Animation Products

  • The VES Handbook of Visual Effects

    Industry Standard VFX Practices and Procedures, 3rd Edition

    Edited by Susan Zwerman, Jeffrey A. Okun

    The award-winning VES Handbook of Visual Effects remains the most complete guide to visual effects techniques and best practices available today. This new edition has been updated to include the latest, industry-standard techniques, technologies, and workflows for the ever-evolving fast paced world…

    Paperback – 2020-07-17 
    Routledge

  • The Digital Gaming Handbook

    1st Edition

    Edited by Roberto Dillon

    Covers state-of-the-art in video and digital game research and development from traditional to emerging elements of gaming across multiple disciplines. Chapters will be presented with applicability across all gaming platforms over a broad range of topics from game content creation through game play…

    Paperback – 2020-07-15 
    CRC Press

  • Narrative Design

    The Craft of Writing for Games, 1st Edition

    By Michael Breault

    Narrative designers and game designers are critical to the development of digital and analog games. This book provides a detailed look at the work writers and designers perform every day on game development projects. It includes practical advice on how to break into the game industry as a writer or…

    Paperback – 2020-06-02 
    CRC Press

  • Filming the Fantastic with Virtual Technology

    Filmmaking on the Digital Backlot, 1st Edition

    By Mark Sawicki, Juniko Moody

    This book brings fantasy storytelling to a whole new level by providing an in-depth insight into the tools used for virtual reality, augmented reality, 360 cinema and motion capture in order to repurpose them to create a virtual studio for filmmaking. Gone are the long days and months of post…

    Paperback – 2020-05-22 
    Routledge

  • Professional Techniques for Video Game Writing

    2nd Edition

    By Wendy Despain

    This second edition of Professional Techniques for Video Game Writing is updated with new chapters and new authors, but it’s still a no-nonsense guide to the professional craft of writing for video games. Not only does the text cover story and narrative elements, but it also addresses dialogue,…

    Paperback – 2020-05-13 
    CRC Press

  • The History of Chinese Animation II

    1st Edition

    Edited by Lijun Sun

    China has been one of the first countries to develop its own aesthetic for dynamic images and to create animation films with distinctive characteristics. In recent years, however, and subject to the influence of Western and Japanese animation, the Chinese animation industry has experienced several…

    Hardback – 2020-05-08 
    Routledge
    China Perspectives

  • The History of Chinese Animation

    1st Edition

    Edited by Lijun Sun

    China has been one of the first countries to develop its own aesthetic for dynamic images and to create animation films with distinctive characteristics. In recent years, however, and subject to the influence of Western and Japanese animation, the Chinese animation industry has experienced several…

    Hardback – 2020-05-08 
    Routledge
    China Perspectives

  • The History of Chinese Animation I

    1st Edition

    Edited by Lijun Sun

    China has been one of the first countries to develop its own aesthetic for dynamic images and to create animation films with distinctive characteristics. In recent years, however, and subject to the influence of Western and Japanese animation, the Chinese animation industry has experienced several…

    Hardback – 2020-05-08 
    Routledge
    China Perspectives

  • The Game Production Toolbox

    1st Edition

    By Heather Maxwell Chandler

    The Game Production Toolbox focuses on the nuts and bolts of producing interactive content and how you can organize and support the creative, technical, and business efforts that are all part of interactive game development. This book isn’t going to tell you how to design a game or what…

    Paperback – 2020-04-29 
    CRC Press

  • Virtual Vernacular

    1st Edition

    By Sarah Bonser

    Learn to see the patterns and relationships in visual mediums and buildings as you push the boundaries of design. Sarah Bonser’s Virtual Vernacular breaks the barriers between architectural theory and game design. The text explores the way in which architecture can convey history, culture, and…

    Paperback – 2020-04-16 
    CRC Press

  • The Multiplayer Classroom

    Designing Coursework as a Game, 2nd Edition

    By Lee Sheldon

    Go beyond gamification’s badges and leaderboards with the new edition of the book, first published in 2011, that helped transform education. Going far beyond the first edition of The Multiplayer Classroom, forthrightly examining what worked and what didn’t over years of development, here are the…

    Paperback – 2020-03-19
    CRC Press

  • Title Sequences as Paratexts

    Narrative Anticipation and Recapitulation, 1st Edition

    By Michael Betancourt

    In his third book on the semiotics of title sequences, Title Sequences as Paratexts, theorist Michael Betancourt offers an analysis of the relationship between the title sequence and its primary text—the narrative whose production the titles credit. Using a wealth of examples drawn from across film…

    Paperback – 2019-12-17
    Routledge

1Series in Animation

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