| 123 Robotics Experiments for the Evil Genius |
| 1998 IEEE 4th Workshop, Interactive Voice Technology
for Telecommunications Applications |
| 2010: Odyssey Two |
| 3D Game Engine Design |
| 3-D Human Modeling and Animation -2nd Edition |
| 3D Studio Max 2, Fundamentals |
| 3D Studio Max, Release 3 |
| 3D Studio Max, Release 3 (2) |
| 3ds Max, Version 5, Vol 1 |
| 3ds Max, Version 5, Vol 3 |
| A Brief History of Time, From the Big Bang to Black
Holes |
| A Pattern Language |
| A Professional Guide to Audio Plug-ins and Virtual
Instruments |
| A Short History of the Movies |
| Action Script for Flash MX |
| Adobe After Effects 4.0 |
| Adobe Premiere 5.0 |
| After Effects in Production |
| AI Game Development |
| Aladdin |
| Alice's Adventures in Wonderland & Through
the Looking Glass |
| All Tomorrow's Parties |
| American Center for Design, 21st Annual 100 Shows
of Excellence |
| Animation with Magic, Visual Basic 5 |
| Animatronics, A designer's Resource Guid |
| Arcade Fever |
| Arcade Fever |
| Architectural Arts & Sculpture |
| Architectural Graphic Standards |
| Art in Technologocial Times |
| Audio Programming for Interactive Games |
| Automata and Formal Languages |
| Band in a Box |
| Believable Agents, Building Interactive Personalities |
| Black Hawk Down |
| Black Holes and Baby Universes andother Essays |
| Break into the Game Industry: How to Get A Job
Making Video Games |
| Careers in Computer Graphics & Animation |
| Caught in the Web, Dreaming up the World of Spiderman |
| CG Lighting Techniques |
| CG Tutorial |
| Cinefex (Armageddon / Small Soldiers |
| Cinefex (MightyJoe Young / What Dreams may Come) |
| Cinefex (Mission to Mars / End of Day / Galexy
Quest |
| Colleges for Multimedia & Animation |
| Collision Detection in Interactive 3D |
| Complete Maya Programming |
| Compuer Graphics, Siggraph 2001 |
| Computer Graphics (2) |
| Content Rights for Creative Professionals |
| Control Systems for Live Entertainment |
| Convergence |
| Core JAVA Fundamentals |
| Creating 3-D Animation |
| Creating and Designing Multimedia With Director |
| Creating Emotion in Games: The Craft and Art of
Emotioneering |
| Creating Motion Graphics with After Effects |
| Creative HTML design.2 |
| Dali |
| Dali |
| Dali Lifelines |
| Data Structures and Algorithms |
| Delphi 3, User Interface Design |
| Design Annual #42, Communication Arts |
| Designing Brand Identity |
| Designing Disney, Imagineering and the Art of the
Show (2) |
| Designing Disney's Theme Parks |
| Designing Graphical Interfaces in the Real World |
| Designing Pleasurable Products |
| Designing Sociable Robots |
| Designing World Class e Learning |
| Developing Online Games |
| Devices of Wonder; from the World in a Box to images
on a Screen |
| Digital Darwinism |
| Digital Illusion, Entertaining the Future with
High Technology (2) |
| Director 8, Special Edition |
| Director MX - Inside Macromedia |
| DirectX 9 Audio Exposed |
| Does Jane Compute |
| Dungeons & Dragons Player's Handbook |
| Dynamic Html |
| Editing with Avid Xpress Pro and Avid Xpress DV |
| Educating Citizens |
| E-Learning |
| Electronic Art and Animation Catalog |
| Electronic Experimental Music |
| Elements of ML Programming |
| Elf Quest |
| Emotion, Reason, and the Human Brain |
| Emotional Branding |
| Emotional Branding |
| Emotions Revealed |
| Engines of Creation, The Coming Era of Nanotechnology |
| Entertainment Design, Buyers Guide 2002 |
| Entertainment Design, Industry Resources |
| Entertainment Design, Industry Resources |
| Entertainment Design, Industry Resources |
| Essential CVS |
| Ever Quest, Ruins of the Kunark |
| Experimental Branding |
| Extreme, The Ultimate Guide to Action Sports |
| Fireworks MX Fundementals |
| First Person, New Media as Story, Performance,
and Game |
| Flash MX Audio Magic |
| Flash MX Games, Action Script for Artists |
| Foundation Actionsscript for Macromedia Flash MX |
| Fundamental Algoritums |
| Fundamental Structures of Computer Science |
| Fundamentals of Three-Dimesionsal Conputer Graphics |
| Game Audio |
| Game Conent Creation Guide |
| Game Creation and Careers |
| Game Design |
| Game Design |
| Game Design Foundations |
| Game Design Workshop |
| Game Developers Conference 2001 |
| Game Developers Conference 2001 |
| Game Development and Production |
| Game Over |
| Gardner's Careers in Computer Graphics and Animation |
| Gardner's Colleges for Multimedia and Animation |
| Gardner's Guide to Internships, New Media |
| Gardner's Internships Multimedia & Animations
Studios |
| Gender Inclusive Game Design |
| Get A Reel Job, Finding your first job in the Film
Industry |
| Get in the Game, Careers in the Game Industry |
| Global Information Revolution |
| GUI Bloopers |
| Guide to E-Learning |
| Hamlet on the Holodeck |
| Harnessing 3D Max 5 |
| Helping Children Manage Stress |
| High Score, The illustrated history of Electronic
Games |
| High Tech Holo-Caust |
| Hitchcock |
| How Movies Work |
| How to be a Star at Work 9, Breakthrough Strategies
You Need to Succeed |
| How to Draw Cars Like a Pro |
| How to Paint & Draw, A complete course on Practical & Creative
Techniques |
| Human Behavior in Organizations |
| Human Computer Interaction |
| Human Computer Interaction |
| IAAPA 2001, Buyers Guide |
| IEEE Singapore Section |
| Illustration Annual #41, Communication Arts |
| Improvising Real Life |
| Information Appliances and Beyond |
| Information Architects |
| Information Visualization, Using Vision to Think |
| Inside Dreamweaver MX |
| Inside the Java Virtual Machine |
| Interacting with Virtual Environments |
| Interactive Storytelling, Techniues for the 21st
Centry Fiction |
| Internships @ Multimedia & Animation Studios |
| Introduction to Computer Science |
| Inventors |
| Jack Rouse Associates |
| Java for 3D and VRMK Worlds |
| Java Foundation Classes in a Nutshell |
| Jurassic Park, Story Book |
| Just in Time, All the Editor's Men |
| Killing Monsters |
| Languages and Machines |
| Latex for Linux |
| Learn to Draw Manga; A step by Step Guide |
| Learning Maya 2 |
| Learning Maya 5 - Character Rigging and Animation |
| Learning Maya 5 - Dynamics |
| Learning Maya 5 (10 copies) |
| Learning Maya 5, Foundation |
| Lempicka |
| Lighting and Rendering |
| Logical Effort, Designing Fast CMOS Circuits |
| Macromedia Coldfusion MX, Web Application Construction
Kit |
| Macromedia Director 7 Shockwave Studio, Lingo Dictionary |
| Macromedia Director 7, Using Director |
| Macromedia Director 8 Shockwave Studio, Lingo Dictionary |
| Macromedia Director 8 Shockwave Studio, Using Director
Shockwave Studio |
| Macromedia Fireworks MX |
| Macromedia Fireworks, Using Fireworks |
| Macromedia Flash MX Game Design Demystified |
| Mathematics for 3D Game Programming & Computer
Graphics -2nd Edition |
| Maya 5 |
| Maya 5, Killer Tips |
| Maya Character Animation |
| Maya Character Animation |
| Maya Character Creation, Modeling and Animation
Controls |
| Maya Reference Rendering |
| Maya: Using Maya Basics |
| Mechanical Devices for the Electronics Experimentor |
| Mel Scripting for Maya Animations (2) |
| Men, Machines, and Modern Times |
| Microsoft C#, Language Specifications |
| Midi Experess, User's guide to Mac |
| Mixed and Augmented Reality (2) |
| Modeling a Character in 3Ds Max |
| Modelling Driver Behaviour in Soar (2) |
| Models of Computation and Formal Languages |
| Modern Art |
| More than Screen Deep |
| Multimedia & Animations Studios |
| Multimedia from Wagner to Virtual Reality |
| Multimedia Sound and Studio Music Studio |
| Music Theory |
| National Aviary Project Fall 2002 |
| Neuromancer |
| New Media Arts, New Funding Models |
| New Media in Late 20th Centry Art |
| Observing the User Experience |
| Oh! Pascal |
| Open Source Development with CVS |
| Pause & Effect |
| Perception Audio for Video |
| Perception Video Recorder |
| Persuasive Technology |
| Peter Pan |
| Play Station 2 |
| Pocket PC Game Programming |
| Prima's Secrets of the Games |
| Pro Tools 5.1 for Music Production |
| Pro Tools for Music Production (2) |
| Programming Pearls |
| Python in a Nut Shell |
| Quarkxpress in a Nutshell |
| Raging Bull |
| Room Redux |
| Sargent Welch |
| Science Encyclopedia |
| Screen Play (2) |
| Seminumerical Algorithms |
| Shrek, from the Swamp to the Screen |
| Siggraph 200, EA and Animation Catalog |
| Siggraph 2000 |
| Siggraph 2000, Conference Abstracts and Applications |
| Siggraph 2001 |
| Siggraph, Program and Buyers Guide |
| Simulations and the Future of Learning |
| Skyvision Brochure |
| Snap to Grid |
| Soft Edge |
| Sorting and Searching |
| Sound Forge Powers |
| Squandering Aimlessly, My Adventures in the American
Marketplace |
| Surfing on the Internet |
| Teaching Gifted Kids in the Regular Classrom |
| Team Building Activities |
| The 22 immutable Laws of Branding |
| The Animator's Survival Kit |
| The Art of 3D Computer Animation and Effects |
| The Art of Interactive Design |
| The Art of the Long View |
| The Art of the Playwright |
| The Art of the Storyboard |
| The Art of War Craft |
| The Avid Digital Editing Room Handbook |
| The Big Book of Team Building Games |
| The Brand Gap |
| The Cognitive Structure of Emotions |
| The Customer Revolution |
| The Digital Whole |
| The Dream Society |
| The Elements of Playwriting |
| The End of Nature |
| The Experience Economy, Work in Theatre and Every
Business a Stage |
| The Expression of the Emotions in Man and Animals |
| The Fantastical Engineer |
| The Films of Steven Spielberg |
| The Films of the Eighties |
| The Fundamentals of Drawing |
| The History and Culture of Videograms |
| The Imagineering Way |
| The Insider's Guide to Breaking in and Succeding
in the Computer and Video Game Business - Game Plan |
| The Internet Challenge to Television |
| The Language of New Media |
| The Maltese Falcon |
| The Medium of the Video Game |
| The Mythical man-month |
| The Natural House Book |
| The Nature of Order -The Phenomenon of Life |
| The Nature of Order -The Process of Creating Life |
| The Non-Designers, Design Book |
| The Orgins of Everyday Things |
| The Painter 7, Wow book |
| The Playful World, Interactive Toys and the Future
of Imagination |
| The Story of Art |
| The Third International Symposium of Wearable Computers |
| The Timeless Way of Building |
| The Ultimate History of Video Games |
| The Unofficial X-Files Companion |
| The Variety Insider |
| The Video Game, Theory Reader |
| The Visual Dictionary |
| The Worlds' First Christmas |
| Theorgy of Finite Automata |
| Thinking Smart |
| Titan, How to Draw |
| Top 100, Simplified Tip and Tricks of Photoshop
Elements 2 |
| Toy Story |
| Trigger Happy, Videogames and the Entertainment
Revolution |
| Ultimate Game Design |
| Under a Killing Moon |
| Understanding Modern Art |
| Understanding Virtual Reality, Interface, Application,
and Design |
| Unleashing the Killer App |
| US News, Best Graduate Schools |
| Vampire the Masquerade Redemption, Strategy Guide |
| Version Management with CVS |
| Video Hound's Soundtracks |
| Virtual Morality |
| Virtual Reality and Highly Interactive Three Dimensional
User interfaces |
| Virtual Reality, Software and Technology |
| Visette Pro VR Headset |
| Visual Basic 6 |
| Visual C++5 |
| VRMK 2.0 with Java |
| Walt Disney Imagineering |
| Web Sites that Work |
| What a Producer Does: The Art of Movie Making |
| What Do You Stand For? |
| What Video Games Have to Teach Us |
| Wizards and Their Wonders, Portraits in Computing |
| Women & Self Esteem |
| Ypertext 2.0, The Convergence of Contemporary Critical
Theory and Technology |
| Snap to Grid |
| Then There Were Six |
| A Practical Introduction to PHIGS and Phigs Plus |
| The Habits of Highly Effective People, Powerful
Lessons in Personal Change (2) |
| The Art and Science of C, An Introduction to Computer
Science |
| Practical Programming in Tcl and Tk |
| Snow White and the Seven Dwarfs, The art in its
making |
| Toy Story, The art and making of the animated film |
| Guns, Sails, and Empires, Technological Innovation
and the Early Phases of European Expansion. 1400- 1700 |
| Documents in World History, Volumn I, The great
Traditions: From Accient Times to 1500 |
| Documents in World History, Volumn II, The modern
Centureis: From 1500 to the Present |
| The Discoveries, A History of Man's Search to know
his World and Himself |
| Websters's II, New Riverside Dictionary |
| The Macmillan Visual Dictionary |
| From Star Wars to Indiana Jones, The Best of the
Lucasfilm Archives |
| Star Trek, Star Fleet Technical Manual, Training
Command Star Fleet Academy |
| Jim Henson, The Works |
| Design Everyday Things (2) |
| Maya, Learning Maya 2 |
| Installation and Operation Manual for Otto Graphics
Converter Model 9500 |
| Wearable Computers, The Second International Symposium
on Wearable Computers |
| 1999 Symposium on Interactive 3d Graphics |
| Computer Graphics, Proceedings |
| Computer Graphics, Proceedings 1999 |
| Human computer Interaction: Toward the Year 2000 |
| Interactive Computer Graphics, A top-down Approach
with Open GL |
| Graphic Gems III |
| Grpahic Gems IV |
| Graphic Gems V |
| Principles of Digital Image Synthesis, Volume One |
| Principles of Digital Image Synthesis, Volume Two |
| The One Minute Manager (4) |
| Alice in Wonderland, and through the Looking Glass |
| MathEngine - Code Book |
| Picture This |
| Introduction to Algorithms, A creative Approach |
| Encyclopedia of Graphics File Formats |
| Tick, The Naked City |
| Mastering Visual Basic 6 |
| Designing Object-Oriented User Interfaces |
| Pathological Cambling |
| Sparks of Inovation in Human Computer Interaction |
| Introduction to Theoretical Kinematics |
| Larousse, French-English Dictionary |
| Dealers of Lightening |
| MFC Developer's Workshop |
| Using VRML |
| Perception-Based Time Critical Rendering |
| UIST, Proceedings of the 11th Annual ACM Symposium |
| Man-Machine Engineering |
| Graphics Gems II |
| Graphics Gems |
| Electronic Art and Animation Catalog - Siggraph
2000 |
| Conference Abstracts and Applications - Siggraph
2001 |
| Electronic Art and Animation Catalog - Siggraph
2001 |
| Computer Graphics Proceedings, 2000 |
| Conference Abstracts and Applications - Siggraph
2000 |
| The Illusion of Life, Disney Animation |
| The Anatomy of Aircraft |
| The Ultimate Bug Book |
| An Introduction to Soft image Eddie |
| Softimage/eddie User's Guide |
| Open GL, A Primer |
| The Art of Digital Audio |
| How Computers Work |
| Our Times, The Illustrated History of the 20th
Century |
| UIST 95, Proceedings of the ACM Symposium on User
Interace Softward and Technology |
| UIST 91, Proceedings of the ACM Symposium on User
Interface Software and Technology |
| CHI 2000 Extended Abstracts |
| CHI 99 Conference Proceedings |
| The NURBS Book |
| Data Structures and Algorithms |
| Programming as if People Mattered |
| Algorithms |
| 3D Studio Max, Reference Volume I |
| How to Program |
| CHI 97, Human Factors in Computing Systems |
| Computer Graphics Proceedings, 2001 |