HTML5 Games: Creating Fun with HTML5, CSS3 and WebGLJacob Seidelin  
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HTML5 Gamesshows you how to combine HTML5, CSS3 and JavaScript to make games for the web and mobiles - games that were previously only possible with plugin technologies like Flash. Using the latest open web technologies, you are guided through the process of creating a game from scratch using Canvas, HTML5 Audio, WebGL and WebSockets.

 

Inside, Jacob Seidelin shows you how features available in HTML5 can be used to create games. First, you will build a framework on which you will create your HTML5 game. Then each chapter covers a new aspect of the game including user input, sound, multiplayer functionality, 2D and 3D graphics and more. By the end of the book, you will have created a fully functional game that can be played in any compatible browser, or on any mobile device that supports HTML5.

 

Topics include:

  Dealing with backwards compatibilityGenerating level dataMaking iOS and Android web appsTaking your game offlineUsing Web WorkersPersistent Game DataDrawing with CanvasCapturing player inputCreating 3D graphics with WebGLTextures and lightingSound with HTML5 Audio

 

And more…

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Rules of Play: Game Design FundamentalsKatie Salen Tekinbaş, Eric Zimmerman  
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An impassioned look at games and game design that offers the most ambitious framework for understanding them to date.

As pop culture, games are as important as film or television — but game design has yet to develop a theoretical framework or critical vocabulary. In Rules of Play Katie Salen and Eric Zimmerman present a much-needed primer for this emerging field. They offer a unified model for looking at all kinds of games, from board games and sports to computer and video games. As active participants in game culture, the authors have written Rules of Play as a catalyst for innovation, filled with new concepts, strategies, and methodologies for creating and understanding games. Building an aesthetics of interactive systems, Salen and Zimmerman define core concepts like "play," "design," and "interactivity." They look at games through a series of eighteen "game design schemas," or conceptual frameworks, including games as systems of emergence and information, as contexts for social play, as a storytelling medium, and as sites of cultural resistance.

Written for game scholars, game developers, and interactive designers, Rules of Play is a textbook, reference book, and theoretical guide. It is the first comprehensive attempt to establish a solid theoretical framework for the emerging discipline of game design.

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10 PRINT CHR$(205.5+RND(1)); : GOTO 10 (Software Studies)Nick Montfort, Patsy Baudoin, John Bell, Ian Bogost, Jeremy Douglass, Mark C. Marino, Michael Mateas, Casey Reas, Mark Sample, Noah Vawter  
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A single line of code offers a way to understand the cultural context of computing.

This book takes a single line of code — the extremely concise BASIC program for the Commodore 64 inscribed in the title — and uses it as a lens through which to consider the phenomenon of creative computing and the way computer programs exist in culture. The authors of this collaboratively written book treat code not as merely functional but as a text — in the case of 10 PRINT, a text that appeared in many different printed sources — that yields a story about its making, its purpose, its assumptions, and more. They consider randomness and regularity in computing and art, the maze in culture, the popular BASIC programming language, and the highly influential Commodore 64 computer.

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FUI: How to Design User Interfaces for Film and Games: Featuring tips and advice from artists that worked on: Minority Report, The Avengers, Star ... Wars, The Dark Tower, Black Mirror and moreJono Yuen  
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Want to know how to get a job designing UI for films or games? Not sure how to get started? We’ve got the answers to these and many more questions in our guide to launching a career in FUI.

Jono gathers the most prolific artists in the industry to help answer some of the most common questions such as: What does the FUI process look like?What tools do FUI designers use?How do you get a job designing FUI?How do I get started?

If you’ve ever considered designing user interfaces for film or games, then this guide is for you.

This is a guide to help people needing advice on how to get started in FUI and how to break into the industry. This is not a coffee table book full of pretty pictures or step-by-step tutorials. It is a book filled with tips and insights collected from industry professionals.

ALSO INCLUDES‘Approaching an interface’ checklist‘Assessing an interface’ checklistPro tips from our contributing artists

CONTRIBUTING ARTISTSAlan Torres (Captain America: Civil War, Avengers: Age of Ultron, Furious 7, Guardians of the Galaxy)Ash Thorp (Ghost in the Shell, Call of Duty: Infinite Warfare, 007: Spectre, Total Recall, Prometheus, Robocop)Chris Kieffer (Westworld, Passengers, Interstellar, G.I. Joe: Retaliation, Deep Water Horizon))Corey Brammell (TMNT: Out of the Shadows, Ant-Man, 5th Wave, Transformers: Age of Extinction)Davison Carvalho (Star Wars: The Force Awakens, Doctor Strange, Captain America: Civil War, Mortal Kombat X)Gemma Kingsley (Black Mirror, The Conjuring 2, London Has Fallen)Jayse Hansen (Spider-Man Homecoming, Guardians 2, Star Wars: The Force Awakens, The Avengers 1&2, Iron Man 3)Jérémie Benhamou (Call of Duty: Advanced Warfare, Dead Space 2&3, Assassins Creed: Unity, Rainbow Six: Siege)John LePore (Batman V Superman: Dawn of Justice, Captain America: Civil War, Iron Man 2, The Avengers)Jorge Almeida (Minority Report, Star Trek Into Darkness, The Dark Knight Rises, Microsoft Future Vision 2015)Ryan Rafferty Phelan (Avengers Age of Ultron, Mission Impossible V, Agent 47, Guardians of the Galaxy)

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Design as ArtBruno Munari  
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One of the last surviving members of the futurist generation, Bruno Munari's Design as Art is an illustrated journey into the artistic possibilities of modern design translated by Patrick Creagh published as part of the "Penguin on Design" series in Penguin Modern Classics. Bruno Munari was among the most inspirational designers of all time, described by Picasso as "the new Leonardo." Munari insisted that design be beautiful, functional, and accessible, and this enlightening and highly entertaining book sets out his ideas about visual, graphic, and industrial design and the role it plays in the objects we use everyday. Lamps, road signs, typography, posters, children's books, advertising, cars, and chairs—these are just some of the subjects to which he turns his illuminating gaze. How do we see the world around us? The Penguin on Design series includes the works of creative thinkers whose writings on art, design, and the media have changed our vision forever.

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Designing Sound for AnimationRobin Beauchamp  
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Sound is just as crucial an aspect to your animation as your visuals. Whether you're looking to create a score, ambient noise, dialog, or a complete soundtrack, you'll need sound for your piece. This nuts-and-bolts guide to sound design for animation will explain the theory and workings behind sound for image, and provide an overview of the systems and production path to help you create your soundtrack. Follow the sound design process along animated shorts and learn how to use the tools and techniques of the trade. Enhance your piece and learn how to design sound for animation.

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Interaction of Color: 50th Anniversary EditionJosef Albers  
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Josef Albers’s Interaction of Color is a masterwork in art education. Conceived as a handbook and teaching aid for artists, instructors, and students, this influential book presents Albers’s singular explanation of complex color theory principles.
 
Originally published by Yale University Press in 1963 as a limited silkscreen edition with 150 color plates, Interaction of Color first appeared in paperback in 1971, featuring ten color studies chosen by Albers, and has remained in print ever since. With over a quarter of a million copies sold in its various editions since 1963, Interaction of Color  remains an essential resource on color, as pioneering today as when Albers first created it.
 
Fifty years after Interaction’s initial publication, this new edition presents a significantly expanded selection of close to sixty color studies alongside Albers’s original text, demonstrating such principles as color relativity, intensity, and temperature; vibrating and vanishing boundaries; and the illusion of transparency and reversed grounds. A celebration of the longevity and unique authority of Albers’s contribution, this landmark edition will find new audiences in studios and classrooms around the world.

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Visualizing Data: Exploring and Explaining Data with the Processing EnvironmentBen Fry  
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Enormous quantities of data go unused or underused today, simply because people can't visualize the quantities and relationships in it. Using a downloadable programming environment developed by the author, Visualizing Data demonstrates methods for representing data accurately on the Web and elsewhere, complete with user interaction, animation, and more.

How do the 3.1 billion A, C, G and T letters of the human genome compare to those of a chimp or a mouse? What do the paths that millions of visitors take through a web site look like? With Visualizing Data, you learn how to answer complex questions like these with thoroughly interactive displays. We're not talking about cookie-cutter charts and graphs. This book teaches you how to design entire interfaces around large, complex data sets with the help of a powerful new design and prototyping tool called "Processing".

Used by many researchers and companies to convey specific data in a clear and understandable manner, the Processing beta is available free. With this tool and Visualizing Data as a guide, you'll learn basic visualization principles, how to choose the right kind of display for your purposes, and how to provide interactive features that will bring users to your site over and over. This book teaches you: The seven stages of visualizing data — acquire, parse, filter, mine, represent, refine, and interactHow all data problems begin with a question and end with a narrative construct that provides a clear answer without extraneous detailsSeveral example projects with the code to make them workPositive and negative points of each representation discussed. The focus is on customization so that each one best suits what you want to convey about your data setThe book does not provide ready-made "visualizations" that can be plugged into any data set. Instead, with chapters divided by types of data rather than types of display, you'll learn how each visualization conveys the unique properties of the data it represents — why the data was collected, what's interesting about it, and what stories it can tell. Visualizing Data teaches you how to answer questions, not simply display information.

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Understanding Video Games: The Essential IntroductionSimon Egenfeldt-Nielsen, Jonas Heide Smith, Susana Pajares Tosca  
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Understanding Video Games is a crucial guide for newcomers to video game studies and experienced game scholars alike. This revised and updated third edition of the pioneering text provides a comprehensive introduction to the field of game studies, and highlights changes in the gaming industry, advances in video game scholarship, and recent trends in game design and development―including mobile, casual, educational, and indie gaming.

In the third edition of this textbook, students will:

Learn the major theories and schools of thought used to study games, including ludology and narratology;

Understand the commercial and organizational aspects of the game industry;

Trace the history of games, from the board games of ancient Egypt to the rise of mobile gaming;

Explore the aesthetics of game design, including rules, graphics, audio, and time;

Analyze the narrative strategies and genre approaches used in video games;

Consider the debate surrounding the effects of violent video games and the impact of "serious games."

Featuring discussion questions, recommended games, a glossary of key terms, and an interactive online video game history timeline, Understanding Video Games provides a valuable resource for anyone interested in examining the ways video games are reshaping entertainment and society.

1138849820
Art in Motion, Revised Edition: Animation AestheticsMaureen Furniss  
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Art in Motion is the first comprehensive examination of the aesthetics of animation in its many forms. It gives an overview of the relationship between animation studies and media studies, then focuses on specific aesthetic issues concerning flat and dimensional animation, full and limited animation, and new technologies. A series of studies on abstract animation, audiences, representation, and institutional regulators is also included.

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What the Best College Teachers DoKen Bain  
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What makes a great teacher great? Who are the professors students remember long after graduation? This book, the conclusion of a fifteen-year study of nearly one hundred college teachers in a wide variety of fields and universities, offers valuable answers for all educators.

The short answer is—it's not what teachers do, it's what they understand. Lesson plans and lecture notes matter less than the special way teachers comprehend the subject and value human learning. Whether historians or physicists, in El Paso or St. Paul, the best teachers know their subjects inside and out—but they also know how to engage and challenge students and to provoke impassioned responses. Most of all, they believe two things fervently: that teaching matters and that students can learn.

In stories both humorous and touching, Bain describes examples of ingenuity and compassion, of students' discoveries of new ideas and the depth of their own potential. What the Best College Teachers Do is a treasure trove of insight and inspiration for first-year teachers and seasoned educators.

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Getting Started with Processing: A Hands-On Introduction to Making Interactive GraphicsCasey Reas, Ben Fry  
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Processing opened up the world of programming to artists, designers, educators, and beginners. This short book gently introduces the core concepts of computer programming and working with Processing. Written by the co-founders of the Processing project, Reas and Fry, Getting Started with Processing shows you how easy it is to make software and systems with interactive graphics. If you're an artist looking to develop interactive graphics programs or a programmer on your way to becoming an artist, this book will take you where you want to go. Updated with new material on graphics manipulation, data, and for the latest version of Processing.

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Processing: A Programming Handbook for Visual Designers and ArtistsCasey Reas, Ben Fry  
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The visual arts are rapidly changing as media moves into the web, mobile devices, and architecture. When designers and artists learn the basics of writing software, they develop a new form of literacy that enables them to create new media for the present, and to imagine future media that are beyond the capacities of current software tools. This book introduces this new literacy by teaching computer programming within the context of the visual arts. It offers a comprehensive reference and text for Processing (www.processing.org), an open-source programming language that can be used by students, artists, designers, architects, researchers, and anyone who wants to program images, animation, and interactivity. Written by Processing's cofounders, the book offers a definitive reference for students and professionals. Tutorial chapters make up the bulk of the book; advanced professional projects from such domains as animation, performance, and installation are discussed in interviews with their creators.

This second edition has been thoroughly updated. It is the first book to offer in-depth coverage of Processing 2.0 and 3.0, and all examples have been updated for the new syntax. Every chapter has been revised, and new chapters introduce new ways to work with data and geometry. New "synthesis" chapters offer discussion and worked examples of such topics as sketching with code, modularity, and algorithms. New interviews have been added that cover a wider range of projects. "Extension" chapters are now offered online so they can be updated to keep pace with technological developments in such fields as computer vision and electronics.

InterviewsSUE.C, Larry Cuba, Mark Hansen, Lynn Hershman Leeson, Jürg Lehni, LettError, Golan Levin and Zachary Lieberman, Benjamin Maus, Manfred Mohr, Ash Nehru, Josh On, Bob Sabiston, Jennifer Steinkamp, Jared Tarbell, Steph Thirion, Robert Winter

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Algorithms for Visual Design Using the Processing LanguageKostas Terzidis  
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As the first book to share the necessary algorithms for creating code to experiment with design problems in the processing language, this book offers a series of generic procedures that can function as building blocks and encourages you to then use those building blocks to experiment, explore, and channel your thoughts, ideas, and principles into potential solutions. The book covers such topics as structured shapes, solid geometry, networking and databases, physical computing, image processing, graphic user interfaces, and more.

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