Mae llyfrau'n rhoi trosolwg o bwnc ac yn darparu gwybodaeth am gysyniadau a damcaniaethau craidd. Mae hyn yn eu gwneud yn fan cychwyn da ar gyfer eich aseiniadau. Rhestrir llyfrau craidd ar gyfer eich pwnc ar restr darllen eich modiwl. Os oes gennych restr darllen ar-lein ar Blackboard neu amgylchedd dysgu arall, bydd hyn yn dangos y copïau o'r llyfr sydd ar gael o'r llyfrgell i chi. Gallwch hefyd ddod o hyd i lyfrau trwy chwilio FINDit, peiriant chwilio'r Llyfrgell.
Gallwch bori drwy'r casgliad gan ddefnyddio'r nodau silff isod:
004.019 | Realiti rhithwir | |
006.693 | Graffeg 3D / tri dimensiwn | |
006.696 | Animeiddio cyfrifiadurol | |
306.487 | Diwylliant gemau | |
741.58 | Lluniadu a byrddau stori | |
743.4 | Lluniadu ffigur | |
777.7 | Animeiddio: sinematograffi | |
777.9 | Effeithiau arbennig / effeithiau gweledol | |
781.54 | Cerddoriaeth / sain ar gyfer gemau | |
791.43 | Ffilm | |
791.4334 | Ffilmiau animeiddiedig | |
794.8 | Astudiaethau gemau | |
794.8151 |
|
|
794.81526 | Rhaglennu a datblygu gemau | |
794.8166 | Celf gemau | |
794.816693 | Gwead gemau 3D | |
808.23 | Ysgrifennu ar gyfer animeiddio |
Defnyddiwch FINDit: Chwilio / Llyfrgelloedd, i wneud chwiliadau manwl ar gyfer llyfrau unigol neu ar gyfer deunydd sy'n berthnasol i'ch testun neu bwnc.
1. I ddod o hyd i deitl llyfr penodol, nodwch deitl y llyfr neu'r awdur ym mocs chwilio FINDit a dewiswch yr opsiwn chwilio’r llyfrgell.
2. I ddod o hyd i lyfrau ar bwnc, rhowch allweddair ym mocs chwilio FINDit a dewiswch yr opsiwn chwilio’r llyfrgell.
3. Ddim yn gallu dod o hyd i'r llyfr rydych chi'n chwilio amdano? Gallwch ofyn amdano fel benthyciad rhyng-lyfrgellol neu Argymell llyfr i'ch Llyfrgellydd
A oes yna lyfr a fyddai'n ychwanegiad defnyddiol i'n Llyfrgell?
Llenwch y ffurflen ar-lein neu e-bostiwch eich llyfrgellydd.
Written by a game developer and professor trained in architecture, An Architectural Approach to Level Design is one of the first books to integrate architectural and spatial design theory with the field of level design. It explores the principles of level design through the context and history of architecture. Now in its second edition.
This book offers a perspective into a phenomenon becoming more and more common: AAA developers 'going indie'. Written through the personal story of the author finding his way into the AAA games space, only to retreat back to indie games and consulting work and finding a new-old life making games for himself, and finding fulfillment in doing so. It is both a word of warning to creatives seeking a corporation and a call for disillusioned developers to break free and do something wild, creative, and unexpected.
How can we describe movements in animated films? In Figure and Force in Animation Aesthetics, Ryan Pierson introduces a powerful new method for the study of animation. By looking for figures - arrangements that seem to intuitively hold together - and forces - underlying units of attraction,repulsion, and direction - Pierson reveals startling new possibilities for animation criticism, history, and theory.
Global esports explores the recent surge of esports in the global scene and comprehensively discusses people's understanding of this spectacle. By historicizing and institutionalizing esports, the contributors analyze the rapid growth of esports and its implications in culture and digital economy. Dal Yong Jin curates a discussion as to why esports has become a global phenomenon. From games such as Spacewar to Starcraft to Overwatch, a key theme, distinguishing this collection from others, is a potential shift of esports from online to mobile gaming.
Chris Barney's Pattern Language for Game Design builds on the revolutionary work of architect Christopher Alexander to show students, teachers, and game development professionals how to derive best practices in all aspects of game design. Using a series of practical, rigorous exercises, designers can observe and analyze the failures and successes of the games they know and love to find the deep patterns that underlie good design.
Producing Animation is a clear and comprehensive guide to a dynamic industry. Already a relied-upon resource by professionals and students alike, this book covers the process from concept to screen while defining the role of the producer at each phase. The third edition features new content on the latest innovations plus insights on key topics from industry experts, sidebars on legal matters, as well as case studies on content adaptation and artists' insider production experiences.
Spectacular Posthumanism examines the ways in which VFX imagery fantasizes about digital disembodiment while simultaneously reasserting the importance of the lived body. Analyzing a wide range of case studies-including the films of David Cronenberg and Stanley Kubrick, image technologies such as performance capture and crowd simulation, Game of Thrones, Terminator: Genisys, Planet Earth, and 300-Ayers builds on Miriam Hansen's concept of "vernacular modernism" to argue that the "vernacular posthumanism" of these media objects has a phenomenological impact on viewers.
The award-winning VES Handbook of Visual Effects remains the most complete guide to visual effects techniques and best practices available today. This new edition has been updated to include the latest, industry-standard techniques, technologies, and workflows for the ever-evolving fast paced world of visual effects.
Mae gan y Llyfrgell fynediad i amrywiaeth eang o e-lyfrau ar draws pob maes pwnc, mae'r rhain yn rhai y gellir eu darganfod ac yn hygyrch trwy FINDit. Teipiwch eich geiriau allweddol neu deitl yn y blwch chwilio a dewis chwilio 'Libraries.'
Nesaf, mireiniwch eich chwiliad i 'Testen Llawn Arlein' ar ochr chwith y canlyniadau chwilio.
Pan fyddwch wedi dod o hyd i lyfr yr hoffech ei ddarllen yna cliciwch ar y teitl a'i gyrchu trwy'r ddolen 'Gweld'.
Mae mwy o wybodaeth ar gael yn ein Canllaw e-lyfrau.