Average customer rating:
- The Internship Bible for Animation, #1
- very useful
- Misleading Title, Mixed Content
|
Gardner's Guide to Internships at Multimedia and Animation Studios (Gardner's Guide series)
PhD, Garth Gardner
Manufacturer: GGC Publishing
ProductGroup: Book
Binding: Paperback
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Similar Items:
-
Careers in Computer Graphics & Animation (Gardner's Guide Series) (Gardner's Guide series)
-
Your Career in Animation: How to Survive and Thrive
-
How to Get a Job in Computer Animation
ASIN: 158965000X |
Book Description
Gardner's Guide to Internships at Multimedia and Animation Studios profiles hundreds of computer graphics, animation, multimedia companies in the USA and Canada where internships are often available. A valuable directory for students seeking to enter the computer graphics and animation field. Researched categories includes: areas of specialization; number of employees; description of company achievements, mailing address, phone and fax numbers, web address, preparing resumes, portfolios and demo reels. Indexed by geographic location of studio; and alperbetical by the name of the studio. This book is your direct link to hundreds studios that often seek interns in the summer, fall, winter, spring and year-round.
Customer Reviews:
The Internship Bible for Animation, #1.......2002-06-03
I found this book to be the Bible for finding an internship in animation. Lots of animation companies, great descriptions of the companies, and advice on writing my resume. I was able to find an internship in the field. I highly recommend this book for high school seniors and college students in CG. I also recommend "Careers in Computer Graphics and Animation" these are two well needed resources.
very useful.......2001-12-23
This books was very helpful in identifying the companies where I can apply for an internship. I live in Los Angeles but did not know how to locate and contact the companies in my area. This is a very useful book!!!
Misleading Title, Mixed Content.......2001-09-29
In purchasing this book, I had little information to guide me beforehand; I made the decision based on commentary on other works by this author, the title, and my need for information on internships in this field.
I found myself greviously disappointed. While the information capsules about the employers are indeed helpful, no specifics were given for internships these employers might or might not offer. Instead, the contents of the book (aside from some prefatory material providing poor advice about resumes and cover letters) act as a directory to employers. While I am not discounting the helpfulness of such a directory, the misleading title and the quality of the prefatory material leave this reader with a very low opinion the party responsible for misleadingly marketing this volume.
Book Description
As an introduction to the complex topic of user interface design, this in-depth book discusses player interface design conventions and looks at the effects of platform, genre, and design goals related to electronic games. Readers will explore everything from the history of game interface design and basic design theories to practical strategies for creating a winning, interactive interface. A host of professional applications, revealing insights, and illuminating anecdotes from dozens of pioneering game designers will inspire readers to explore this fascinating aspect of the electronic games industry.
Customer Reviews:
Very good resource.......2007-08-03
This is an excellent book. For those of us one and two-man programming operations as hobbyist programmers, we don't always have the artistic skill or aesthetic intuition to just whip up a GUI. This book explains concepts behind an interface SPECIFICALLY FOR GAMES. THIS is what I found awesome. All the books and articles I've looked up have been for interface design FOR WEBSITES, or stupid, dry, tasteless business-app type programs. This book focuses on game interface design ONLY.
It cites examples of interfaces in games you've played most likely, from the ancient consoles and computers of yesteryear (Atari 2600, colecovision, intellivision, commodore 64) to the more modern consoles (PS, Dreamcast, N64, PS2) and cites examples of what makes a good interface and a bad interface.
They make some good points too, such as interface design for the disabled. (This cool example they gave was for a healthbar that only changed color. What happens if the player was color blind? If the bar went from green to red, the color blind user would have nothing to gauge his health by; so they reccomended making the bar shorten, and/or change color.)
THERE IS NO SOURCE CODE. This book only focuses on concepts and design ideas. Its nice and abstract. It's made to push push push the ideas into your head, even if it is a bit repetitive.
Bottom line is, if you're already Joe Game Programmer for a big company, don't buy this book. Have your art department and UI design team make your game interface for you.
If you're like me, a hobbyist programmer of a small team with dreams of making it big someday, GRAB THIS BOOK. The more resources you can get, the better.
This book doesn't disappoint.
Get it.
Now.
Light introduction, nothing of real substance.......2007-07-09
This book is written for people who have never played computer games, have no ideas what computer games are, and want to catch up with the rest of the world.
It contains no real substance and offers nothing in the way of real insights for people who are looking to learn more about game interface design.
Overall, quite disappointing.
Great basic game design interface info.......2007-05-01
I found this book to be a great resource for anyone starting out in game design. It covers all the essentials, from the very first console games of the early 1980's to today's complex MMOG's. You're going to think differently about the basic interface elements you take for granted. I also enjoyed the comments from real people in the game industry. Great graphics, too! This is a great buy, whether it's for a class or just your own library.
If you like interface design, this book is great........2007-03-21
I had to order this book for a class, but i do love the series anyway. The book is filled with comments and examples from professionals in the game industry as well as opinions from game design students (which aren't actually as informative or helpful at all. After a while you'll probably just skip over those as there are lots of them and they aren't too interesting) There are lots of pictures so you can see the different interfaces games have had over the years, and it's got current information as of today. There are sections about early games, but there are also sections about the "next gen" consoles, 360, ps3, and wii. If you're into interface design, it's a nice book.
Appalling.......2007-03-14
I'm deeply disappointed. I've been working in the games industry for a few years now, so I've read quite a few books about game development and, I must say, this one takes the prize for worst book in the industry by a landslide. Absolutely awful.
The information contained in this book is irrelevant, aggravatingly repetitive, dead obvious and hardly pedagogic. The actual, useful information about user interface design in this book could easily fit in a napkin, so 271 pages of ranting, countless students' opinions and the history of consoles, hardware and whatnot feel like nothing more than fluffy fillers to a book that should have never been published due to lack of material.
CONCLUSION: If you're looking to learn anything about UI design, this book is most definitely not for you. If you're looking to be reminded about the most evident things common sense could possibly dictate, then by all means, go ahead and get it.
Book Description
At last, a software book that's as much about the art of 3D modeling and animation as it is about the specific features of the software! Exploring 3D Modeling with Maya 7 offers a rock-solid introduction to the workings of Autodesk's 3D modeling and animation software. But throughout the book the authors - award-winning animators and experienced educator - keep the emphasis on how designers can use Maya to meet client needs with stunning animation while exploring their own artistic impulses. Coverage includes basic modeling techniques, working with colors and textures, lighting, cinematography, and rendering.
Book Description
This is the most comprehensive new media industry directory. Gardner's Guide to Multimedia and Animation Studios profiles hundreds of computer graphics, animation, multimedia companies in the USA and Canada. A valuable directory for professionals and students seeking to enter the New Media job market. Researched categories includes: areas of specialization; number of employees; description of company achievements, mailing address, phone and fax numbers, and web address. Indexed by the following categories: geographic location of studio; number of employees; area of specialization; in addition to the generic index. This book is your direct link to hundreds of studios that employs over 100,000 practitioners within the USA and overseas.
Book Description
This is the most comprehensive new media industry directory. Gardner's Guide to Multimedia and Animation Studios profiles hundreds of computer graphics, animation, multimedia companies in the USA and Canada. A valuable directory for professionals and students seeking to enter the New Media job market. Researched categories includes: areas of specialization; number of employees; description of company achievements, mailing address, phone and fax numbers, and web address. Indexed by the following categories: geographic location of studio; number of employees; area of specialization; in addition to the generic index. This book is your direct link to over 10,000 practitioners at hundreds of studios.
Customer Reviews:
Aside from Confusing Road Analogies...Great Book!.......2006-02-03
This is a great book for anyone that wants to learn the structure of writing for animated shows. It reveals the formula for creating successful stories, characters, and scripts.
The only drawback was the overuse of the road sign analogies. Don't get me wrong, they work fine to illustrate the points, but I just felt there were too many of them.
In any case, an excellent book if you're starting out your career in animation...like me:)!
Complete cartoon-writing reference guide - Amazing!.......2005-04-15
I knew that scriptwriting was formulaic, with lots of rules about what should happen at what page and all of the structural details. But this book plots out exactly what a cartoon should do! From the general outline to the set-in-stone types of humor. Who knew that anyone had codified all this stuff! It's all here, from the Flintstones to South Park. This is how it's done.
Far from being confining, I'm finding that reading and re-reading this tome (easy to read tome!) is inspiring beyond belilef. I'm cranking up my DVD player and finding that every detail of every chapter is true down to the last nut and bolt. Professionals have been following these guidelines for decades!
This book must be the textbook for lots of classes about this subject somewhere.
I'm a 3d animator, and it's my goal to make animated shorts a lot more "arty" than Pepper Ann and Rugrats. But this book is such an eye-opener! I've never realized that even the cartoons that I've loved for years - Simpsons, South Park, Ren & Stimpy - all of them! They all follow the same rules.
One funny thing about this book: For a writing manual, it has a phenomenal number of typos. What a hoot. The book is incredibly easy to find your way around. The author is simply a master at her craft, and the insights are invaluable for anyone not employed in Callifornia. Yet you can find 1 or 2 typos or grammatical errors per page. I guess they skimped on the editing.
If you're concerned about developing content for your own animations, or aiming at a job scripting for cartoons, or just want to round out your knowledge about scriptwriting in general, this is an awesome book.
A Unique Achievment: constructing an Animation script.......2001-11-07
Is a shame that a great book like this only have one review until now ( and a wrong one ) hence I'll try to correct this.
NOTE: Be aware that this review is for the GARDNER'S GUIDE TO ANIMATION SCRIPTWRITING ( this review is wrongly appearing TOO in the "Gardner's guide to Multimedia & animation Studios", some kind of problem in Amazon.com I Think, :-( SORRY Chaz )
I bought this book in August 2001, if you are looking for books about scripts there are many ones, some very good, but any is writed exclusively thinking in animation and cartoons. For the animator this is an invaluable reference, here is the summary:
1.- Animation - An Overview
2.- Cartoon Genres
3.- The Moral
4.- Central Idea
5.- Dead End Ahead - The Central question
6.- The Characters and the Character Arc
7.- Introduction to Plot
8.- The Twenty-Two minute Structure
9.- The Eleven Minute Structure
10.- The Seven Minute Structure
11.- Make 'Em Laugh - Levels of Humor
12.- Prose
13.- Dialogue
14.- The Scene
15.- Broadcast Guidelines
16.- The Rewrite
17.- The Writing Process of Animation
Glossary, Cartoonography, Filmography, Road Map Forms, Apendix
The book itself have a good easyreading design, with plenty of quotations and references to well known movies or series, here you have the basics of writing but you can find more profound books about this, the special of the book is that is writed for cartoons specially, have 3 chapters studying the structures of the cartoonscript of 7, 11 and 22 minutes, of course you can apply all the information for an animation of any length, movies or shorts.
Including checklists for Structure, Characters, Scenes, Dialogue, Humor, Prose, 3 Structure guides, 75 Excercises, 37 Rules and an Animated 7 minutes Teleplay in the appendix: You have here a book that will go to occupy an important place near you.
I'm not an acclaimed screenwriter in fact I'm a novice in this area but I'm working with a firm producing some animations and I can asure you that this book can prevent you some rocky mistakes in this special field and even If you are a Pro you'll find some good points here.
A complete, definitive, "user friendly", industry directory.......2001-03-16
Gardner's Guide To Multimedia & Animation Studies is the complete, definitive, "user friendly", industry directory for anyone seeking jobs, connections, and services information and contacts. In addition to indices listed by state or province, and company name, Gardner's Guide To Multimedia & Animation Studies is carefully organized in four parts: East Coast, Central; West Coast; Canada. Within each regional section the companies are alphabetically listed and include the number of employees, areas of specialization; a brief description, address, phone, fax, and website address. Gardner's Guide To Multimedia & Animation Studies is a very practical and highly recommended addition to industry professional and library reference collections.
Book Description
How do you make the bestselling computer career guide even better? By adding brand-new data on Year 2000 (Y2K) jobs, plus full updated information on COBOL, Project Manager, AS/400, Quality Control - Testing, Y2K Methodology, C/S Systems, CICS, IDMS, Java, Visual Basic, Delphi, Power Builder, Oracle, MVS, UNIX, RS/6000, Sybase, DB2, and other areas of expertise. Michael Rothstein shows how to ace Y2K interviews (with 300+ specific Q&As)...double and even triple you income as a Y2K or general consultant...and emerge as top dog in any computer interview, thanks to strategy tips and 2000 proven Q&As.
Customer Reviews:
No PeopleSoft questions in this book.......2004-04-24
No peoplesoft like the editorial review claims. Plus, this book has very little useful information about interviewing. It's just a bunch of technical questions organized by chapter. The Oracle questions are out of date, for version 8i which was released in 1999. Don't get this book for help on how to interview. Get "Ace the IT job interview". I am glad I only paid $3 for this. It is barely worth that.
Stay away from this book.......2003-01-05
I have a solid background in C/C++ and I was hoping to fill in some gaps in other areas with this book. Unfortunately, given the poor quaility of the C/C++ information (and the sometimes-silly stuff in the "how to interview" section), I really don't trust what's in the rest of the volume.
The C/C++ chapter is divided into "beginner", "intermediate", and "advanced" sections. Instead, they should be labeled "unbelievably trivial", "very trivial", and "trivial". Even worse, much of the information is presented in a misleading or incorrect fashion. I suppose this is to be expected, given that the main credentials of the person who wrote the C/C++ section are a music degree and the ability to play the string bass.
If I were giving an interview and I heard a candidate parroting the C/C++ answers in this book, I would promptly show him/her to the door.
Instead, get a copy of: "Programming Interviews Exposed" by Mongan and Suojanen.
Poor.......2002-10-22
This book suffers from poor editing,poor questions for VB, C++, Java and SQL. Many wrong and poor explanations and answers.
I have no idea about Mainframe, Cisco etc sections.
Only ASP section is worth reading with a comprehensive coverage of the topic.
I have never returned a book. This is the first one which I had to return.
Poor.......2002-10-22
This book [is bad]. Poor editing. Poor questions for VB, C++, Java and SQL. Many wrong and poor explanations and answers.
I have no idea about Mainframe, Cisco etc sections.
Only ASP section is worth reading with a comprehensive coverage of the topic.
Poor Editing.......2001-08-10
The book is filled with valuable information but you generally have to read the answers, and sometimes the questions, at least twice because the book is poorly written. It's as if nobody took the time to proofread - which is pretty sad for a FOURTH edition. Even the entries that are well thought out tend to be filled with sentence fragments and clauses, making it very difficult to read and more importantly, COMPREHEND! I'm no English professor but I can recognize when something can be written more clearly.
Book Description
'How to Become a Successful IT Consultant' is a practical book for anyone considering setting themselves up as an IT consultant. It is essential reading for those contemplating such a career change. Today IT consulting has become a major opportunity for many IT professionals who want to work for themselves. It is no longer only the domain of the high-flying international organization. In fact tens of thousands of IT professionals are leaving their regular jobs to set up as IT consultants on their own. Although there are many consulting opportunities available it is quite a challenge to make a success of your own IT consulting business. There are a lot of things to think about and many decisions to be made. For those who get it right there is a very exciting and highly lucrative business career ahead. This book takes the IT professional through all the key issues which have to be understood and explains how to optimize your chances of developing a long-term IT consulting business of your own.
This practical book explains what is involved in setting up your own business as an IT Consultant. It explains the opportunities involved and gives practical advice as to how to take advantage of them. The book looks at the full range of issues concerned with getting started and maintaining your business and gives practical guidelines about how to face the many challenges which you will encounter if you leave your job and set up on your own.
Amongst the many issues involved this book specifically addresses:how to find clients; how to get more business and the opportunities areas available; how to price your services; the funding you will require; how to plan your consulting assignments
And much more...
This book is an essential reading for anyone who is seriously thinking about taking this big career step.
Shows how to set up your own business as an IT consultant
Explains the opportunities involved and offers practical advice on how to take advantage of them
Shows how to find clients and how to price your services
Book Description
It?s all about creating believable 3D animation and visual effects. And this very practical and motivating book, written by two leading animators, delivers the kind of detailed knowledge of Maya® that?s needed to make truly lifelike characters. Step-by-step tutorials defining the entire animation process take readers through all the tools available in Maya for making refined movement. Drawing on their years of experience animating characters for ?The Simpsons? and ?King of the Hill,? the authors provide plenty of opportunity for readers to practice using these tools, instilling confidence and a sound grasp of traditional and non-traditional character design and animation. Topics covered include the Animation Curve Editor, basic walking, the dope sheet, facial and hand animation, emotional adjustment, the use of the five-panel story structure, and more. Users thoroughly explore the powerful features and functions of Release 6 resulting in a solid understanding of Maya?s interface and techniques.
Customer Reviews:
This is the best character animation book for Maya........2006-07-18
This is the best training book by far for Maya character animators. Even though the program is now dated, the theories and exercises are excellent and Phil Young's illustrations are very clear and concise. Young is a traditionally trained artist/animator so he knows what he is talking about, and he translates 2D physics to Maya very well.
The book is concise and well written and the illustrations are plentiful and simple to understand. The best feature of this book is that the enclosed CD contains the generic animation figure "Generii" created by Andrew Silke. Generii is used for the exercises instead of the usual 'realistic' (and often extremely poorly designed)character. The well-planned exercises and explanations work for any CGI program, so it is too bad that the title is going to date the book badly--look past the title and get this book if you are interested in learning character animation in CGI.
great for animation.......2006-01-17
This is the one book out there with animation in the title that actually does animation.
I appreciate the study of movement presented in this book. It isn't rehashed from other books - it is fresh and makes a lot of sense. The wave theory is great - and is easy to do in 3d.
This book talks about the graph editor in huge detail. I got a lot out of it - especially since no other book does this.
great book.......2005-11-12
This book is terrific for learning to animate. I was happy with the traditional technique that was explained alongside the Maya. I did not run into the problems the other reviewers wrote - my book was fine and the tutorials were easy.
It was cool to work with this book because it focused just on animation. I bought a $50 book called animation, and it was all about modeling and rigging. I appreciate that this book was written by Disney guys, and kept me focused on movement.
Headache & Heartache for Beginners.......2005-10-31
This book is good if you already know how things work in Maya.
If you are a beginner you will feel like someone dumped an 18-wheeler truck on you. The descriptions of tools and how things work are barely explained and then you are given exercises to do using those tools. The exercises say to start with a shape as shown in the picture and then "tweak" the shape until it looks like the other picture shown. I don't see how that can be called instructional. Unfortunately, how to get from one to the other is a complete mystery. I unsuccessfully spent several hours just trying to get anything accomplished with this book. I don't feel like I learned anything. The book seems to be written for those who know Maya's basics and want to get on with building. If you are new to Maya, AVOID this book. I am good at learning new programs generally speaking, but this book makes it hard and not fun.
Not so good.......2005-10-10
Almost all the chapter files on the cd would open with errors, so they were practically useless. And for Ch.7 it says there are reference pictures on the cd for the throwing exercise, but there are no pictures. Also, there's a bunch of little typo's, but that's forgivable. This book is really easy and fast to read, I consider myself a beginner, but I guess I was a little more advanced than what this book had to offer. Overall, this is a decent book, but it isn't as great as everyone has been saying....
Book Description
This digital document is an article from Defense AT & L, published by Thomson Gale on May 1, 2006. The length of the article is 572 words. The page length shown above is based on a typical 300-word page. The article is delivered in HTML format and is available in your Amazon.com Digital Locker immediately after purchase. You can view it with any web browser.
Citation Details
Title: American Forces Press Service (Feb. 9, 2006): new Personnel System presents opportunity, program officer says.(Career Development)
Author: Samantha L. Quigley
Publication:
Defense AT & L (Magazine/Journal)
Date: May 1, 2006
Publisher: Thomson Gale
Volume: 35
Issue: 3
Page: 71(1)
Distributed by Thomson Gale
Average customer rating:
|
Careers in Multimedia (Vivid Media Series)
Cheryl Holzaepfel
Manufacturer: Ziff-Davis Press
ProductGroup: Book
Binding: Paperback
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ASIN: 1562763113 |
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