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Showing posts with label Digital. Show all posts
Showing posts with label Digital. Show all posts

Thursday, July 22, 2010

Digital Gameplay: Essays on the Nexus of Game and Gamer

Digital Gameplay: Essays on the Nexus of Game and Gamer Review



Garrelts has assembled a first rate collection of cutting edge, razor sharp video game scholarship and theory. Players and teachers interested in the ins and outs, ups and downs, overs and unders and arounds and throughs of game play will find this easy to pick up and impossible to put down. Taylor, Jensen and Castell work with the provocative "outside the box" metaphor to make some interesting observations on Diablo II (so good, in fact, that I'll forgive the title's obvious allusion to Cher's "Gypsies, Tramps, and Thieves.") Boulter's Cyborgs are People Too makes excellent use of Donna Harway's The Cyborg Constituion to evaluate the popular game "The Simulations." The crown jewel in a well-guilded crown is the essay by Marc C. Santos and Sarah E. White. The essay is titled Playing With Ourselves, and it is highly enjoyable for its rhythmic, copious prose exploring Lacanian aspects of Resident Evil and Silent Hill. This hefty load of scholarship builds to a more than satisfying conclusion that exhausts and exhilerates the reader.




Digital Gameplay: Essays on the Nexus of Game and Gamer Overview


In recent years, computer technology has permeated all aspects of life—not just work and education, but also leisure time. Increasingly, digital games are the way we play. This volume addresses the world of digital games, with special emphasis on the role and input of the gamer. In fifteen essays, the contributors discuss the various ways the game player interacts with the game. The first half of the book considers the physical and mental aspects of digital game play. The second section concentrates on other factors that influence play. Essays cover the full range of digital gaming, including computer and video games. Topics include several detailed investigations of particular, often controversial games such as Grand Theft Auto: Vice City, as well as a consideration of the ways in which game-playing crosses socioeconomic, age, gender and racial lines. The concluding essays discuss scholars’ perceptions of digital media and efforts to frame them.


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Comics Cartoon book LEGO TOYS

Wednesday, June 30, 2010

How to Draw and Sell Digital Cartoons (Barron's Educational Series)

How to Draw and Sell Digital Cartoons (Barron's Educational Series) Review



This is an excellent look at the multi-faceted concerns of those interested in digital cartoons and comics, from inspiration to drawing, page layout, computer techniques, character design, coloring and publishing, both on the web and in print.

It's wide-ranging enough to touch on almost all aspects of the creation of digital comics, but focused enough to deal with specific techniques.

A fascinating and highly useful book that's also chock-full of beautiful digital art by many of the leading digital cartoonists and comics artists.




How to Draw and Sell Digital Cartoons (Barron's Educational Series) Overview


In recent years, the computer has become an all-important cartoonist's medium, and this practical, hands-on guide shows how to create professional quality digital cartoons. The author opens with advice on setting up a digital studio and gives tips on how to work smart, work fast, and keep operating expenses low. He follows with advice on transform-ing good graphic ideas into finished work, training the imagination, striving for original-ity, and developing the technique of self-criticism. Other details covered include planning and writing scripts, writing captions for single-frame cartoons, storyboarding, making preliminary sketches on the computer, and mastering line art, color, and 3D techniques. Finally, he offers detailed advice on how to get one's digital art seen by potential buyers, how to get it published, how to set fees, and the importance of time management and meeting deadlines. Here is a textbook and reference volume for today's cartoonist, with information and advice that will remain pertinent for years to come. Approximately 400 illustrations in both color and black and white.


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