Digital Character Development Book in PDF, ePub and Kindle version is available to download in english. Read online anytime anywhere directly from your device. Click on the download button below to get a free pdf file of Digital Character Development book. This book definitely worth reading, it is an incredibly well-written.
Digital characters are a driving force in the entertainment industry today. Every animated film and video game production spends a large percentage of its resources and time on advancing the quality of the digital characters inhabiting the world being created. This book presents the theory and practice behind the creation of digital characters for
Digital character development consumes a large percentage of the development time of every animated film or video, and is widely viewed as the next major area of advance in computer games. This field now spans the areas of cognition, anatomy, animation, computer graphics, theater, and psychology. While advanced techniques are reported in scholarly journals and academic dissertations, only those that find an implementation in off-the-shelf software (such as Maya) are covered in books. Digital Character Development: Theory and Practice covers the foundational algorithms and research that go into the development of virtual characters. The author, a faculty member of the Pratt Institute and Parsons School of Design, as well as studio technical director of Eyebeam Art and Technology Center in New York, was technical director at PDI/Dreamworks on Shrek 2 and Madagascar and is an independent filmmaker and artist. His new textbook guides both students and professionals who need a thorough understanding of character development in order to make decisions about the creation of their own characters. This text bridges the gap between algorithm and software-agnostic applications. The book will include exercises. The manuscript will be class tested at Pratt Institute, Parsons School of Design, and others.
Digital Character Development by Robert O'Neill Pdf
This book provides insight from a real production environment and the requirements such an environment imposes. It covers the theory and practice behind the development of digital characters for film and games using rigging concepts, algorithms, and techniques via software-agnostic descriptions that apply to any animation application. The book presents the anatomical considerations for rigging a character alongside the expectations of an animator, a road map for character development is carefully laid out through rich illustrations and visual code examples.
3D Character Development Workshop by Erik Van Horn Pdf
3D Character Development Workshop is designed to fast-track comprehension of the concepts, tools, and methods of character rigging so that you can get past the technical hurdles and on to animating. This comprehensive guide is simple enough for non-technical artists to follow, yet presented in a holistic, comprehensive, best-practices approach so professional and student animators and artists can begin designing and animating their own fully-functioning characters. Features: • Uses a holistic, end-to-end process that empowers the reader with an understanding of the entirety of the character development pipeline--from concept to completion • Includes a fast-tracked learning by example method. Short, iterative lessons create familiarity of best practices through rote exercise • Contains full color photos (throughout) and downloadable examples/starter files that allow out-of-sequence or selective learning
Digital Character Animation 3 by George Maestri Pdf
Whether you’re creating animation for television, advertising, games, or multimedia, [digital] Character Animation 3 can help you bring your imagination to life. In this updated classic, both newcomers to digital animation and old hands looking to hone existing skills will find essential techniques for creating lively, professional-quality animation that are applicable to any software application. Combining the fundamentals of modeling, rigging, and animation with advanced-level information on characterization, directing, and production management, author George Maestri has created an essential resource for digital animators. [digital] Character Animation 3 is packed with beautiful new artwork and Maestri’s invaluable expert tips. Along with clear instruction on the theory and practice of foundation techniques such as rigging, walk-cycles, and lip-synch–the tutorials and exercises in this book let you practice what you’ve learned. Maestri also offers in-depth information on creating nuanced characters that feel “alive” and win audience empathy and attention. The book’s final chapter guides you through the entire filmmaking process, from story development through voice casting and animation directing.
Fundamentals of Character Design by 3dtotal 3dtotal Publishing,Publishing 3dtotal Pdf
An eye-opening, visual-led exploration of the fundamental aspects of character design, including narrative, shape language, proportion, and expression.
To create a great video game, you must start with a solid game design: A well-designed game is easier to build, more entertaining, and has a better chance of succeeding in the marketplace. Here to teach you the essential skills of player-centric game design is one of the industry’s leading authorities, who offers a first-hand look into the process, from initial concept to final tuning. Now in its second edition, this updated classic reference by Ernest Adams offers a complete and practical approach to game design, and includes material on concept development, gameplay design, core mechanics, user interfaces, storytelling, and balancing. In an easy-to-follow approach, Adams analyzes the specific design challenges of all the major game genres and shows you how to apply the principles of game design to each one. You’ll learn how to: Define the challenges and actions at the heart of the gameplay. Write a high-concept document, a treatment, and a full design script. Understand the essentials of user interface design and how to define a game’s look and feel. Design for a variety of input mechanisms, including the Wii controller and multi-touch iPhone. Construct a game’s core mechanics and flow of resources (money, points, ammunition, and more). Develop appealing stories, game characters, and worlds that players will want to visit, including persistent worlds. Work on design problems with engaging end-of-chapter exercises, design worksheets, and case studies. Make your game accessible to broader audiences such as children, adult women, people with disabilities, and casual players. “Ernest Adams provides encyclopedic coverage of process and design issues for every aspect of game design, expressed as practical lessons that can be immediately applied to a design in-progress. He offers the best framework I’ve seen for thinking about the relationships between core mechanics, gameplay, and player—one that I’ve found useful for both teaching and research.” — Michael Mateas, University of California at Santa Cruz, co-creator of Façade
Character Development in Blender 2.5 by Jonathan Williamson Pdf
A guide to creating characters using Blender covers such topics as modeling, textures, lighting, and rendering along with information on the technical, artistic, and theoretical aspects of character development.
Teaching the Digital Generation by Frank S. Kelly,Ted McCain,Ian Jukes Pdf
The authors show how traditional industrial-type high schools have failed to meet students' learning needs and explore ten alternative high school models that address 21st-century skills.
HCI International 2023 – Late Breaking Posters by Constantine Stephanidis,Margherita Antona,Stavroula Ntoa,Gavriel Salvendy Pdf
This two-volme set CCIS 1957-1958 is part of the refereed proceedings of the 25th International Conference on Human-Computer Interaction, HCII 2023, which was held in Copenhagen, Denmark, in July 2023. A total of 5583 individuals from academia, research institutes, industry, and governmental agencies from 88 countries submitted contributions, and 1276 papers and 275 posters were included in the proceedings that were published just before the start of the conference. Additionally, 296 papers and 181 posters are included in the volumes of the proceedings published after the conference, as “Late Breaking Work” (papers and posters). The contributions thoroughly cover the entire field of human-computer interaction, addressing major advances in knowledge and effective use of computers in a variety of application areas.
Virtual Character Design for Games and Interactive Media by Robin James Stuart Sloan Pdf
While the earliest character representations in video games were rudimentary in terms of their presentation and performance, the virtual characters that appear in games today can be extremely complex and lifelike. These are characters that have the potential to make a powerful and emotional connection with gamers. As virtual characters become more intricate and varied, there is a growing need to examine the theory and practice of virtual character design. This book seeks to develop a series of critical frameworks to support the analysis and design of virtual characters. Virtual Character Design for Games and Interactive Media covers a breadth of topics to establish a relationship between pertinent artistic and scientific theories and good character design practice. Targeted at students, researchers, and professionals, the book aims to show how both character presentation and character performance can be enhanced through careful consideration of underlying theory. The book begins with a focus on virtual character presentation, underpinned by a discussion of biological, artistic, and sociological principles. Next it looks at the performance of virtual characters, encompassing the psychology of emotion and personality, narrative and game design theories, animation, and acting. The book concludes with a series of applied virtual character design examples. These examples examine the aesthetics of player characters, the design and performance of the wider cast of game characters, and the performance of characters within complex, hyperreal worlds.
Author : Michael D. Matthews,Richard M. Lerner Publisher : Taylor & Francis Page : 1071 pages File Size : 40,9 Mb Release : 2024-03-29 Category : Psychology ISBN : 9781003851226
The Routledge International Handbook of Multidisciplinary Perspectives on Character Development, Volume II by Michael D. Matthews,Richard M. Lerner Pdf
Drawing from philosophy, religion, biology, behavioral and social sciences, and the arts, The Routledge International Handbooks of Multidisciplinary Perspectives on Character Development, Volumes I and II, present cutting-edge scholarship about the concept of character across the life span, the developmental and contextual bases of character, and the key organizations of societal sectors, within and across nations, that promote character development in individuals, families, and communities. This second volume, Moderators, Threats, and Contexts, focuses on the moderators and covariates of character development with chapters pertaining to cultural- and contextual-based exemplars of character development; grit, achievement, and resilience; hope for the future; and parenting and self-regulation. With contributions from international experts, Volume II goes on to discuss threats to moral, positive, or virtuous character development, as well as the different contexts wherein the character is studied and promoted. Special attention is paid to the centers of excellence at universities around the world that specialize in character development research and character education. This comprehensive publication is an essential reference for researchers and graduate students in behavioral sciences, biology, philosophy, theology, and economics, as well as practitioners leading or evaluating character education or character development programs around the world. Find Volume I: Conceptualizing and Defining Character here: www.routledge.com/9781032169491
Reel Character Education by William B. Russell,Stewart Waters Pdf
Values, attitudes, and beliefs have been depicted in movies since the beginning of the film industry. Educators will find this book to be a valuable resource for helping explore character education with film. This book includes an overview of the history of character education, a discussion of how to effectively teach with film, and a discussion about analyzing film for educational value. This book offers educators an effective and relevant method for exploring character education with today’s digital and media savvy students. This book details how film can be utilized to explore character education and discusses relevant legal issues surrounding the use of film in the classroom. Included in this book is a filmography of two hundred films pertaining to character education. The filmography is divided into four chapters. Each chapter details fifty films for a specific educational level (elementary, middle, high school, and postsecondary). Complete bibliographic information, summary, and applicable character lesson topics are detailed for each film. This book is clearly organized and expertly written for educators and scholars at the elementary, middle, high school, and postsecondary levels.