischer
Publisher: Rutgers University Press
ISBN: 0813564379
Category : Art
Languages : en
Pages : 222
Book Description
How is the look of a film achieved? In Art Direction and Production Design, six outstanding scholars survey the careers of notable art directors, the influence of specific design styles, the key roles played by particular studios and films in shaping the field, the effect of technological changes on production design, and the shifts in industrial modes of organization. The craft’s purpose is to produce an overall pictorial “vision” for films, and in 1924 a group of designers formed the Cinemagundi Club—their skills encompassed set design, painting, decoration, construction, and budgeting. A few years later, in recognition of their contributions to filmmaking, the first Academy Awards for art direction were given, a clear indication of just how essential the oversight of production design had become to the so-called majors. The original essays presented in Art Direction and Production Design trace the trajectory from Thomas Edison’s primitive studio, the Black Maria, to the growth of the Hollywood “studio system,” to the influence of sound, to a discussion of the “auteur theory,” and to contemporary Hollywood in which computer-generated imagery has become common. By 2000, the Society of Motion Picture Art Directors became the Art Directors Guild, emphasizing the significance of the contributions of art direction and production design to filmmaking. Art Direction and Production Design is a volume in the Behind the Silver Screen series—other titles in the series include Acting, Animation, Cinematography, Directing, Editing and Special/Visual Effects, Producers, Screenwriting, and Sound.
Publisher: Rutgers University Press
ISBN: 0813564379
Category : Art
Languages : en
Pages : 222
Book Description
How is the look of a film achieved? In Art Direction and Production Design, six outstanding scholars survey the careers of notable art directors, the influence of specific design styles, the key roles played by particular studios and films in shaping the field, the effect of technological changes on production design, and the shifts in industrial modes of organization. The craft’s purpose is to produce an overall pictorial “vision” for films, and in 1924 a group of designers formed the Cinemagundi Club—their skills encompassed set design, painting, decoration, construction, and budgeting. A few years later, in recognition of their contributions to filmmaking, the first Academy Awards for art direction were given, a clear indication of just how essential the oversight of production design had become to the so-called majors. The original essays presented in Art Direction and Production Design trace the trajectory from Thomas Edison’s primitive studio, the Black Maria, to the growth of the Hollywood “studio system,” to the influence of sound, to a discussion of the “auteur theory,” and to contemporary Hollywood in which computer-generated imagery has become common. By 2000, the Society of Motion Picture Art Directors became the Art Directors Guild, emphasizing the significance of the contributions of art direction and production design to filmmaking. Art Direction and Production Design is a volume in the Behind the Silver Screen series—other titles in the series include Acting, Animation, Cinematography, Directing, Editing and Special/Visual Effects, Producers, Screenwriting, and Sound.