Game Design Books
Related Subjects: Designers Development Tools and Software
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Used price: $0.35

learn by doingReview Date: 2005-03-20
Finally, a manual "for the rest of us"Review Date: 2004-07-07
The Teach Yourself Visually books all benefit from strong integration of explanatory text with detailed graphics, but the text portion of this particular book benefits from clear, thorough, and often quite humorous writing. The author obviously knows the programs-more important, he knows how to communicate that knowledge to his readers (I believe he's the same Michael Cohen who writes the multimedia section of the famed Macintosh Bible). I highly recommend this title-for twenty bucks, it's a bargain.
Get this if you want to use iLife 04Review Date: 2004-05-27

Used price: $19.96

inspiringReview Date: 2004-11-20
the author is an award-winning quilter, and it is her work that is featured in the book. her quilts are breathtaking, varied, and beautiful. the photos and illustrations are first rate. the instructions are detailed and straight-forward. the author assumes her readers have functioning brains and the desire to learn and excel. there are instructions for specific quilts in the text and also many additional quilting designs. the author also includes suggestions for adapting designs to quilting which are very helpful.
highly recommnded.
Winning Stitches: Hand Quilting Secrets, 50 Fabulous Designs, Quilts to Make Review Date: 2007-09-26
THIS WAS THE MOST INSPIRING OF ALL THE "HAND QUILTING" BOOKS I'VE PURCHASED!!Review Date: 2008-04-24

Used price: $2.48

READ THIS BOOK BEFORE YOU BUY/MAKE NEXT CARDSReview Date: 2005-03-10
Book contains infinite design possibilitiesReview Date: 2000-11-09
It provides infinite inspiration for business card design and shows many unique designs. If you're looking for unique and distinctive card designs, this is the place to check first!

Used price: $55.28

Excellent!!!!Review Date: 2008-09-22
3ds Max Modelling for Games has taught me more in a month than every other book and DVD I've wasted my money on all together.
The book is extremely simple to begin with, taking you through modelling a box, step by step.
Now I thought that this was a joke initially until I realised that the tutorial was not about modelling a box, but about setting 3ds max up properly with automatic backups, units, scale and the core principles of mapping and unwrapping textures. It even shows how to get a great looking render out of the simplest of models - something I had struggled with in the past.
The book moves on teaching more complex modelling techniques, more complex mapping and even how to take your own photographs and turn them into great looking texture maps - I didn't expect a number of great Photoshop lessons in a 3ds Max book.
Again the tutorials get more complex and cover normal mapping, dirt maps, ambient occlusion, scratch maps, specular maps, and complex lighting and rendering.
But the best thing about the book is that all of the tutorials grow all fit together as pieces of the final finished scene which is an abandoned warehouse. The models, the vehicle, the character - everything all fits together to make a scene with lots of rendering advice to put a good portfolio together.
Finally the book ends with some of the best advice I've ever seen on putting a portfolio together and how to act in an interview.
I haven't been able to put this book down since I got hold of it and I'm now looking forward to the massive character modelling tutorial.
5 stars from me.
p.s. The book has an accompanying website with extra content promised too.
Awesome for learning 3dsmax from beginner to advancedReview Date: 2008-08-27
The book shows you exactly what you need to do to start creating 3d models and textures to be used in todays commercial software titles.
Once you have a good grasp of basic modelling, I take you through texture creation and using photographs to create texture maps in Photoshop.
Once you have a good grasp of modelling and texture creation, the tutorials get progressively more advanced in simple to follow, step by step tutorials ending in some really complex character modelling and texture baking.
To end everything off, I take you through a nice environment modelling tutorial and give you a great professional approach to putting a portfolio together and how to conduct yourself in an interview.
This is the very best guide to getting into the games industry on the market, and is completely up to date with 3dsMax 2009 and next generation techniques.
As well as the book there are hundreds of refernce photos from a photoshoot in an abandoned mental hospital in England - more than enough to keep an artist of any ability busy for the next 6 months. As well as the photoshoot and lots of example models to copy and adapt, there is an acompanying website with new content, photoshoots and tutorials planned throughout the comming months.
highly recommended

Used price: $9.94

Topnotch starter-to-intermediate guide; superb gallery on CDReview Date: 2005-03-07
Several unique features put this title on the front burner, not the least are the excellent 'full-strength' unedited images on the CD [Scott Kelby, take note], and the crisp explanations for more arcane (but very productive) features such as the histogram. Moreover, Chapter 1 (first 6 Techniques) is one of the best introductions around to the workspace and how to set its default selections. Chapter 2 (next 6 Techniques) introduces the basics of color correction, and Chapter 4 (5 Techniques) provides excellent guidance to enhancing portraits.
In between are some gems and pearls, while other techniques are more gee-whiz than broadly useful, seemingly in an attempt to fill the "50" numbers quota. In fact, the book no longer is well served by its irrelevant title; the author is fully qualified to go head-to-head with his peers in writing a comprehensive, understandable, and yet eminently readable tutorial to take Photoshop users from newby to medium-skill level, with some advanced bonus teasers thrown in.
Solid and UsefulReview Date: 2004-04-05

Used price: $59.99

First in an excellent series on computer graphics topicsReview Date: 2006-06-07
1 SOLAR HALOS AND SUN DOGS - how to create dot patterns that capture the beautiful solar phenomena that occur when light passes through hexagonal ice crystals suspended in the air.
2 FRIEZE GROUPS - the applications of linear symmetry patterns to computer graphics. Glassner gives a descriptive "proof" of why there are only seven frieze groups, and discussed how to recognize which of the seven any given pattern was built upon.
3 ORIGAMI POLYHEDRA - a popularization of the work of Tomoko Fuse, and Rona Gurkewitz and Bennett Arnstein. The column shows how to build the five platonic polyhedra by simply folding up pieces of paper. Next three of the Archimedean solids - the truncated tetrahedron, the cuboctahedron, and the icosadodecahedron - are dealt with. Glassner shows how to fold these, and how they lie halfway between the duals formed by pairs of Platonic solids.
4 GOING THE DISTANCE - tracing curves for 2D implicit surfaces.
5 SITUATION NORMAL - Gouraud and Phong shading and how the shapes of surfaces are not always what we would have expected from these algorithms.
6 SIGNS OF SIGNIFICANCE - different ways of representing characters with digital displays.
7 NET RESULTS - building interesting polyhedra based on their unfolded representation, or net. Also discussed are the five Platonic solids, the unfolding flower, and how to make a kaleidocycle, as well as the connectivity relations for making continuous pictures across the face of a kaleidocycle as it turns.
8 THE PERILS OF PROBLEMATIC PARAMETERIZATION - a little-known mathematical curiosity called the Schwarz paradox. It's a technique for chopping a cylinder into triangles that all lie on the surface, with the unusual property that as the triangles get smaller and more numerous, the sum of their surface area actually goes to infinity. At first it looks like sleight-of-hand with limits, but it's a real phenomenon. It's a cautionary tale about being too casual when choosing a polygonal approximation for a curved surface.
9 INSIDE MOIRE PATTERNS - the geometry of various types of Moire patterns. One can control them and reduce them when desired and also have fun creating new kinds of Moire effects.
10 UPON REFLECTION - the relationship between the geometry of reflection in a line, and specular reflection in a mirror. The article also shows how to use specular reflection to compute a light triangle, which is the smallest-perimeter triangle that can be inscribed in another triangle.
11 CIRCULAR REASONING - shows an interesting property of circles: if you draw a line from point P and it cuts a circle in points Q and R, the product of distances PQ and PR is equal to the value of the point with respect to the equation of the circle.
12 APERIODIC TILING - the world of creating non-repeating patterns that fill the plane.
13 KNOW WHEN TO FOLD - the ubiquitous corrugated cardboard box, and some of the mechanics behind how they're designed and made.
14 THE TRIANGULAR MANUSCRIPTS - tentative translation of some strange manuscripts discovered in the back of a dresser.
15 POLYGONS UNDER THE COVERS - a fascinating relationship between the Fourier analysis of signals and polygons.
16 STRING CROSSINGS - About those string-art figures you may have made at camp by hammering a bunch of nails into a board, and then tieing metallic string from every nail to every other nail. Graph theorists call this a complete graph. How many crossings are there in such a pattern? The path to the answer involves noticing and making use of all sorts of unexpected patterns that keep showing up in the formulas and geometry.
I really enjoyed reading this little book. Only some of the ideas have yielded graphics programs for me, but all of the articles were interesting. It's the kind of book that gets you seeing the geometry, patterns, and graphics in everyday things. I highly recommend it.
Very interesting and entertainingReview Date: 2000-03-28
Glassner's style is fresh, precise and highly readable; illustrations are eye-catching. I admit I had to skip the math, but I know I can go back and find the *details* there.
The only bad taste left after reading this book is, that Graphics Gems series (of which Andrew Glassner was editor) is (probably) dead.
Andrew Glassner is one of my favorite CG writers and I expected more Graphics Gems to come out ... and (sadly) this is not a right replacement.

Used price: $4.60

A whole lot of wonderful packed into a small book!Review Date: 2008-03-01
I have a big problem with the abundance of arts and crafts in schools while true arts programs are being dumped left and right. A morsel of the latter is worth buckets of the former, in my opinion. I think arts and crafts have a use and they're fun for kids (albeit short-lived fun without as much pride in craftsmanship that can come from creating original art). This book, however, is not about arts and crafts. In contrast, it is full of history and culture. The author instructs educators about art from a wide variety of cultures and gives them the tools they need to help kids create similar art. Sometimes the medium is altered because the original material is not practical or is unavailable. Solid gold is out of my budget and I don't have any whale bones lying around!
Because these activities are so visually interesting and based on history, I think they would actually appeal to kids from K-12. As the author points out, kids of different ages will obviously get varying results based on skill level. The author gives instructions for modifications to make activities manageable for younger kids. As a special note to homeschoolers, I should say that because most of us have more one on one time to spend with our kids during these activities, many of the modifications might not be necessary. They just might need more direct guidance.
I'm thrilled that this book pulls true art forms from all over the globe and then presents projects based on that art. Below is an outline of the projects included.
West Africa - tie-dying cloth, traditional dashikis, papier mache masks and sculptures
Ghana - Adinkra designs on paper and cloth
Nigeria - Adire Eleko cloth designs and Counter-Repousse (metal work)
Egypt - plaster hieroglyphic tablet, jewelry/clay beads, tapestry
Israel - paper and tile mosaics
Iran - Persian miniature paintings
France/Spain - prehistoric cave paintings (impressive - they make a whole caves system from cardboard!)
Cro-Magnons in Europe - stone engravings
Ancient Greece - sculpture
Great Britain - stained glass (originated in Middle East but famous in cathedrals)
Sweden - cookie stamps (she even includes a recipe)
Poland - Wycinanki (paper cutouts)
Ukraine - Pysanky (decorated eggs)
Belarus - straw designs
Germany - flower arts (pressed, woodcut)
China - calligraphy, paper making, woodblock prints
Japan - haiku and sumi-e ink paintings, accordion books, fish banners, fish prints, decorated paper
Burma - lacquer work
India - marble inlays
Indonesia - Javanese shadow plays, batik fabrics
SE Asia and Taiwan - kites
Central/Northern Asia - felt rugs and balls
Hawaii - canoes
South Pacific - Tapa (decorated barkcloth) including Fiji for stenciled designs and Tahiti for fern designs
Tonga - design tablets
Micronesia - gift-giving bowls
Australia - Aboriginal bark paintings, didgeridoos, carved Emu eggs
Mexico - Huichol Indian yarn painting, Amate paper cutouts and paintings, clay figures and suns
Central America - Cuna Indian Molas (cotton panels), gold/silver sculpture
Peru - embroidery
Caribbean - maracas
Puerto Rico - seed necklaces
Haiti - steel designs
United States - Pueblo Indian pottery, Navajo weaving and sand painting, Plains Indian Buffalo Robes, Headdresses, shirts and vests, Woodland Indian quillwork and beadwork, Inuit stone sculpture and printmaking, early American applehead dolls, scrimshaw (carving in whale bone and ivory), and weathervanes
I am extremely impressed with these activities which are firmly rooted in the history of the cultures from which they originate. They would add so much to school art programs as a supplement to history. This is a book I know we will use for years. The kids won't be ready for the Javanese shadow plays for quite some time but until then, I'll be looking forward to the experience! I can't recommend this book highly enough. With this book and the Dick Blick art supply catalog, I know my kids have an incredible wealth of art activities ahead of them.
As a side note, a few other resources that I love for our homeschooling program are
Art in Story: Teaching Art History to Elementary School Children Second Edition
30,000 Years of Art
Artistic Pursuits, Book One: An Introduction to the Visual Arts and the rest of the program that takes kids from Kindergarten through high school.
Art Teacher's reviewReview Date: 2000-04-04

Used price: $12.00

The future of AI systemsReview Date: 2006-04-14
Interesting Way to Discuss Artificial IntelligenceReview Date: 2006-03-07
In this book, Dr. Penny Baillie-de Byl, an Australian university lecturer has in turned looked at the research being conducted and tied it back to the TV show characters. She looks at androids and at purely projection characters such as those that are generated on the holodeck.
The chapter I liked best was her discussion of the Turing Test, a test Alan Turing devised to determine if a machine could think - (what's think, what's a machine). Have we passed the test yet? Then again, I see some humans once in a while that I don't think could pass the test.

Used price: $33.59

Tons of interesting examplesReview Date: 2008-09-11
Insights about a Powerful New Technology for LearningReview Date: 2008-08-28

Used price: $16.00

It gives what it promisesReview Date: 2006-04-25
Great Nuggets!Review Date: 2005-12-08
Related Subjects: Designers Development Tools and Software
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