Digital Character Development

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Bol Partner Digital character development consumes a large percentage of the development time of every animated film or video, and is widely viewed as the next major area of advance in computer games. This field now spans the areas of cognition, anatomy, animation, computer graphics, theater, and psychology. While advanced techniques are reported in scholarly journals and academic dissertations, only those that find an implementation in off-the-shelf software (such as Maya) are covered in books. Digital Character Development: Theory and Practice covers the foundational algorithms and research that go into the development of virtual characters. The author, a faculty member of the Pratt Institute and Parsons School of Design, as well as studio technical director of Eyebeam Art and Technology Center in New York, was technical director at PDI/Dreamworks on Shrek 2 and Madagascar and is an independent filmmaker and artist. His new textbook guides both students and professionals who need a thorough understanding of character development in order to make decisions about the creation of their own characters. This text bridges the gap between algorithm and software-agnostic applications. The book will include exercises. The manuscript will be class tested at Pratt Institute, Parsons School of Design, and others.

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Bol Partner

Digital character development consumes a large percentage of the development time of every animated film or video, and is widely viewed as the next major area of advance in computer games. This field now spans the areas of cognition, anatomy, animation, computer graphics, theater, and psychology. While advanced techniques are reported in scholarly journals and academic dissertations, only those that find an implementation in off-the-shelf software (such as Maya) are covered in books. Digital Character Development: Theory and Practice covers the foundational algorithms and research that go into the development of virtual characters. The author, a faculty member of the Pratt Institute and Parsons School of Design, as well as studio technical director of Eyebeam Art and Technology Center in New York, was technical director at PDI/Dreamworks on Shrek 2 and Madagascar and is an independent filmmaker and artist. His new textbook guides both students and professionals who need a thorough understanding of character development in order to make decisions about the creation of their own characters. This text bridges the gap between algorithm and software-agnostic applications. The book will include exercises. The manuscript will be class tested at Pratt Institute, Parsons School of Design, and others.

Bol

Every animated film and video game production spends a large percentage of its resources and time on advancing the quality of the digital characters inhabiting the world being created. This book presents the theory and practice behind the creation of digital characters for film and games using software-agnostic descriptions that apply to any animation application. It provides insight from a real production environment and the requirements that such an environment imposes. With rich illustrations and visual code examples throughout, this book provides a comprehensive roadmap to character development for both professionals and students.


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  • 9781040073742
  • 9780123725615
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