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Animating
Real-Time Game Characters (Game Development Series)
by Paul Steed
Book Description:
Learn the basics of what makes a great character model and gain new
insights to the many issues facing the character animator. Using the tried
and proven methods found in Animating Real-Time Game Characters, youíll
quickly bring your character animation to the next level. Find detailed
coverage on modeling, rigging, and weighting real-time game characters
using 3ds max and character studio. Explore effective keyframing techniques
that focus on dramatic poses and proper timing. Discover how to work with
and adjust motion capture data as well as what to look for when working
with mocap studios. Get an inside glimpse at the process of taking a real-time
game character from concept to export into a game technology.
With the popularity of games like Quake III: Arena, Unreal Tournament,
and Warcraft III, real-time gaming is here to stay. Whether youíre a working
professional or an eager novice, Animating Real-Time Game Characters will
absolutely help you improve your character animation skills using 3ds max
and character studio.
HIGHLIGHTS
* Step-by-step instruction with hundreds of clear illustrations
* Complete game character models and animation sets
* Detailed info on keyframing and using motion capture data
* Find dozens of ideas and notes on using the most popular game character
creation and animation tools, including 3ds max and character studio
* Thousands of frames of animation ready to be plugged into your own
game character
ON THE CD-ROM
* All models, images, and motion capture files are included for use
with the tutorials, as well as a fun-filled game demo for the new online-only
action game sensation, Betty Bad!
Paperback from Charles River Media
Book Published: 05 December, 2002 |
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Black
Art of 3d Game Programming : Writing Your Own High-Speed 3-D Polygon Video
Games
by Andre Lamothe
(Paperback - September 1995)
The
Complete Guide to Game Audio: For Composers, Musicians, Sound Designers,
and Game Developers
by Aaron Marks
(Paperback - October 2001)
Developing
Games in Java
by David Brackeen, Laurence Vanhelswue
Paperback from New Riders
Book Published: 14 August, 2003 |
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Game
Architecture and Design: Learn the Best Practices for Game Design and Programming
by Andrew Rollings, Dave Morris
(Paperback)
Game
Design: Theory and Practice (With CD-ROM)
by Richard Rouse, et al
(Paperback)
Game
Plan: The Insider's Guide to Breaking In and Succeeding in the Computer
and Video Game Business
by Alan Gershenfeld, Mark Loparco, Cecilia Barajas
Book Description: The $20 billion computer and video gaming business
is the fastest-growing entertainment medium in the worldæon track to surpass
both the movie and record businesses. More than 200 million computer and
video games are sold to the 140 million gamers in America every year.
Game Plan: The Insiders Guide to Breaking In and Succeeding in the
Computer and Video Game Business is the first book that clearly explains
how to get a foot in the door to this incredibly dynamic and exciting field.
This essential guide includes everything job seekers need to know about:
· How the computer and video game business really works
· How to break into the industry
· How to get your dream game made
· The many different jobs in the field
· Surviving and thriving in the marketplace
Three top game veterans provide all the information readers need to
begin their search: Alan Gershenfeld, former senior vice-president of Activison
Studios, Mark Loparco, one of the industry’s top edutainment producers,
and Cecilia Barajas, an acclaimed game producer/ director and a design
consultant on hundreds of games.
Game Plan also features expert advice by top gamemakers from such leading
game publishers and developers as Electronic Arts, Activision, Microsoft,
Midway, LucasArts, and THQ. No matter what your background or job qualifications
are, Game Plan will help you to decide which area of the video and computer
game business appeals to you the most, and how to attain your goals of
working in the industry.
For anyone who’s ever dreamed of one day making a game, or is simply
curious if this is the field to go intoæthis book is a must-read.
Paperback from Griffin Trade Paperback
Book Published: 05 May, 2003 |
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Game
Programming All in One (With CD-ROM)
by Bruno Desousa, Bruno M. de Sousa
(Paperback)
Game
Programming Gems
by Mark DeLoura (Editor)
(Hardcover - August 2000)
Game
Programming Gems 2
by Mark DeLoura (Editor)
(Hardcover)
Game
Programming Gems 3
by Dante Treglia, Mark Deloura
Hardcover from Charles River Media
Book Published: July, 2002 |
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Get
in the Game: Careers in the Game Industry
by Marc Mencher
Book Description: Have you dreamed of obtaining a game industry job?
Get in the Game will help you achieve this! This friendly guide shows you
step-by-step how to prepare yourself for a game industry career. With insights
from over a dozen industry experts, it's the only guide you will need for
training yourself then finding a game industry job. Discover how to research,
meet the right industry people, access the unadvertised job market, sell
yourself, create the perfect demo, beat the competition, handle interviews,
and negotiate a salary package. This book will show you how to tailor your
job search, answer tough interview questions, transition into the game
industry from other careers, hone essential resume writing skills and networking
skills.
It's a crash course on everything you need to know about the game industry!
You will learn about the following careers:
Game Designer
Game Programming
Game Artist
Game Production
Paperback from New Riders
Book Published: October, 2002 |
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Introduction
to 3D Game Programming with DirectX 9.0
by Frank D. Luna
Book Description:
Introduction to 3D Game Programming with DirectX 9.0 provides an introduction
to programming interactive 3D computer graphics using DirectX 9.0, with
an emphasis on game development. The book begins with an explanation of
mathematical tools and moves on to general 3D concepts. Other topics include
performing basic operations in Direct3D such as primitive drawing, lighting,
texturing, alpha blending, and stenciling, and using Direct3D to implement
techniques that could be required in a game. Chapters on vertex and pixel
shaders, including the effects framework and the new High-Level Shading
Language, wraps up the discussion.
Paperback from Wordware Publishing
Book Published: 02 June, 2003 |
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OpenGL
Game Programming (With CD-ROM)
by Dave Astle, et al
Book Description:
OpenGL is an application programming interface (API) that exposes hardware
features needed to create computer graphics. Unlike Microsoft's Direct3D,
which only works on Windows, OpenGL works across all platforms. OpenGL
Game Programming is a complete guide to game development using the OpenGL
graphics API. Myriad examples are included to demonstrate various concepts
such as coloring, texture mapping, blending, lighting, coordinate transforms,
3D modeling, collision detection, and several other key concepts involved
in game development. It also covers how to integrate the non-graphical
elements of Microsoft's DirectX into OpenGL games so that users can incorporate
sound, music, and networking functions. Teaching users how to use OpenGL
to create dynamic 3D environments and effects for use in game development,
this book covers all the fundamentals so that users can program OpenGL
API
to its fullest potential. Anyone interested in game development will find
the information in this book invaluable as they begin to create dynamic
game graphics. Series editor André LaMothe has published numerous magazine
articles and is an international best-selling author with over six game
programming and 3D graphics titles to his credit. He has been active in
the computing industry for more than twenty years, during which he created
one of the world's first commercially available virtual reality games,
CyberGate. André is also the founder and CEO of Xtreme Games LLC.
Paperback - 750 pages 1st edition (May 10, 2001)
Premier Press, Inc.; ISBN: 0761533303
Sams
Teach Yourself Game Programming in 24 Hours
by Michael Morrison
Paperback from SAMS
Book Published: 24 December, 2002
Sams
Teach Yourself Game Programming with DirectX in 21 Days
by Clayton Walnum
Paperback from SAMS
Book Published: 26 August, 2002
Sams
Teach Yourself Game Programming with Visual Basic in 21 Days
by Clayton Walnum
Paperback from SAMS
Book Published: 04 December, 2000
Special
Effects Game Programming with DirectX 8.0 (With CD-ROM)
by Mason McCuskey, Andre LaMothe (Editor)
Paperback - 800 pages Bk&Cd-Rom edition (December
15, 2001)
Premier Pr; ISBN: 1931841063
Visual
Basic Game Programming With DirectX
by Jonathan S. Harbour
(Paperback - February 2002)
AI
Game Programming Wisdom (with CD-ROM)
by Steve Rabin (Editor)
(Hardcover - March 2002)
Isometric
Game Programming With Directx 7.0
by Ernest Pazera, Andre Lamothe (Editor)
(Paperback - March 2001)
Tricks
of the Windows Game Programming Gurus
by Andre Lamothe
(Paperback)
Game
Design: The Art & Business of Creating Games
by Bob Bates
(Paperback)
Windows®
Game Programming For Dummies®
by Andre Lamothe
(Paperback)
Physics
for Game Developers
by David M. Bourg
(Paperback)
Macromedia
Director Game Development: From Concept to Creation
by Kris Jamsa, Epic Software
(Paperback - March 2001)
MultiPlayer
Game Programming
by Todd Barron, Andre Lamothe
(Paperback)
The
Zen of Direct3D Game Programming
by Peter Walsh
(Paperback)
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