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Rigging For Games

RRP $329.99

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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!

  • Enhance your skillset by learning how to efficiently rig characters using techniques applicable to both games and cinematics

  • Keep up with all the action with behind-the-scenes images and code scripts

  • Refine your rigging skills with tutorials and project files available on the companion website


Playback - A Genealogy Of 1980s British Videogames

RRP $29.99

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Videogames are the pre-eminent commercial entertainment product of the 21st century, with sales eclipsing film and music revenue. With cross-over into artistic, educational and political spheres assured with their move from desktops and consoles to mobile devices and social media, research into videogames has never been greater, but exploration of their historic drivers is as elided as the technology is influential, giving rise to a range of questions including: What were the social and economic conditions that gave rise to a billion dollar industry? What were the motivations of the early 'bedroom coders'? How important were the 'format wars' of the 80s to the internationally pitched console wars of the 90s, 2000s and beyond? What are the legacies of the seminal videogames of the 1980s and how do they inform the current social, political and cultural landscape?. .With a focus on the characteristics of the UK videogame industry in the 1980s, Wade explores these questions from perspectives of consumption, production and leisure, outlining the construction of a habitus unique to this time. He also uses the US and European markets as a continuing point of comparison. Through interviews with developers, gamers and journalists examining the phenomena of bedroom coding, arcade gaming and format wars, mapped onto enquiry into the seminal genres of the time including driving, shooting and maze chase, Playback: A Genealogy of 1980s British Videogames examines how 1980s Britain has become the culture of work in the 21st century and considers its meaning to contemporary society. This crucial and timely work fills a lacuna for students and researchers of sociology, media/games studies and will be of interest to employees of the videogames and media industries.


Winning! A Guide To Games That Never Were

RRP $13.99

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Winning! A Guide To Games That Never Were takes inspiration from the popular game guides of the 1980s and early 1990s, Winning! provides strategies, tips and cheats designed to help you excel at a collection of video games that never were nor ever will be, all in the style of the down and dirty, rough and ready collections so many of us knew, loved and cherished in the by-gone Golden Age of console gaming!


A Video Atlas Of Neuromuscular Disorders

RRP $299.99

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The first real cases video atlas of neuromuscular disorders that is supplemented with multiple-choice questions, and updates on the illustrated topics. It is easy to search and read. It is perfect for preparation to the neurology and neuromuscular boards and an excellent way to update the experts. By replacing the descriptive text with vivid illustrative videos, the reader will have more time to face the intellectual challenges of these cases instead of trying to build a mental picture of these cases first. Short and well-edited video clips from real clinic stories supplemented with challenging multiple choice questions, provides an excellent way to bridge the gap between overflow of information and short attention span. The chapters are arranged according the symptoms instead of diseases, yet, diseases are listed in the index if one wants to see all videos relevant to a specific disease.
Close to 300 video cases* taken directly from a real neuromuscular clinic, illustrating a myriad of disorders and shedding light on their diagnosis, and treatment and giving updates about many of them provides an invaluable approach that should benefit any one who is interested in neuromuscular disorders which comprises more than 50% of presenting disease to general neurologists and even to general practitioners. Some rare diseases are also described, giving an opportunity for the new trainees to see them so that they can diagnosed them if they see them again which may not happen very often.
*Due to size limitations, the videos are not included with any eBook version.


War Games

RRP $13.99

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1941. Greece. For 12-year-old Petros, World War II feels far away. But when the Germans invade Greece, the war is suddenly impossibly close. Overnight, neighbors become enemies. People begin to keep secrets (Petros's family most of all). And for the first time, Petros has the chance to prove himself to his older brother, Zola. Soon what were once just boys' games become matters of life and death as Petros and Zola each wonder if, like their Resistance fighter cousin, they too can make a difference. Based on the true story of Akila Couloumbis's wartime boyhood, Newbery Honor winner Audrey Couloumbis, writing with her husband Akila, explores what it was like coming of age in Nazi occupied Greece, and tells a story of family, friendship, and unlikely heroes."



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Virtual Reality Gaming Virtual Gaming Gaming Online
Virtual Techniques Virtual Sport Safe Gaming Video Games

Micro Forte Books

Virtual Reality Gaming Virtual Gaming Gaming Online
Virtual Techniques Virtual Sport Safe Gaming Video Games

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