Game Design Books
Related Subjects: Designers Development Tools and Software
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Used price: $18.00

Extremely useful and interesting, but not technical enoughReview Date: 2004-04-18
hits and missesReview Date: 2002-03-04
This could easily have been a lot betterReview Date: 2001-12-06
The most glaring is that a significant number of the examples are coded in the "Renderman shading language". This language serves, in this book, to hide detail, detail specifically related to producing textures. Of course, if you know the language, you're fine - but most won't know the language and so this is a grievous error.
By way of welcome contrast, other examples in this same book are instead presented as C code fragments or functions. That's just the ticket - using a broadly known, freely available, relatively low-level language with no recourse to unknown hidden graphics functionality is precisely the way to go when explaining ideas in the domain of those this book is intended to convey.
The second problem is one of content. While being concise to the level of a math text is not desirable, this book contains a very sparse field of useful information considering the number of pages. The margins are too wide, the text too large, the form factor of the book too small, and the authors too wordy to possibly convey a good basis for texturing in general - it is a broad and fascinating field, touched only in the briefest and most unsatisfying manner by this book.
I do take issue with the reviewer who complained about the exposition on how to make a brick texture; that area of the text, while it may be already quite familiar to many who are interested in texturing, contains precisely the level of detail that needs to pervade a book of this type, and detail about steps that underly critical basic texturing ideas. Without understanding those basic texturing tools, a novice misses the first step on the stairs and fall on their face. The problem is, this approach is not consistent for more complex ideas in this volume, few as those actually are.
The book is entitled "Texturing and Modeling". While there is a moderate amount of texturing information in it, whatever you do, don't get it if modeling is your goal. It is very nearly devoid of modeling information, and what there is (smoke, a planet simulation, a few other items) is very basic indeed.
Finally, as a general critique, the authors (all of them) need to learn the basic idea that when presenting a function in any language to a new audience, one should precisely define the domain (and rationale) of the inputs and outputs of the function. As an example, one might encode the function for Perlin noise, and have no idea whatsoever as to what values to feed it to get particular types of results. For those of us who can read and understand what the function is actually doing (which is esoteric, make no mistake about it) the answers will eventually be illuminated by careful study of the function. However, this is very advanced material, and I am absolutely certain that many readers will be unable to figure out how to effectively use this function without a great deal of trial and error. You can also read that as "wasting a great deal of their time." That is because they won't be learning anything that could not have been conveyed by the author(s) in a single short paragraph of domain information.
In summary:
The 2 stars is because I didn't think this was a very good book. On the other hand, it is one of the very few books that deals with the subject at all, and for that reason, you should definitely own it if textures are an interest of yours.
If you're newly interested in textures, this will give you a basis for further exploration. It won't give you a cookbook by any means.
If you're looking for cookbook and "how to" approaches, get on the web and the newsgroups.
Finally, if you're considering writing a good book about creating textures, by all means, please do. The world needs a good one: this most definitely isn't it. I'd be delighted to be one of the first owners of your new book.
A low-level intro to procedural graphics coding concepts.Review Date: 2005-03-11
The authors cover a very large array of topics in the field, including many pertinent code examples, mostly in the RenderMan shading language. It focuses on the groundwork of the field from the first texture maps in the 70's onward, with a cursory mention of the state of the art at the time of publication.
Representative text:
"The particular kind of fractal we're building is called fractional Brownian motion, or fBm for short. fBm is characterized by its power spectrum, which charts exactly how amplitude relates to frequency. Oops! Pardon me - I'll knock off the math."
"Long ago I gave this idea the wonderfully unpretentious - not! - moniker "generalized Impressionistic texture," or GIT for short. (We need more TLAs - threeletter acronyms.) The GIT matrix generator system takes the form of a time-varying swarm of color samples in a color space, usually the RGB color cube."
An E for effort but not expositionReview Date: 2006-11-26
An example of the authors' inconsistent narrative style is this: Chapter two goes into great detail on the obvious - clamping, antialiasing, and the brick wall texture. In chapter 15 on "Fractal Solid Textures", the authors brush over the complex issue of how to produce fire, water, wind, and rocky terrains. Also, the vast majority of the time, rather than show the procedural modeling with pseudocode or with a high level language such as C, the authors choose "Renderman", which is unfamiliar to many people and makes the included code useless to those uninitiated in that language. Plus, in many cases Renderman has functions that hide the details of particular algorithms. This is counterproductive, since the algorithms are supposed to be the point of this book in the first place, or at least I thought that they were.
My advice to people interested in this subject is to skip this book unless you can find it at a greatly reduced price and look online at Elias Hugo's webpages on procedural modeling. Mr. Hugo explains the authors' techniques much better than the authors themselves do.

Used price: $0.37

Money badly spentReview Date: 2003-06-06
Lots of pretty pictures, poor tutorialsReview Date: 2000-05-23
My Favorite Max bookReview Date: 2001-04-13
He covers a lot of great stuff in this book including all the new things that R3 has. Including Flex, the new material options, plus it has some sweet models you can try. Like the SR-71 Blackbird, and an alien.
The CD that comes with is also the best to come around in a long time. It includes a bonus material library, hordes of free plugins including Greeble!, lots of free maps and chapter files. The Cd itself is worth the 40-50 bucks.
This one is worth the money!
Great Book with Cool Textures, Models and Plugins!Review Date: 2000-07-26
A given in anyone's libraryReview Date: 2000-05-13

Used price: $19.80

No Working Companion Site as Advertised on the Book CoverReview Date: 2005-11-10
Excellent resource for CorelDraw 12Review Date: 2006-03-01
Coreldraw 12: The Official GuideReview Date: 2006-03-16
bad paradigmReview Date: 2005-12-19
I suppose if one has experience with Corel or the Adobe products, this book makes sense and probably covers all the bells and whistles. But if you're a relatively computer literate person who just wants to learn how to use CorelDraw 12 from the ground up, get a different book.
DB
Companion site works fine!Review Date: 2005-11-28
One reviewer mentioned he had troubles with the companion Web site, but we've never had a problem downloading the files. We follow the Downloads link and locate the book from the alphabetized list. It's a couple of clicks at most.

Used price: $0.19
Collectible price: $39.99

THIS BOOK IS NOT FOR WEB ARTISTSReview Date: 2003-07-10
Do not get this book if you're looking for inspiration for web graphics.
Pleasantly SurprisedReview Date: 2002-08-17
However, on actually reading the book I was very pleasantly surprised to find...a recipe book. Lots of nice, step-by-step, two or three page descriptions of interesting graphical techniques you can apply, either to spruce up something you've already done, or as inspiration for something new altogether. Many of them are applicable to both Photoshop and Illustrator, and where appropriate instructions are given for both applications.
The techniques illustrated cover a wide range of subjects, from applying filters to photos to get a more painterly appearance to the creation of seamless textures, image compositing and the creation of semi-transparent object shadows in Illustrator. You'll almost certainly have seen some of them before (or arrived at your own ways to achieve similar effects) but there's enough in this book that you're sure to find something you'll want to add to your own list of techniques.
In a way this is "Photoshop 7 Down And Dirty Tricks" polite sister. The basic idea's the same (like I said, a recipe book) but the aim's slightly higher (i.e. improving your art, rather than impressing your boss). There's even some overlap in the techniques presented, although generally this book favours aesthetic results over flashy impact.
For the advanced-intermediate user and above.Review Date: 2002-01-29
Useful and inspiringReview Date: 2002-08-29
Design Essentials is a very hands-on book, providing basic, short instructions, which familiarize the beginner and novice PhotoShop user with all the little tricks that transform an image from "nice" to "great", as well as providing the necessary explanations and "how-to" information on those tools beginners like myself still need to discover and maximize the full potential of.
Personally, i had a lot of fun both reading the book, and experimenting with its tutorials. I just wish I had a copy of Adobe Illustrator, since it seems like a wonderful tool.
Slight additions to 3rd EditionReview Date: 2002-12-11
There are not too many new examples, these are added to most that appeared on 3rd edition. Sadly a compact narrow book format has replaced a more suited wide desktop size.
Techniques have not either got to far or up, is still somewhat basic and does not cover transparencies or other Illustrator 9/10 features.
A pity I went on holidays and could not return it on time. If you have have earlier book, look elsewhere.

Used price: $6.82

OK info but creepy picturesReview Date: 2008-02-09
very inspirationalReview Date: 2007-10-17
Kinda CreepyReview Date: 2007-07-21
I guess some consider the projects tasteful but I think the majority of them are very old fashioned and I am a 66 year old grandmother! My main objection to this book are the photos of young girls dressed up with lots of makeup wearing these 'jewels'. This is where my review title comes in. These pictures are far too reminiscent of that poor child, JonBinet Ramsey, and therefore Kinda Creepy!
a different perspectiveReview Date: 2007-03-04
pretty pictures but not alot of "guts".Review Date: 2007-04-10

Used price: $0.81

Don't botherReview Date: 2003-11-24
loved this bookReview Date: 2004-08-18
Sorry Abigail but you should have done this book...Review Date: 2003-10-27
I find Fireworks MX Fundamentals lacking in the wording of the instructions as well as the lack of visual reference as you go through each numbered lesson. I have already put the book down out of frustration and currently looking around for another book on learning Fireworks MX. Maybe it is just me that I got spoiled by the format of H.O.T. books. I think Abagail should redo this book but through Lynda.com...I bet it would be 10x better. If you are self taught, this book might fall beneath your expectations.
Good FoundationReview Date: 2003-05-13
I feel the order of the chapters and information presented could have been better organized. There are a couple of spots where the author refers to topics as though you should be familiar with the subject that hadn't been discussed. However once she covered the topic later in the book I felt comfortable with the topic and tools.
This is a good book for the beginner.
Common Sense GraphicsReview Date: 2002-11-11
visual aids.

Used price: $2.48

Ambitious with a decent scopeReview Date: 2002-10-25
Great for newbie game developers in flash environmentReview Date: 2001-10-26
Make no mistake the Authors do assume you have a handle on ActionScripting!
Really great detailed chapter on flash optimization!
complex but incredible ....Review Date: 2002-02-27
Os probably the most complex book on flash games, but it' a must to have on your developer shelf!
mediocre at bestReview Date: 2002-04-11
The problem with this type of book is that it skims the "core essentials" of gamemaking, and provides completed games for you to teach yourself... I could go to a dozen sites and teach myself games.
What I need is a book that holds your hand through building the essential widgets in game making. multiple hit tests, function completion, forking the same function with multiple instances, etc. Not something that says "see? here's a game that does all this stuff now look through it."
This book will only be frustrating to someone who loves the friends of ed series. . . but it acts as a great tool to sell the other books for sure, as I learned more about game making in Flash 5 Actionscript Studio & Flash 5 Dynamic Content studio than in this book.
Bottomline: this should have been entitled Flash Games Exhibition
Well Done Advanced Game BookReview Date: 2001-10-30
flash since Flash 4, and this one makes the most sense to me from the mechanics of game programming POV. Organized, and to the point. Don't make this the first book you read on Flash,
cause you will be in over your head. It focuses just on the advanced engineering of game relating to Flash.

Used price: $11.98

VERY INTERESTINGReview Date: 2007-01-23
not as I expected.Review Date: 2003-01-23
contrivedReview Date: 2000-07-15
Not Much To Get Excited About HereReview Date: 2004-09-11
Brad Gooch gushes in his foreward. Yes, the photographs remind you of Larry Clark and Nan Goldin; but these two photographers did it much better and got there first. And how Gooch can call Lalli a "gay Helmut Newton" is beyond me. Paul Cadmus in his afterward makes a lot more sense when he says that these are boys he would not want to know, himself. I couldn't agree more.
To quote a line from Robert Browning, suddenly "I feel chilly and grown old" when I view these photographs.
Yum!Review Date: 2000-07-22

Used price: $3.25

A user-friendly book!!Review Date: 2002-04-07
Lightweight and narrowReview Date: 2002-12-02
I found that it often contradicted Game Design Theory & Practice by Richard Rouse which is a much better book as it explains the principles of design with support from many experts rather than just saying that all games should be done a certain way.
Bates' book is quick and easy to read but not inspiring or thought provoking. Most of it was just common sense.
Contradictionary book for beginnersReview Date: 2006-02-09
But the biggest problem is that while Bob talks about game theory and business in a very shallow way (great for beginners), he support his theories with examples from big game companies (where nobody is a beginner anyway).
Good fodder for making gamesReview Date: 2002-06-05
A good book nonetheless. Enjoy it and give it to your colleagues to read and learn :>!
Good explanation of how to think when entering into the biz.Review Date: 2002-03-28

Used price: $24.00

Updated book info- New blogReview Date: 2008-06-04
We have a new blog setup for support on the book and to provide updated tips and tricks and extras when time permits.
[...]
We are grateful for all the positive feedback as well as the error catches, I have found our book in many studios over the last few years and it is always a nice surprise.
Stop by the blog and check out the new tips and or comment /email etc. as always we are happy to hear feedback or field questions on the book content.
Brad Clark
They're not kidding when they say its "advanced" rigging.Review Date: 2008-01-13
Surprisingly deep for its broadnessReview Date: 2006-02-23
The writing style is fluid and doesn't take you for a fool, and the included interviews with veteran TD's are all interesting. I wish there were more details on weighting and weighting practises aside from a suggestion to weight "backwards" (reducing weight from 1 instead of increasing from 0). In addition, the book attempts to include 3ds MAX in its teaching process, but largely fails, putting 90% emphasis on Maya (good for me!)
I'll recommend it to any novice/intermediate TD. I'd also recommend it to anyone wanting a better understanding of how a rig works, perhaps a modeller seeking to understand how to mend his geometry to best suit rigging.
Poor PresentationReview Date: 2007-03-14
warningReview Date: 2006-03-28
Luckily, there is more then just the one author on this one!
Related Subjects: Designers Development Tools and Software
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Code samples in C and RenderMan are given throughout, although most algorithms are given in only one of those languages. This can be a bit of a problem, as many readers will probably not have access to a RenderMan implementation. Nevertheless, it is not too difficult to translate the RenderMan code into C code in many instances.
The biggest drawback to this book is its lack of rigorous technical coverage. The decision to omit many mathematical details was a conscious choice on the part of the authors. Instead the book is mostly prose discussion of the techniques and the coarse descriptions of the underlying concepts. Although the prose is mostly clear, many times I felt myself in need of more specific, technical details. Fortunately, the book's authors are the primary researchers in this field and most of the ideas in the book have been published in academic journals. It was very easy to supplement the book with these primary sources.
Overall I found this to be a very interesting and useful book, with many algorithms essentially ready-to-run right out of the book. It would get five stars, except for the lack of technical and mathematical details mentioned above. Every serious worker in graphics needs to have this book on their shelf. I use mine often.