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Learning Blender
Master the Newest Blender Techniques for Creating Amazing 3D Characters: From Design and Modeling to Video CompositingNow fully updated for Blender 2.83 LTS (Long-Term Support) and beyond, Learning Blender, Third Edition, walks you through every step of creating an outstanding 3D animated character with Blender, and then compositing it in a real video using a professional workflow. This edition covers the extensive interface changes of the software, as well as many improvements and some almost fully rewritten chapters to showcase more modern workflows.
Still the only Blender tutorial to take you from preproduction to final result, this guide is perfect for both novices and those moving from other software to Blender (open source and free software). Author Oliver Villar provides full-color, hands-on chapters that cover every aspect of character creation: design, modeling, unwrapping, texturing, shading, rigging, animation, and rendering. He also walks you through integrating your animated character into a real-world video, using professional camera tracking, lighting, and compositing techniques.
The rich companion website ( blendtuts.com/learning-blender-files) will help you quickly master even the most complex techniques with bonus contents like video tutorials. By the time you’re done, you’ll be ready to create outstanding characters for all media — and you’ll have up-to-date skills for any 3D project, whether it involves characters or not.
- Learn Blender’s updated user interface and navigation
- Create your first scene with Blender and the Blender Render and Cycles render engines
- Organize an efficient, step-by-step pipeline to streamline workflow in any project
- Master modeling, unwrapping, and texturing
- Bring your character to life with materials and shading in both Cycles and EEVEE (the new real-time render engine included in Blender)
- Create your character’s skeleton and make it walk
- Use Camera Tracking to mix 3D objects into a real-world video
- Transform a raw rendered scene into the final result using Blender’s compositing nodes
Register your book for convenient access to downloads, updates, and/or corrections as they become available. See inside book for details.
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£31.60Learning Blender
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Python Crash Course, 3Rd Edition: A Hands-On, Project-Based Introduction to Programming
Since its initial debut in 2015, this critically acclaimed quick-start guide to programming has taught millions of people all over the world to write clean code, solve problems, and build custom applications in the popular language of Python. The highly anticipated third edition of Python Crash Course has been completely revised with updated code, practices, and projects-making it the ultimate launchpad for beginners to start their engines and code in Python 3! In addition to detailed step-by-step instructions, illustrated explanations of code snippets, and fun, hands-on exercises that lock in learning, the new edition features enhanced coverage of variables, error-handling, and object-oriented programming, as well as fresh data for each chapter’s coding projects, better app deployment, and the latest libraries and tools, such as Plotly, Django, and the Tailwind CSS framework. As you go from software installation tutorials and language-navigation basics to mastering syntax and troubleshooting, you’ll develop a solid programming foundation for the book’s increasingly complex array of projects. Create responsive 2D games, design your own web apps, and even generate interactive visualisations-all while you pick up and practice clean, universally applicable programming skills!Read more
£31.70£40.80 -
The Software Engineer’s Guidebook: Navigating senior, tech lead, and staff engineer positions at tech companies and startups
In my first few years as a developer I assumed that hard work was all I needed. Then I was passed over for a promotion and my manager couldn’t give me feedback on what areas to improve, so I could get to the senior engineer level. I was frustrated; even bitter: not as much about missing the promotion, but because of the lack of guidance.
By the time I became a manager, I was determined to support engineers reporting to me with the kind of feedback and support I wish I would have gotten years earlier. And I did. While my team tripled over the next two years, people became visibly better engineers, and this progression was clear from performance reviews and promotions.
This book is a summary of the advice I’ve given to software engineers over the years – and then some more.
This book follows the structure of a “typical” career path for a software engineer, from starting out as a fresh-faced software developer, through being a role model senior/lead, all the way to the staff/principle/distinguished level. It summarizes what I’ve learned as a developer and how I’ve approached coaching engineers at different stages of their careers.
We cover “soft” skills which become increasingly important as your seniority increases, and the “hard” parts of the job, like software engineering concepts and approaches which help you grow professionally.
The names of levels and their expectations can – and do! – vary across companies. The higher “tier” a business is, the more tends to be expected of engineers, compared to lower tier places. For example, the “senior engineer” level has notoriously high expectations at Google (L5 level) and Meta (E5 level,) compared to lower-tier companies. If you work at a higher-tier business, it may be useful to read the chapters about higher levels, and not only the level you’re currently interested in.
The book is composed of six standalone parts, each made up of several chapters:
- Part 1: Developer Career Fundamentals
- Part 2: The Competent Software Developer
- Part 3: The Well-Rounded Senior Engineer
- Part 4: The Pragmatic Tech Lead
- Part 5: Role Model Staff and Principal Engineers
- Part 6: Conclusion
Parts 1 and 6 apply to all engineering levels, from entry-level software developer, to principal-and-above engineer. Parts 2, 3, 4, and 5 cover increasingly senior engineering levels and group together topics in chapters, such as “Software Engineering,” “Collaboration,” “Getting Things Done,” etc.
Naming and levels vary, but the principles of what makes a great engineer who is impactful at the individual, team, and organizational levels, are remarkably constant. No matter where you are in your career, I hope this book provides a fresh perspective and new ideas on how to grow as an engineer.
Praise for the book
“From performance reviews to P95 latency, from team dynamics to testing, Gergely demystifies all aspects of a software career. This book is well named: it really does feel like the missing guidebook for the whole industry.”
– Tanya Reilly, senior principal engineer and author of The Staff Engineer’s Path
“Spanning a huge range of topics from technical to social in a concise manner, this belongs on the desk of any software engineer looking to grow their impact and their career. You’ll reach for it again and again for sage advice in any situation.”
– James Stanier, Director of Engineering at Shopify, author of TheEngineeringManager.com
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£32.04£33.50 -
Character Mentor: Learn by Example to Use Expressions, Poses, and Staging to Bring Your Characters to Life
You’ve researched your character extensively, tailored her to your audience, sketched hundreds of versions, and now you lean back content as you gaze at your final character model sheet. But now what? Whether you want to use her in an animated film, television show, video game, web comic, or children’s book, you’re going to have to make her perform. How a character looks and is costumed starts to tell her story, but her body language reveals even more. Character Mentor shows you how to pose your character, create emotion through facial expressions, and stage your character to create drama. Author Tom Bancroft addresses each topic with clear, concise prose, and then shows you what he really means through commenting on and redrawing artwork from a variety of student “apprentices.” His assignments allow you to join in and bring your drawing to the next level with concrete techniques, as well as more theoretical analysis. Character Mentor is an apprenticeship in a book.
Professional artists from a variety of media offer their experience through additional commentary. These include Marcus Hamilton (Dennis the Menace), Terry Dodson (X-Men), Bobby Rubio (Pixar), Sean “Cheeks” Galloway (Spiderman animated), and more. With a foreword by comicbook artist Adam Hughes, who has produced work for DC, Marvel Comics, Lucasfilm, Warner Bros. Pictures, and other companies.
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£32.40 -
Games As A Service: How Free to Play Design Can Make Better Games
The games industry is serious business and the role of a games designer has dramatically changed over just the last few years. Developers now have to rethink everything they know about the creative, technical and business challenges to adapt to the transition to games as a service.
Games as a Service: How Free to Play Design Can Make Better Games has been written to help designers overcome many of the fears and misconceptions surrounding freemium and social games. It provides a framework to deliver better games rather than the ‘evil’ or ‘manipulative’ experiences some designers fear with the move away from wasteful Products to sustainable, trustworthy Services.
Oscar Clark is a consultant and Evangelist for Everyplay from Applifier. He has been a pioneer in online, mobile and console social games services since 1998 including Wireplay (British Telecom), Hutchison Whampoa (3UK) and PlayStation®Home. He is a regular columnist on PocketGamer.Biz and is an outspoken speaker and moderator at countless games conferences on Games Design, Discovery, and Monetisation. He is also a notorious hat wearer.
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£32.80 -
Introducing Microsoft Quantum Computing for Developers: Using the Quantum Development Kit and Q#
Dive in with this hands-on introduction to quantum computing with the Microsoft Quantum Development Kit and Q# for software developers.
You may have heard about quantum computing, but what does it mean to you as a software developer? With many new developments, a resurgence in interest, and investment by some of the largest tech companies in the world to be the first to market with quantum programming (QP) hardware and platforms, it is no longer a tool in the distant future. Developers are at the forefront, now able to create applications that take advantage of QP through simulations. While the skill is of interest, for many developers, quantum computing and its implications still remains a mystery.
In this book, you will get up to speed exploring important quantum concepts and apply them in practice through writing actual quantum algorithms, using the Microsoft Quantum Development Kit. Theoretical knowledge about quantum physics, such as superposition and entanglement, will be used to explain quantum computing topics, including quantum gates, quantum circuits, and quantum algorithms. Finally, take a tour of the new Azure Quantum.
Use Q#, Microsoft’s new programming language, to target quantum hardware. You will select your supporting language of choice, either C# or Python, to begin writing your quantum applications. Combined with just enough theoretical preparation, you will learn how to get your computer ready to simulate basic quantum programs using Microsoft Visual Studio or Visual Studio Code and Q#.
What You Will Learn
- Get up to speed on the platform-independent quantum tool set using the Microsoft Quantum Development Kit simulator and Visual Studio Code or Microsoft Visual Studio
Know the basics of quantum mechanics required to start working on quantum computing
- Understand mathematical concepts such as complex numbers, trigonometry, and linear algebra
- Install the Microsoft Quantum Development Kit on a Windows or Linux PC with Visual Studio Code or Microsoft Visual Studio
Write quantum algorithms with the Microsoft Quantum Development Kit and Q#, supported by C# or Python
- Discover insights on important existing quantum algorithms such as Deutch, Deutch-Jozsa, and the fun CHSH-game
- Get introduced to quantum as a service using the Microsoft Azure Quantum preview cloud offering
Who This Book Is For
Developers who are interested in quantum computing, specifically those software developers who are planning on using quantum computers in the future. Basic imperative programming knowledge is useful to understand the syntax and structure found in the Q# programming language. Knowledge of Microsoft C# or Python is not required since these languages are only used to support the simulation of Q# on a classical computer.Read more
£32.80 -
Blender All-in-One For Dummies
Create excellent 3D animations with free, open-source software
When you’re looking for help with creating animation with Blender, look no further than the top-selling Blender book on the market. This edition of Blender For Dummies covers every step in the animation process, from basic design all the way to finished product. This book walks you through each project phase, including creating models, adding lighting and environment, animating objects, and building a final shareable file. Written by long-time Blender evangelist Jason van Gumster, this deep reference teaches you the full animation process from idea to final vision. With this fun and easy guide, you’re on your way toward making your animation dreams a reality.
- Set up Blender and navigate the interface
- Learn how to build models in virtual space
- Texture, light, and animate your figures―then render your final product
- Get help and inspiration from the Blender community
If you’re new to Blender or an experienced user in need of a reference, Blender For Dummies is the easy-to-use guide for you.
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£33.20£36.10Blender All-in-One For Dummies
£33.20£36.10 -
Animate to Harmony: The Independent Animator’s Guide to Toon Boom
Want to create studio-quality work and get noticed? Just coming off Flash and looking for a Toon Boom intro? Are you a traditional pencil-and-paper animator? From scene setup to the final render, learn how to navigate the Toon Boom interface to create animation that can be published on a variety of platforms and formats.
Animate to Harmony guides you through Toon Boom’s Animate, Animate Pro and Harmony programs, teaching you how to create high-quality 2D animation of all complexities. The main text focuses onfeatures that are common across all three programs while “Advanced Techniques” boxes throughout the book elaborate on Pro and Harmony features, appealing to all levels of experience with any of the three main Toon Boom products.
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£33.40 -
Adobe Illustrator CC A Complete Course and Compendium of Features: 3
Adobe Illustrator: A Complete Course and Compendium of Features is your guide to building vector graphics, whether you’re creating logos, icons, drawings, typography, or other illustrations–and regardless of their destination: print, web, video, or mobile. First, with a complete Course that includes a set of projects and lessons derived from Adobe Certified Instructor Jason Hoppe, you will learn the procedures needed to use Illustrator effectively and professionally. Dozens of lessons are included that can be applied to any graphics you have in mind. Through these step-by-step lessons, you’ll be exposed to all of Illustrator’s features in practical contexts and its best practices for optimal workflows.
To complete the Course, we’ll supply lesson documents and their assets to download. These can even serve as starting points for your own projects.
Then, for greater depth of knowledge and subsequent reference, you’ll use the Compendium to uncover more of the “how” and “why” of Illustrator. With each topic easy to access, you can find and explore all of Illustrator’s key features and concepts in depth. With cross references between the Course and Compendium, the two parts of the book complement each other perfectly. Best of all, when the lessons in the Course are done, the Compendium will continue to serve for months and years to come.
Learn step by step how to:
– Draw basic shapes and lines
– Build graphics using Illustrator’s deep and diverse toolset
– Create complex icons using the Pathfinder and Shape Builder
– Use color with predictable and harmonic results
– Work effectively with type
– And much more!
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£33.60£39.90 -
Production Pipeline Fundamentals for Film and Games
Every production is built on the backbone of the pipeline. While a functional and flexible pipeline can’t assure a successful project, a weak pipeline can guarantee its demise. A solid pipeline produces a superior product in less time and with happier artists who can remain creative throughout the grueling production schedule.
Walk through the foundational layers of the production pipeline, including IT infrastructure, software development practices and deployment policies, asset management, shot management, and rendering management. Production Pipeline Fundamentals for Film and Games will teach you how to direct limited resources to the right technological initiatives, getting the most for every dollar spent.
- Learn how to prepare for and manage all aspects of the pipeline with this entirely unique, one-of-a-kind guide.
- Expand your knowledge with real-world pipeline secrets handed to you by a stellar group of professionals from across the globe.
- Visit the companion website for even further resources on the pipeline.
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£33.70 -
Increasing Autodesk Revit Productivity for BIM Projects: A practical guide to using Revit workflows to improve productivity and efficiency in BIM projects
Implement Revit best practices with Dynamo and Power BI to visualize and analyze BIM information
Key Features
- Boost productivity in Revit and apply multiple workflows to work efficiently on BIM projects
- Optimize your daily work in Revit to perform more tasks in less time
- Take a hands-on approach to improving your efficiency with useful explanations, which will step-change your productivity
Book Description
Increasing Autodesk Revit Productivity for BIM Projects takes a hands-on approach to implementing Revit effectively for everyone curious about this new and exciting methodology.
Complete with step-by-step explanations of essential concepts and practical examples, this Revit book begins by explaining the principles of productivity in Revit and data management for BIM projects.
You’ll get to grips with the primary BIM documentation to start a BIM project, including the contract, Exchange Information Requirements (EIR), and BIM Execution Plan (BEP/BXP).
Later, you’ll create a Revit template, start a Revit project, and explore the core functionalities of Revit to increase productivity. Once you’ve built the foundation, you’ll learn about Revit plugins and use Dynamo for visual programming and Power BI for analyzing BIM information.
By the end of this book, you’ll have a solid understanding of Revit as construction and design software, how to increase productivity in Revit, and how to apply multiple workflows in your project to manage BIM.
What you will learn
- Explore the primary BIM documentation to start a BIM project
- Set up a Revit project and apply the correct coordinate system to ensure long-term productivity
- Improve the efficiency of Revit core functionalities that apply to daily activities
- Use visual programming with Dynamo to boost productivity and manage data in BIM projects
- Import data from Revit to Power BI and create project dashboards to analyze data
- Discover the different Revit plugins for improved productivity, visualization, and analysis
- Implement best practices for modeling in Revit
Who this book is for
This book is for architects, designers, engineers, modelers, BIM coordinators, and BIM managers interested in learning Autodesk Revit best practices. Increasing Autodesk Revit Productivity for BIM Projects will help you to explore the methodology that combines information management and research for quality inputs when working in Revit.
Table of Contents
- Introduction to Productivity in Revit
- Project Data Management
- Revit Templates and Standards
- Starting a Revit Project Efficiently
- Core Revit Functionalities
- Visual Programming with Dynamo
- Dashboard Analyses with Power BI
- Collaborating With Consultants
- Enhancing Productivity with Plugins
- Improving Performance
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£34.20£36.10 -
Force: Animal Drawing: Animal Locomotion and Design Concepts for Animators (Force Drawing Series)
This 10th Anniversary Edition of Force: Animal Drawing: Animal Locomotion and Design Concepts for Animators offers readers an enlarged and an enhanced selection of images that apply FORCE to animals. With larger images, readers can better appreciate and learn how to bring their own animal illustrations to life. New drawings and facts about the animals create a more comprehensive edition for your library. Readers will also adapt key industry techniques that will help personify animal animations as well as endowing their creations with human-like expressions and unique animal movement. content can be found at DrawingFORCE.com
Key Features:
• This full-color 10th Anniversary Edition makes FORCE even easier to understand through great diagrams and illustrations
• Color-coded page edges help you find more easily the animal you want to draw
• Learn about key specifications for each mammal such as their weight range, food they eat, and how fast they run
• Video content can be found at DrawingFORCE.com
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£34.20 -
The Complete Guide to Blender Graphics: Computer Modeling and Animation: Volume One
BlenderTM is a free Open-Source 3D Computer Modeling and Animation Suite incorporating Character Rigging, Particles, Real World Physics Simulation, Sculpting, Video Editing with Motion Tracking and 2D Animation within the 3D Environment.
Blender is FREE to download and use by anyone for anything.
The Complete Guide to Blender Graphics: Computer Modeling and Animation, Eighth Edition is a unified manual describing the operation of the program, updated with reference to the Graphical User Interface for Blender Version 3.2.2, including additional material covering Blender Assets, Geometry Nodes, and Non-Linear Animation.
Divided into a two-volume set, the book introduces the program’s Graphical User Interface and shows how to implement tools for modeling and animating characters and created scenes with the application of color, texture, and special lighting effects.
Key Features:
- The book provides instruction for New Users starting at the very beginning
- Instruction is presented in a series of chapters incorporating visual reference to the program’s interface
- The initial chapters are designed to instruct the user in the operation of the program while introducing and demonstrating interesting features of the program
- Chapters are developed in a building block fashion providing forward and reverse reference to relevant material
Both volumes are available in a discounted set, which can also be purchased together with Blender 2D Animation: The Complete Guide to the Grease Pencil.
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£34.30 -
Clean Code: A Handbook of Agile Software Craftsmanship (Robert C. Martin) (Robert C. Martin Series)
Even bad code can function. But if code isn’t clean, it can bring a development organization to its knees. Every year, countless hours and significant resources are lost because of poorly written code. But it doesn’t have to be that way. Noted software expert Robert C. Martin presents a revolutionary paradigm with Clean Code: A Handbook of Agile Software Craftsmanship . Martin has teamed up with his colleagues from Object Mentor to distill their best agile practice of cleaning code “on the fly” into a book that will instill within you the values of a software craftsman and make you a better programmer—but only if you work at it. What kind of work will you be doing? You’ll be reading code—lots of code. And you will be challenged to think about what’s right about that code, and what’s wrong with it. More importantly, you will be challenged to reassess your professional values and your commitment to your craft. Clean Code is divided into three parts. The first describes the principles, patterns, and practices of writing clean code. The second part consists of several case studies of increasing complexity. Each case study is an exercise in cleaning up code—of transforming a code base that has some problems into one that is sound and efficient. The third part is the payoff: a single chapter containing a list of heuristics and “smells” gathered while creating the case studies. The result is a knowledge base that describes the way we think when we write, read, and clean code. Readers will come away from this book understanding How to tell the difference between good and bad code How to write good code and how to transform bad code into good code How to create good names, good functions, good objects, and good classes How to format code for maximum readability How to implement complete error handling without obscuring code logic How to unit test and practice test-driven development This book is a must for any developer, software engineer, project manager, team lead, or systems analyst with an interest in producing better code.Read more
£35.00£38.00 -
Clean Code: A Handbook of Agile Software Craftsmanship (Robert C. Martin) (Robert C. Martin Series)
Even bad code can function. But if code isn’t clean, it can bring a development organization to its knees. Every year, countless hours and significant resources are lost because of poorly written code. But it doesn’t have to be that way. Noted software expert Robert C. Martin presents a revolutionary paradigm with Clean Code: A Handbook of Agile Software Craftsmanship . Martin has teamed up with his colleagues from Object Mentor to distill their best agile practice of cleaning code “on the fly” into a book that will instill within you the values of a software craftsman and make you a better programmer—but only if you work at it. What kind of work will you be doing? You’ll be reading code—lots of code. And you will be challenged to think about what’s right about that code, and what’s wrong with it. More importantly, you will be challenged to reassess your professional values and your commitment to your craft. Clean Code is divided into three parts. The first describes the principles, patterns, and practices of writing clean code. The second part consists of several case studies of increasing complexity. Each case study is an exercise in cleaning up code—of transforming a code base that has some problems into one that is sound and efficient. The third part is the payoff: a single chapter containing a list of heuristics and “smells” gathered while creating the case studies. The result is a knowledge base that describes the way we think when we write, read, and clean code. Readers will come away from this book understanding How to tell the difference between good and bad code How to write good code and how to transform bad code into good code How to create good names, good functions, good objects, and good classes How to format code for maximum readability How to implement complete error handling without obscuring code logic How to unit test and practice test-driven development This book is a must for any developer, software engineer, project manager, team lead, or systems analyst with an interest in producing better code.Read more
£35.00£38.00 -
Elemental Magic , Volume 2: The Technique of Special Effects Animation
Design beautiful, professional-level animated effects with these detailed step-by-step tutorials from former Disney animator and animated effects expert Joseph Gilland. Filled with beautiful, full-color artwork, Elemental Magic, Volume II, breaks down the animated effect process from beginning to end-including booming explosions, gusting winds, magical incantations, and raging fires. He also breaks down the process of effects “clean-up,” as well as timing and frame rates. The companion website includes real-time footage of the author lecturing as he animates the drawings from the book. In these videos, he elucidates the entire process from blank page to final animation. See it all come to life like never before. Throughout the book, Joseph refers to and includes examples from his own professional work from feature films such as Lilo & Stitch and Tarzan.
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£35.20£44.60 -
Digital Painting Techniques: Masters Collection: 01 (Digital Art Masters Series)
Discover the tips, tricks and techniques that really work for concept artists, matte painters and animators. Compiled by the team at 3dtotal.com, Digital Painting Techniques, Volume 1 offers digital inspiration with hands-on insight and techniques from professional digital artists. More than just a gallery book – within Digital Painting Techniques each artist has written a breakdown overview, with supporting imagery of how they made their piece of work. Beginner and intermediate digital artists will be inspired by the gallery style collection of the finest examples of digital painting from world renowned digital artists. Start your mentorship into the world of digital painting today with some of the greatest digital artists in the world and delve into professional digital painting techiques, such as speed painting, custom brush creation and matte painting. Develop your digital painting skills beyond the variety of free online digital painting tutorials and apply the most up to date techniques to your digital canvas with Digital Painting Techniques for Animators.Read more
£35.20£44.60 -
FORCE: Drawing Human Anatomy (Force Drawing Series)
The newest book in Michael Mattesi’s Force Drawing series takes movement to the next level. Force: Drawing Human Anatomy, explores the different facets of motion and the human body. As opposed to the memorization technique, Mattesi stresses the function of each body part and how gravity relative to different poses affects the aesthetics and form of muscle. The chapters are divided by the different parts of the body, thus allowing the reader to concentrate on mastery one body part at a time. Color coded images detail each muscle and their different angles. Special consideration is given to anatomy for animation, allowing the reader to create a character that is anatomically accurate in both stillness and motion.
Key Features
- Detailed visual instruction includes colourful, step-by-step diagrams that allow you to easily follow the construction of an anatomically correct figure.
- Clearly organized and color coded per regions of the body’s anatomy, a clarity of design for better reader understanding.
- Learn how anatomy is drawn and defined by the function of a pose.
- Visit the companion website for drawing demonstrations and further resources on anatomy.
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£35.90£37.00FORCE: Drawing Human Anatomy (Force Drawing Series)
£35.90£37.00 -
Autodesk Revit 2023: Fundamentals for MEP – Part 2 (Metric Units)
Note: This book is a continuation of Autodesk® Revit® 2023: Fundamentals for MEP – Part 1. Both books are required to complete this guide.
To take full advantage of Building Information Modeling, the Autodesk® Revit® 2023: Fundamentals for MEP guide has been designed to teach the concepts and principles of creating 3D parametric models of MEP systems from engineering design through construction documentation.
This guide is intended to introduce users to the user interface and the basic HVAC, electrical, and piping/plumbing components that make Autodesk Revit a powerful and flexible engineering modeling tool. The guide will also familiarize users with the tools required to create, document, and print the parametric model. The examples and practices are designed to take users through the basics of a full MEP project from linking in an architectural model to construction documents.
Topics Covered in Part 2
- Setting up sheets, and placing and modifying views on sheets.
- Working with dimensions, text, annotations, and legends.
- Adding tags and working with schedules.
- Setting up detail views and adding detail components.
Prerequisites
- Access to the 2023.0 version of the software, to ensure compatibility with this guide. Future software updates that are released by Autodesk may include changes that are not reflected in this guide. The practices and files included with this guide might not be compatible with prior versions (e.g., 2022).
- This guide introduces the fundamental skills you need to learn the Autodesk Revit MEP software. It is highly recommended that users have experience and knowledge in MEP engineering and its terminology.
- It is recommended that users have a standard three-button mouse to successfully complete the practices in this guide.
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£35.90 -
Refactoring with C#: Safely improve .NET applications and pay down technical debt with Visual Studio, .NET 8, and C# 12
Learn how to improve the maintainability of C# code using modern tools and techniques to resolve technical debt while working safely and efficiently with legacy code
Key Features
- Apply a wide range of refactoring techniques using the latest tools and features of C#
- Discover ways to safely improve your code using tests, Roslyn analyzers, and AI assistance
- Find ways of communicating technical debt and improving your code in agile and enterprise settings
- Purchase of the print or Kindle book includes a free PDF eBook
Book Description
Software projects start as brand-new greenfield projects, but invariably become muddied in technical debt far sooner than you’d expect. In Refactoring with C#, you’ll explore what technical debt is and how it arises before walking through the process of safely refactoring C# code using modern tooling in Visual Studio and more recent C# language features using C# 12 and .NET 8. This book will guide you through the process of refactoring safely through advanced unit testing with XUnit and libraries like Moq, Snapper, and Scientist .NET. You’ll explore maintainable code through SOLID principles and defensive coding techniques made possible in newer versions of C#. You’ll also find out how to run code analysis and write custom Roslyn analyzers to detect and resolve issues unique to your code.
The nature of coding is changing, and you’ll explore how to use AI with the GitHub Copilot Chat to refactor, test, document, and generate code before ending with a discussion about communicating technical debt to leadership and getting organizational buy-in to refactor your code in enterprise organizations and in agile teams.
By the end of this book, you’ll understand the nature of refactoring and see how you can safely, effectively, and repeatably pay down the technical debt in your application while adding value to your business.
What you will learn
- Understand technical debt, its causes and effects, and ways to prevent it
- Explore different ways of refactoring classes, methods, and lines of code
- Discover how to write effective unit tests supported by libraries such as Moq
- Understand SOLID principles and factors that lead to maintainable code
- Use AI to analyze, improve, and test code with the GitHub Copilot Chat
- Apply code analysis and custom Roslyn analyzers to ensure that code stays clean
- Communicate tech debt and code standards successfully in agile teams
Who this book is for
This book is for any developer familiar with C# who wants to improve the code they work with on a day-to-day basis. While this book will be most beneficial to new developers with only a year or two of experience, even senior engineers and engineering managers can make the most of this book by exploring not just the process of refactoring, but advanced techniques with libraries like Moq, Snapper, Scientist .NET, and writing custom Roslyn analyzers.
Table of Contents
- Technical Debt, Code Smells, and Refactoring
- Introduction to Refactoring
- Method-Level Refactorings
- Class-Level Refactorings
- Code-Level Refactorings
- Unit Testing
- Test Driven Development
- Avoiding Code Anti-Patterns with SOLID
- Advanced Unit Testing
- Defensive Coding Techniques
- AI-Assisted Refactoring with GitHub Copilot
- Code Analysis in Visual Studio
- Creating a Roslyn Analyzer
- Refactoring Code with Roslyn Analyzers
- Communicating Technical Debt
- Adopting Code Standards
- Agile Refactoring
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£37.00 -
Adobe Photoshop (Course and Compendium): A Complete Course and Compendium of Features
Adobe Photoshop: A Complete Course and Compendium of Features is your guide to creating, editing, and enhancing images and designs in Adobe Photoshop. Whether you’re retouching a photograph, making a simulated chalk drawing, or creating a composite photo with a 3D drawing, Photoshop is the tool for you–and this book will teach you what you need to know.
First, with a complete Course that includes a set of projects and lessons derived from Adobe Certified Instructor Steve Laskevitch, you will learn the procedures needed to use Photoshop effectively and professionally. Dozens of lessons are included that can be applied to any graphics you have in mind. Through these step-by-step lessons, you’ll be exposed to all of Photoshop’s features in practical contexts and its best practices for optimal workflows. To complete the Course, we’ll supply lesson documents and their assets to download. These can even serve as starting points for your own projects.
Then, for greater depth of knowledge and subsequent reference, you’ll use the Compendium to uncover more of the “how” and “why” of Photoshop. With each topic easy to access, you can find and explore all of Photoshop’s key features and concepts in depth. With cross references between the Course and Compendium, the two parts of the book complement each other perfectly. Best of all, when the lessons in the Course are done, the Compendium will continue to serve for months and years to come.
Learn step by step how to:
– Set up an ideal workspace
– Master selections and masks
– Work with type and brushes
– Use blend modes for combining images
– Take advantage of Smart Objects
– Become more efficient and effective with actions and scripts
– And much more!
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WebGL Programming Guide: Interactive 3D Graphics Programming with WebGL (OpenGL)
Using WebGL®, you can create sophisticated interactive 3D graphics inside web browsers, without plug-ins. WebGL makes it possible to build a new generation of 3D web games, user interfaces, and information visualization solutions that will run on any standard web browser, and on PCs, smartphones, tablets, game consoles, or other devices. WebGL Programming Guide will help you get started quickly with interactive WebGL 3D programming, even if you have no prior knowledge of HTML5, JavaScript, 3D graphics, mathematics, or OpenGL.
You’ll learn step-by-step, through realistic examples, building your skills as you move from simple to complex solutions for building visually appealing web pages and 3D applications with WebGL. Media, 3D graphics, and WebGL pioneers Dr. Kouichi Matsuda and Dr. Rodger Lea offer easy-to-understand tutorials on key aspects of WebGL, plus 100 downloadable sample programs, each demonstrating a specific WebGL topic.
You’ll move from basic techniques such as rendering, animating, and texturing triangles, all the way to advanced techniques such as fogging, shadowing, shader switching, and displaying 3D models generated by Blender or other authoring tools. This book won’t just teach you WebGL best practices, it will give you a library of code to jumpstart your own projects.
Coverage includes:
• WebGL’s origin, core concepts, features, advantages, and integration with other web standards
• How and basic WebGL functions work together to deliver 3D graphics
• Shader development with OpenGL ES Shading Language (GLSL ES)
• 3D scene drawing: representing user views, controlling space volume, clipping, object creation, and perspective
• Achieving greater realism through lighting and hierarchical objects
• Advanced techniques: object manipulation, heads-up displays, alpha blending, shader switching, and more
• Valuable reference appendixes covering key issues ranging from coordinate systems to matrices and shader loading to web browser settingsThis is the newest text in the OpenGL Technical Library, Addison-Wesley’s definitive collection of programming guides an reference manuals for OpenGL and its related technologies. The Library enables programmers to gain a practical understanding of OpenGL and the other Khronos application-programming libraries including OpenGL ES and OpenCL. All of the technologies in the OpenGL Technical Library evolve under the auspices of the Khronos Group, the industry consortium guiding the evolution of modern, open-standards media APIs.
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Quantum Computing by Practice: Python Programming in the Cloud with Qiskit and IBM-Q
Learn to write algorithms and program in the new field of quantum computing. This second edition is updated to equip you with the latest knowledge and tools needed to be a complex problem-solver in this ever-evolving landscape. The book has expanded its coverage of current and future advancements and investments by IT companies in this emerging technology. Most chapters are thoroughly revised to incorporate the latest updates to IBM Quantum’s systems and offerings, such as improved algorithms, integrating hardware advancements, software enhancements, bug fixes, and more.
You’ll examine quantum computing in the cloud and run experiments there on a real quantum device. Along the way you’ll cover game theory with the Magic Square, an example of quantum pseudo-telepathy. You’ll also learn to write code using QISKit, Python SDK, and other APIs such as QASM and execute it against simulators (local or remote) or a real quantum computer. Then peek inside the inner workings of the Bell states for entanglement, Grover’s algorithm for linear search, Shor’s algorithm for integer factorization, and other algorithms in the fields of optimization, and more. Finally, you’ll learn the current quantum algorithms for entanglement, random number generation, linear search, integer factorization, and others.
By the end of this book, you’ll understand how quantum computing provides massive parallelism and significant computational speedups over classical computers
What You’ll Learn
- Write algorithms that provide superior performance over their classical counterparts
- Create a quantum number generator: the quintessential coin flip with a quantum twist
- Examine the quantum algorithms in use today for random number generation, linear search, and more
- Discover quantum teleportation
- Handle the counterfeit coin problem, a classic puzzle
- Put your knowledge to the test with more than 150 practice exercises
Who This Book Is For
Developers, programmers, computer science researchers, teachers, and students.
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Design patterns : elements of reusable object-oriented software
Capturing a wealth of experience about the design of object-oriented software, four top-notch designers present a catalog of simple and succinct solutions to commonly occurring design problems. Previously undocumented, these 23 patterns allow designers to create more flexible, elegant, and ultimately reusable designs without having to rediscover the design solutions themselves.The authors begin by describing what patterns are and how they can help you design object-oriented software. They then go on to systematically name, explain, evaluate, and catalog recurring designs in object-oriented systems. With Design Patterns as your guide, you will learn how these important patterns fit into the software development process, and how you can leverage them to solve your own design problems most efficiently.
Each pattern describes the circumstances in which it is applicable, when it can be applied in view of other design constraints, and the consequences and trade-offs of using the pattern within a larger design. All patterns are compiled from real systems and are based on real-world examples. Each pattern also includes code that demonstrates how it may be implemented in object-oriented programming languages like C++ or Smalltalk.
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The Art Of Uncharted 2 Among Thieves (Art of the Game)
Ballistic Publishing has partnered with Sony Computer Entertainment America and Naughty Dog, Inc., to produce The Art of Uncharted 2: Among Thieves. The biggest Ballistic Publishing art book to date weighs in at 272 pages and features some of the hundreds of drawings, paintings, and sculpts that began the process of making Nathan Drake’s world real, and helped make Uncharted 2: Among Thieves Game of the Year. From concept art to character studies, environment art, character modeling, game art, cinematics, motion-capture, animation, and effects, The Art of Uncharted 2: Among Thieves is the ultimate companion to the award-winning PlayStation 3 game.
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Getting Started in ZBrush: An Introduction to Digital Sculpting and Illustration
Getting Started in ZBrush is a gentle introduction to ZBrush, today’s premier digital sculpting program. Beginning with the fundamentals of digital sculpting as well as a thorough introduction to the user interface, Getting Started in ZBrush will have you creating a variety of professional-level 3D models in no-time. More than just another button-pushing manual, this comprehensive guide is packed with start-to-finish projects that ease you into the workflow of the program, while at the same time providing tips and tricks that will allow you to achieve certain tasks much more quickly. After progressing through the tutorials, you will be shown how to customize brushes, materials, scripts, and the interface so that you can utilize these tools to their full advantage.
Special consideration is given to ZBrush’s integration plug-ins with Maya and 3ds Max, allowing you to properly import and export your models in all programs. Texturing, painting, mapping, decimation, baking, and topology are also fully covered so your Zbrush creations can come to life without sacrificing that high-resolution look.
- Ease your way into this complex subject with this straight-forward approach to ZBrush
- Perfect your technique with step-by-step tutorials that allow you to create high res models from start to finish.
- Expand your knowledge by visiting the companion website, which features video demonstrations, project files, texture and model files, scripts, customized menus, brushes, and additional resources.
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The Indie Game Developer Handbook
The indie game developer’s complete guide to running a studio.
The climate for the games industry has never been hotter, and this is only set to continue as the marketplace for tablets, consoles and phones grow. Seemingly every day there is a story of how a successful app or game has earned thousands of downloads and revenue. As the market size increases, so does the number of people developing and looking to develop their own app or game to publish. The Indie Game Developer Handbook covers every aspect of running a game development studio―from the initial creation of the game through to completion, release and beyond.
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- Accessible and complete guide to many aspects of running a game development studio from funding and development through QA, publishing, marketing, and more.
- Provides a useful knowledge base and help to support the learning process of running an indie development studio in an honest, approachable and easy to understand way.
- Case studies, interviews from other studies and industry professionals grant an first-hand look into the world of indie game development
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£39.40£40.80The Indie Game Developer Handbook
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Learning Microsoft Azure: Cloud Computing and Development Fundamentals
If your organization plans to modernize services and move to the cloud from legacy software or a private cloud on premises, this book is for you. Software developers, solution architects, cloud engineers, and anybody interested in cloud technologies will learn fundamental concepts for cloud computing, migration, transformation, and development using Microsoft Azure.
Author and Microsoft MVP Jonah Carrio Andersson guides you through cloud computing concepts and deployment models, the wide range of modern cloud technologies, application development with Azure, team collaboration services, security services, and cloud migration options in Microsoft Azure.
You’ll gain insight into the Microsoft Azure cloud services that you can apply in different business use cases, software development projects, and modern solutions in the cloud. You’ll also become fluent with Azure cloud migration services, serverless computing technologies that help your development team work productively, Azure IoT, and Azure cognitive services that make your application smarter. This book also provides real-world advice and best practices based on the author’s own Azure migration experience.
- Gain insight into which Azure cloud service best suits your company’s particular needs
- Understand how to use Azure for different use cases and specific technical requirements
- Start developing cloud services, applications, and solutions in the Azure environment
- Learn how to migrate existing legacy applications to Microsoft Azure
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OpenGL Superbible: Comprehensive Tutorial and Reference
OpenGL® SuperBible, Seventh Edition, is the definitive programmer’s guide, tutorial, and reference for OpenGL 4.5, the world’s leading 3D API for real-time computer graphics. The best introduction for any developer, it clearly explains OpenGL’s newest APIs; key extensions; shaders; and essential, related concepts. You’ll find up-to-date, hands-on guidance for all facets of modern OpenGL development―both desktop and mobile.
The authors explain what OpenGL does, how it connects to the graphics pipeline, and how it manages huge datasets to deliver compelling experiences. Step by step, they present increasingly sophisticated techniques, illuminating key concepts with worked examples. They introduce OpenGL on several popular platforms, and offer up-to-date best practices and performance advice.
This revised and updated edition introduces many new OpenGL 4.5 features, including important ARB and KHR extensions that are now part of the standard. It thoroughly covers the latest Approaching Zero Driver Overhead (AZDO) performance features, and demonstrates key enhancements with new example applications.
Coverage includes
- A practical introduction to real-time 3D graphics, including foundational math
- Core techniques for rendering, transformations, and texturing
- Shaders and the OpenGL Shading Language (GLSL) in depth
- Vertex processing, drawing commands, primitives, fragments, and framebuffers
- Compute shaders: harnessing graphics cards for more than graphics
- Pipeline monitoring and control
- Managing, loading, and arbitrating access to data
- Building larger applications and deploying them across platforms
- Advanced rendering: light simulation, artistic and non-photorealistic effects, and more
- Reducing CPU overhead and analyzing GPU behavior
- Supercharging performance with persistent maps, bindless textures, and fine-grained synchronization
- Preventing and debugging errors
- New applications: texture compression, text drawing, font rendering with distance fields, high-quality texture filtering, and OpenMP
Bonus material and sample code are available at openglsuperbible.com.
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Manual of Engineering Drawing: Technical Product Specification and Documentation to British and International Standards
Now in its 4th edition, Manual of Engineering Drawing is a long-established guide for practicing and student engineers to producing engineering drawings and annotated 3D models that comply with the latest BSI and ISO standards of technical product specifications and documentation. This new edition has been updated in line with recent standard revisions and amendments, including the requirements of BS8888 2011 and related ISO standards. Ideal for international use, it includes a guide to the fundamental differences between the relevant ISO and ASME standards, as well as new information on legal aspects such as patents and copyright, and end-of-life design considerations. Equally applicable to CAD and manual drawing, the book includes the latest developments in 3D annotation and the specification of surface texture. Its broad scope also encompasses topics such as orthographic and pictorial projections, dimensional, geometrical and surface tolerancing, and the duality principle, along with numerous examples of electrical and hydraulic diagrams with symbols and applications of cams, bearings, welding and adhesives. Seen by many as an essential design reference, Manual of Engineering Drawing is an ideal companion for students studying vocational courses in technical product specification, undergraduates studying engineering or product design, and professional engineers beginning a career in design.Read more
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Interactive Storytelling for Video Games: A Player-Centered Approach to Creating Memorable Characters and Stories
What really makes a video game story interactive?
What’s the best way to create an interactive story?
How much control should players be given?
Do they really want that control in the first place?
Do they even know what they want-or are their stated desires at odds with the unconscious preferences?All of these questions and more are examined in this definitive book on interactive storytelling for video games. You’ll get detailed descriptions of all major types of interactive stories, case studies of popular games (including Bioshock, Fallout 3, Final Fantasy XIII, Heavy Rain, and Metal Gear Solid), and how players interact with them, and an in-depth analysis of the results of a national survey on player storytelling preferences in games. You’ll get the expert advice you need to generate compelling and original game concepts and narratives.With Interactive Storytelling for Video Games, you’ll:
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Technical Animation in Video Games
This book provides a comprehensive overview of video game technical animation, covering the next generation pipelines that industry developers utilise to create their games. It covers the technical animation workflow from start to finish, looking at both software and hardware, as well as the industry standard processes that all technical animators need to know.
Written to be an accessible technical animation resource, this book combines easy-to-understand principles with educational use cases on how to combine the principles and tools taught within. Example test scripts, animation files, and rig assets are provided as tangible examples that can be modified and taken apart to deepen your understanding. It covers the end-to-end pipeline of technical animation, from the very first steps of placing joints in Autodesk’s Maya to breathe life into your static characters, through tools and automation development, all the way to Unreal Engine 5 integration and optimisation.
Additional resources are available on the book’s GitHub repository. From this resource, you will find example files for Maya and Python scripts that will help with your own work and demonstrations featured throughout this book.
This book is essential reading for early-career game technical animators as well as those studying game animation courses. It will also appeal to technical animators working in the film industry.
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£41.20£42.70Technical Animation in Video Games
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Adobe After Effects Classroom in a Book (2023 release)
Learn video compositing, motion graphics design, and animation using Adobe After Effects
Adobe After Effects Classroom in a Book (2023 release) uses real-world, project-based learning to cover the basics and beyond, providing countless tips and techniques to help you become more productive with the program. For beginners and experienced users alike, you can follow the book from start to finish or choose only those lessons that interest you. Learn to:
- Create, manipulate, and optimize motion graphics for film, video, the web, and mobile devices
- Animate text and images, customize a wide range of effects, track and sync content, rotoscope, manipulate timing, correct color, and remove unwanted objects
- Customize cameras and lighting to create compelling 3D content
- Design Motion Graphics templates for editing in Adobe Premiere Pro
- Deform and animate objects and video using robust Puppet tools
Classroom in a Book®, the best-selling series of hands-on software training workbooks, offers what no other book or training program does―an official training series from Adobe, developed with the support of Adobe product experts.
Purchasing this book includes valuable online extras. Follow the instructions in the book’s “Getting Started” section to unlock access to:
- Downloadable lesson files you need to work through the projects in the book
- Web Edition containing the complete text of the book, interactive quizzes, and videos that walk you through the lessons step by step
What you need to use this book: Adobe After Effects (2023 release) software, for either Windows or macOS. (Software not included.)
Note: Classroom in a Book does not replace the documentation, support, updates, or any other benefits of being a registered owner of Adobe After Effects software.
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C# 12 in a Nutshell: The Definitive Reference
When you have questions about C# 12 or .NET 8, this best-selling guide has the answers you need. C# is a language of unusual flexibility and breadth, and with its continual growth, there’s always so much more to learn. In the tradition of O’Reilly’s Nutshell guides, this thoroughly updated edition is simply the best one-volume reference to the C# language available today. Aimed at intermediate and advanced programmers, this is a book whose explanations get straight to the point, covering C#, the CLR, and the core .NET libraries in depth, without long intros or bloated samples. Get up to speed on C# from syntax and variables to advanced topics such as pointers, closures, and patterns Dig deep into LINQ, with three chapters dedicated to the topic Explore concurrency and asynchrony, advanced threading, and parallel programming Work with .NET features, including regular expressions, networking, assemblies, spans, cryptography and reflection.emitRead more
£42.30£50.50C# 12 in a Nutshell: The Definitive Reference
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Cloud Computing: Concepts, Technology, Security, and Architecture (The Pearson Digital Enterprise Series from Thomas Erl)
Cloud Computing: Concepts, Technology, Security & Architecture
Cloud computing has become an integral and foundational part of information technology. The majority of digital business activity and technology innovation occurs with the involvement of contemporary cloud environments that provide highly sophisticated automated technology infrastructure and a vast range of technology resources. To successfully build upon, interact with, or create a cloud environment requires an understanding of its common inner mechanics, architectural layers, models, and security controls. It also requires an understanding of the business and economic factors that justify the adoption and real-world use of clouds and cloud-based products and services.
In Cloud Computing: Concepts, Technology, Security & Architecture, Thomas Erl, one of the world’s top-selling IT authors, teams up with cloud computing expert Eric Barceló Monroy and researchers to break down proven and mature cloud computing technologies and practices into a series of well-defined concepts, technology mechanisms, and technology architectures. Comprehensive coverage of containerization and cybersecurity topics is also included.
All chapters are carefully authored from an industry-centric and vendor-neutral point of view. In doing so, the book establishes concrete, academic coverage with a focus on structure, clarity, and well-defined building blocks for mainstream cloud computing and containerization platforms and solutions. With nearly 370 figures, 40 architectural models, and 50 mechanisms, this indispensable guide provides a comprehensive education of contemporary cloud computing, containerization, and cybersecurity that will never leave your side.
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Murach’s HTML and CSS: Training & Reference
Until now, my websites looked great but have been coded with what seems like duct-tape and bubble-gum’ methods, just for appearances and not for professionalism or compliance. This book taught me all that is possible with HTML and CSS coding. What a game changer! That’s what one web designer posted about a previous edition of Murach’s HTML and CSS. Now, this 5th Edition updates and improves all the HTML and CSS content in the book…and it’s in full color so it’s easier than ever to learn from it. In fact, whether you’re a web designer, a JavaScript programmer, a server-side programmer, or a rookie, this book delivers all the HTML and CSS skills that you need on the job. This book begins with an 8-chapter hands-on course that teaches you HTML and CSS from scratch, including the latest HTML and CSS features. This short course ends with a chapter that teaches you how to use fluid design and media queries to implement Responsive Web Design so your pages will look good and work right on any screen, from phone to tablet to desktop. After that, the unique design of this book lets you go on to any other chapter to learn new skills whenever you need them. For example, chapters 9 and 10 show you how to use Flexible Box and Grid Layout. Chapter 13 shows you how to work with forms and data validation. Chapter 14 shows you how to enhance a site with video clips. Chapter 15 shows you how to use CSS transitions, transforms, and animations. Chapters 16 and 17 show you how to design and deploy a website. And chapter 18 introduces you to JavaScript, a must-have language that’s the next step for many web developers. One final point: After teaching you all the HTML and CSS skills that you need, this book becomes the best on-the-job reference you’ve ever used.Read more
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A Complete Guide to Character Rigging for Games Using Blender
This book is a comprehensive guide to using Blender to create character rigs for games, breaking down the technicalities of rigging tools and techniques into easily digestible chunks. It provides all the tools needed to go from a static character model to an animation-ready, high quality, and fast performing game rig.
Written to be accessible and easy to follow, the book covers character rigging theory that is supported by industry standard examples of how to apply that theory to character rigs for video games. It demonstrates the reasoning behind rigging decisions followed by instructions and examples on how to apply that knowledge to rig creation. It includes chapters that focus on the character deformation techniques that raise the visual quality of the model and subsequently of the animation and game it will be used in.
This book will be vital reading to those studying games animation as well as early-career rigging artists, character animators, modeling artists, technical animators, and technical artists.
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The History of Graphic Design. Vol. 2. 1960–Today
Through the turbulent passage of time, graphic design―with its vivid, neat synthesis of image and idea―has distilled the spirit of each age. Surrounding us every minute of every day, from minimalist packaging to colorful adverts, smart environmental graphics to sleek interfaces: graphic design is as much about transmitting information as it is about reflecting society’s cultural aspirations and values.
This second volume rounds off our in-depth exploration of graphic design, spanning from the 1960s until today. About 3,500 seminal designs from across the globe guide us in this visual map through contemporary history, from the establishment of the International Style to the rise of the groundbreaking digital age. Around 80 key pieces go under the microscope in detailed analyses besides 118 biographies of the era’s most important designers, including Massimo Vignelli (New York subway wayfinding system), Otl Aicher (Lufthansa identity), Paula Scher (Citibank brand identity), Neville Brody (The Face magazine), Kashiwa Sato (Uniqlo brand identity), and Stefan Sagmeister (handwriting posters).
With his sweeping knowledge of the field, author Jens Müller curates the standout designs for each year alongside a running sequence of design milestones. Organized chronologically, each decade is prefaced by a succinct overview as well as a stunning visual timeline, offering a vivid display of the variety of graphic production in each decade as well as the global landscape which it at once described and defined.
This collection of important graphic works represents a long-overdue reflection on the development of a creative field constantly changing and challenging itself. These key pieces act as coordinates through contemporary history, helping us trace the sheer influence of graphic design on our daily lives.
Combined with Volume One―which spans from the field’s very beginnings until 1959―the tomes offer the most comprehensive exploration of graphic design to date.
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£46.50£57.00The History of Graphic Design. Vol. 2. 1960–Today
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Adobe Creative Cloud Classroom in a Book: Design Software Foundations with Adobe Creative Cloud
Your Adobe Creative Cloud subscription delivers a breathtaking collection of state-of-the-art creativity tools―for web, print, video, interactive, digital marketing, UX/UI design, and more. With so much power, where do you start? If you’re familiar with one or two of Adobe’s tools, how do you extend your knowledge to make the most of the entire Creative Cloud, choose the right tool for each job, and do amazing work? Start right here, with the only classroom-proven guide to the entire Adobe Creative Cloud suite: Adobe Creative Cloud Classroom in a Book.
Authored by leading designer and instructor Joseph Labrecque, this guide reflects his experience teaching hundreds of students at the University of Colorado Boulder College of Media, Communication & Information. Each chapter combines an overview of a Creative Cloud app with well-crafted hands-on practice. Labrecque introduces the software, explains essential concepts and design principles surrounding its use, guides you through basic tools and workflows, and then walks you through executing a project from beginning to end. You’ll learn how each tool works in real life, and how to apply design concepts and theory in your own creative practice.
Labrecque introduces the fundamentals of Creative Cloud for both desktop and mobile, Creative Cloud Express, and all these skills:
- Cloud-based photography with Lightroom
- Raster image compositing with Photoshop
- Vector graphics design with Illustrator
- Page layout management with InDesign
- Prototyping for screens with Adobe XD
- 3D rendering with Dimension
- Audio content production with Audition
- Video content sequencing with Premiere Pro
- Motion graphics compositing with After Effects
- Live performance capture with Character Animator
- Interactive content animation with Animate
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£46.50