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Rigging for Games: A Primer for Technical Artists Using Maya and Python is not just another step-by-step manual of loosely related tutorials. Using characters from the video gameTin, it takes you through the real-world creative and technical process of rigging characters for video games and cinematics, allowing readers a complete inside look at a single project.
You'll explore new ways to write scripts and create modular rigs using Maya and Python, and automate and speed up the rigging process in your creative pipeline. Finally, you'll learn the most efficient ways of exporting your rigs into the popular game engine Unity. This is the practical, start-to-finish rigging primer you've been waiting for!
This book is a multidisciplinary study of the translation and localisation of video games. It offers a descriptive analysis of the industry - understood as a global phenomenon in entertainment - and aims to explain the norms governing present industry practices, as well as game localisation processes. Additionally, it discusses particular translation issues that are unique to the multichannel nature of video games, in which verbal and nonverbal signs must be cohesively combined with interactivity to achieve maximum playability and immerse players in the game's virtual world. Although positioned within the theoretical framework of descriptive translation studies, Bernal-Merinoincorporates research from audiovisual translation, software localisation, computer assisted translation, comparative literature, and video game production. Moving beyond this framework,Translation and Localisation in Video Games challenges some of the basic tenets of translation studies and proposes changes to established and unsatisfactory processes in the video game and language services industries.
Game design requires many skills including imagination, problem solving, communication, and teamwork. These characteristics make it a natural fit for the Maker movement. From board games to video games, this exciting title introduces readers to the essential basics of game design including game components and systems, prototype design, play testing, and the steps in the iterative design process. Makers and Shakers sidebars introduce readers to some of the worlds greatest game designers and innovators. The title also includes engaging, step-by-step Maker projects to put their game design skills to work.
No other book available covers the topic of videocassette acquisitions so completely. This professional reference gives special attention to problems unique to cataloging videocassettes within the electronic, on-line cataloging environment. The text provides ample theoretical discussion, along with practical examples of a variety of solutions.
Video acquisitions is one the most difficult tasks confronting any library today. Knowing and deciding what to buy and from whom, keeping track of orders, verifying titles, returning damaged and incorrectly shipped products, dealing with company representatives, obtaining discounts, and purchasing public performance rights are only some of the formidable decisions video librarians must make.
This professional reference is a detailed guide to video acquisitions and cataloging. Throughout the work, emphasis is placed on the problems and concerns of acquisitions and cataloging within the electronic, on-line environment of today's library. The text provides ample theoretical discussion, along with practical examples and illustrations of solutions to the problems faced by video librarians.
From the man who has played them all, take inspiration from the examples and tips Liam gives to enhance any Drama inspired group to further their confidence and ability. Plain and simple, this book makes drama classes fun, innovative and adventurous for the imagination.For anyone wanting ideas for Drama inspired classes, this book has it all - great ice-breakers, confidence builders and imaginative ideas.
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