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  • Beyond Virtual Production : Integrating Production Technologies
    Beyond Virtual Production : Integrating Production Technologies

    Beyond Virtual Production brings together a range of creative practice research projects that have been undertaken in The Void, an early-adopter university-based virtual production studio at Flinders University in South Australia. From a cross-disciplinary short virtual production film, to a VR simulation of the last 100 seconds of life of earth, to the live performance of the virtual band Big Sands, to augmented and extended reality, to archaeological projects, this collection captures the potential applications of virtual production technology and provides a framework for cross-disciplinary work and industry collaborations both in a university context and beyond.It offers insight into the development of virtual production courses and encompasses research into theories of performance, liveness, methods for co-creation, gender in virtual production careers, and object digitization and its representation while highlighting significant pathways of industry partnerships alongside experimental art practices. Creative technology and interdisciplinary practitioners, researchers, students, and teachers will find inspiration and practical guidance in these chapters.

    Price: 36.99 £ | Shipping*: 0.00 £
  • Beyond Virtual Production : Integrating Production Technologies
    Beyond Virtual Production : Integrating Production Technologies

    Beyond Virtual Production brings together a range of creative practice research projects that have been undertaken in The Void, an early-adopter university-based virtual production studio at Flinders University in South Australia. From a cross-disciplinary short virtual production film, to a VR simulation of the last 100 seconds of life of earth, to the live performance of the virtual band Big Sands, to augmented and extended reality, to archaeological projects, this collection captures the potential applications of virtual production technology and provides a framework for cross-disciplinary work and industry collaborations both in a university context and beyond.It offers insight into the development of virtual production courses and encompasses research into theories of performance, liveness, methods for co-creation, gender in virtual production careers, and object digitization and its representation while highlighting significant pathways of industry partnerships alongside experimental art practices. Creative technology and interdisciplinary practitioners, researchers, students, and teachers will find inspiration and practical guidance in these chapters.

    Price: 135.00 £ | Shipping*: 0.00 £
  • The VES Handbook of Virtual Production
    The VES Handbook of Virtual Production

    The VES Handbook of Virtual Production is a comprehensive guide to everything about virtual production available today – from pre-production to digital character creation, building a stage, choosing LED panels, setting up Volume Control, in-camera compositing of live action and CG elements, Virtual Art Departments, Virtual Previs and scouting, best practices and much more. Current and forward-looking, this book covers everything one may need to know to execute a successful virtual production project – including when it is best to use virtual production and when it is not.More than 80 industry leaders in all fields of virtual production share their knowledge, experiences, techniques, and best practices.The text also features charts, technical drawings, color images, and an extensive glossary of virtual production terms. The VES Handbook of Virtual Production is a vital resource for anyone wishing to gain essential knowledge in all aspects of virtual production.This is a must-have book for both aspiring and veteran professionals.It has been carefully compiled by the editors of The VES Handbook of Visual Effects.

    Price: 46.99 £ | Shipping*: 0.00 £
  • The Game Production Toolbox
    The Game Production Toolbox

    The Game Production Toolbox focuses on the nuts and bolts of producing interactive content and how you can organize and support the creative, technical, and business efforts that are all part of interactive game development.This book isn’t going to tell you how to design a game or what technologies to use.Instead it provides techniques for and insights into managing, from concept to release, all the pieces that must come together in order to get a game into the hands of a player.Readers will learn about each phase of game production: prototyping, defining the requirements, assembling the team, making the game, and releasing to the players.Interviews from professional game developers give a behind-the-scenes look at what it takes to make a game.Key Features A framework for how to get an interactive game from concept to release, including information on financing and pitching to publishers and investors. Techniques for working with the game development team to get effective prototypes and documentation to prove out game concept and mechanics. Concrete information on how to plan and execute the different aspects of game production, such as audio, localization, testing, and software ratings. Advice from industry experts on managing teams, project management, communicating effectively, and keeping everyone happy. Information about working effectively with marketing, PR, and other people that are involved with the publishing and release process.

    Price: 64.99 £ | Shipping*: 0.00 £
  • What are the production costs of gaming accessories?

    The production costs of gaming accessories can vary depending on factors such as the complexity of the design, the materials used, and the manufacturing process. For example, high-quality materials and intricate designs can drive up production costs, while mass production and streamlined manufacturing processes can help reduce costs. Additionally, factors such as packaging, shipping, and marketing can also contribute to the overall production costs of gaming accessories. Overall, the production costs of gaming accessories can range from relatively low for simpler products to higher for more complex and high-end accessories.

  • What is the difference between 1. production manager, 2. production manager, set production manager, and location production manager?

    A production manager is responsible for overseeing the overall production process, including scheduling, budgeting, and coordinating the various departments involved in a project. A set production manager specifically focuses on managing the production activities on the set, including coordinating with the director, cast, and crew. A location production manager is responsible for managing the production activities at specific filming locations, including obtaining permits, coordinating with local authorities, and ensuring the smooth operation of the production at that location. Each role has a specific focus within the overall production process, with the production manager overseeing the entire production, the set production manager focusing on the activities on set, and the location production manager managing the activities at specific filming locations.

  • What is the difference between workshop production and production in workshops?

    Workshop production refers to a manufacturing process where products are made in a workshop setting using hand tools or small-scale machinery. On the other hand, production in workshops typically involves the creation of goods or services within a larger industrial setting, where multiple workshops may be utilized for different stages of production. Workshop production is more focused on small-scale, customized or artisanal production, while production in workshops is often part of a larger, more standardized manufacturing process.

  • What are the production costs of this gaming mouse?

    The production costs of this gaming mouse are not explicitly stated in the provided information. However, we can infer that the production costs would include expenses such as materials, labor, manufacturing processes, packaging, and overhead costs. These costs can vary depending on factors such as the quality of materials used, the complexity of the design, and the location of manufacturing facilities. Overall, the production costs would be a significant factor in determining the final retail price of the gaming mouse.

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  • Resident Evil 2 - All In-game Rewards Unlock Global Steam Key
    Resident Evil 2 - All In-game Rewards Unlock Global Steam Key

    This product is a brand new and unused Resident Evil 2 - All In-game Rewards Unlock Global Steam Key

    Price: 5.84 € | Shipping*: 0.00 €
  • Advances in Sheep Production
    Advances in Sheep Production

    While sheep production has an important place in many farming systems across the world, sheep products face an increasingly competitive market.In addition to traditional concerns about product quality, consumers are also increasingly motivated by issues such as livestock welfare, greenhouse gas emissions and the sustainability of production to maintain or enhance natural capital. Advances in sheep production provides a comprehensive review of these challenges and the specific measures implementable to improve sustainability, animal health and product quality.The book also considers the contribution of breeding to improving non-production traits, management practices to improve lifetime health and performance, as well as ways of monitoring and improving health, welfare and nutrition. In providing a detailed overview of the current status of sheep production, the book showcases the areas where improvement is required to achieve optimum sustainability, health, welfare and nutrition, as well as product quality. Edited by two world-renowned consultants in the sheep sector, the book will be a standard reference for university and other researchers in small ruminant science, advisors consulting sheep farmers on aspects of health, welfare and nutrition, livestock nutritionists, as well as government and other private sector agencies responsible for ensuring sustainable sheep farming and product quality.

    Price: 160.00 £ | Shipping*: 0.00 £
  • Virtual Presenting : A Guide to Formats, Production and Authentic Delivery
    Virtual Presenting : A Guide to Formats, Production and Authentic Delivery

    Responding to the widespread and continued acceleration of virtual working practices in recent years, Virtual Presenting provides a clear guide to producing, presenting, and broadcasting in a remote context.Unlike traditional studio production where a presenter is surrounded by a crew and cameras, the virtual presenter is often isolated or connected to a remote crew.Virtual Presenting explains how to make an authentic connection across great spaces, linked only via the Internet.Topics covered include how to build a virtual setup; how to appear on camera; how to appear confident and comfortable; and how to optimize your presentation voice.The authors demonstrate how to tell effective stories across the entire new media landscape of webcasting, webinars, livestreams, and virtual events.Finally, success stories and case studies from teachers, students, and professionals are interwoven to show how these guidelines translate into best practices.Virtual Presenting will be a valuable resource for students of media production and remote broadcasting as well as professionals looking to become stronger communicators and visual presenters.

    Price: 35.99 £ | Shipping*: 0.00 £
  • Game Production : Prototyping and Producing Your Board Game
    Game Production : Prototyping and Producing Your Board Game

    Description:Many new games are from first-time designers or are self-published, so there is a tremendous thirst for information about the nuts and bolts of tabletop game design.While there are many books about the design process in terms of mechanisms and player experience, there are no books that cover the arts and crafts aspects of how to create a prototype, software and physical tools that can be used, graphic design and rules writing, and considerations for final production.Gamecraft: Prototyping and Producing Your Board Game presents this information in a single volume which will be invaluable for up-and-coming designers and publishers. Key Features: The text compiles information from many websites, blogs, Facebook groups, subreddits, and the author’s extensive experience in an easy-to-read volume. The text illustrates how to lay out and assemble the physical aspects of an effective board game. The book is divided into two sections for readability and covers a large array of different techniques. Geoffrey Engelstein is the designer of many tabletop games, including The Ares Project, the Space Cadets series, The Dragon & Flagon, and The Expanse.He is the founder of Ludology, a bi-weekly podcast about game design, and a contributor to the Dice Tower podcast with his bi-weekly GameTek segments that discuss the math, science, and psychology of games.He has also published several books, including GameTek: The Math and Science of Gaming, Achievement Relocked: Loss Aversion and Game Design, and Building Blocks of Tabletop Game Design.He is on the faculty of the NYU Game Center as an adjunct professor for Board Game Design and has been invited to speak at PAX, GenCon, Metatopia, and the Game Developers Conference.

    Price: 44.99 £ | Shipping*: 0.00 £
  • Which impedance is suitable for gaming and music production?

    For gaming and music production, a lower impedance is generally more suitable. Headphones with lower impedance levels (around 32 ohms or lower) are easier to drive and can provide better sound quality and more accurate audio reproduction, which is important for both gaming and music production. Additionally, lower impedance headphones are more versatile and can be used with a wider range of devices without the need for additional amplification.

  • 'Warehouse or Production?'

    When deciding between a warehouse or production facility, it is important to consider the specific needs of your business. A warehouse is typically used for storing and distributing finished goods, while a production facility is used for manufacturing products. If your business focuses on storing and distributing goods, a warehouse may be more suitable. However, if your business involves manufacturing products, a production facility would be more appropriate. Ultimately, the decision should be based on the nature of your business operations and requirements.

  • What happens in continuous production?

    Continuous production is a manufacturing process where products are produced without interruption. This means that the production line operates 24/7, with raw materials continuously fed into the system and finished products continuously coming out. Continuous production is efficient because it eliminates the need to stop and start the production line, resulting in higher output and lower unit costs. This method is commonly used for products with high demand and stable production processes.

  • What is the difference between series production and batch production?

    Series production involves producing a large quantity of identical products continuously, often using assembly line techniques, while batch production involves producing a specific quantity of products at a time before moving on to the next batch. In series production, the production process is more streamlined and efficient, as it is optimized for producing the same product repeatedly. Batch production allows for more flexibility in terms of product variations and customization, as each batch can be adjusted to meet specific requirements. Overall, series production is more suitable for high-volume production, while batch production is better suited for smaller quantities and more diverse product lines.

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