Books
How to Thrive in the Games Industry (Signed Copy) by Harvey Newman
Signed copy of How to Thrive in the Games Industry by Harvey Newman. Only the first 100 copies are hand signed and individually numbered, so each one is a proper one of one hundred. The book itself is a candid, practical guide to building a sustainable career in game development, drawn from over 20 years across AAA and indie studios. Once these signed copies are gone, the limited edition is closed.
Book by Harvey Newman.
The Animator’s Blueprint: The Beginner’s Guide to Mastering Moho by Chris Georgenes and McCoy Buck
A beginner friendly guide to mastering Moho by McCoy Buck (creator of Moho’s official tutorials, 12+ years instructing) and Chris Georgenes (25 year animation veteran, Adult Swim, Nick Jr., FX). Covers character design, rigging, and animation workflows with 509 colour illustrations across 256 pages. Pre-order now, releasing July 2026.
Spider-Man: Into the Spider-Verse – Youth, Race, and the Hypertext by Charlie Michael
An accessible academic analysis of Into the Spider-Verse animation, transmedia storytelling, and racial representation by Charlie Michael. Examines the film’s groundbreaking visual techniques, Miles Morales as an Afro Latino superhero, and hypertextual design across 136 pages. Part of the Routledge Cinema and Youth Cultures series.
Designing Sound for Animation by Robin Beauchamp
The definitive guide to sound design for animation, now in its 3rd edition. Robin Beauchamp covers dialogue, music, sound effects, editing workflows, mixing, and full production pipelines across 350 pages with 228 colour illustrations. Includes real world case studies and is used in animation programmes worldwide.
Animation Masterclasses: From Pencils to Pixels by Tony White
A complete 828 page animation course by Tony White, covering 48 masterclasses built from 50 years of professional experience. From foundational movement principles and walk cycles through to full production workflows including storyboarding, rigging, animation, and post production.
Game Anim: Video Game Animation Explained
Game Anim by Jonathan Cooper is the definitive guide to video game animation. Jonathan has worked at studios like Naughty Dog, BioWare, and Ubisoft, and he brings all of that experience into a book that covers everything you need to know about animating for games.
Book by Jonathan Cooper. Published by CRC Press / Routledge.
Drawn to Life: 20 Golden Years of Disney Master Classes (Volume 2)
Drawn to Life Volume 2 continues Walt Stanchfield’s legendary Disney master classes, picking up where Volume 1 left off. Edited by Don Hahn, this second volume dives deeper into the art of animation drawing with more advanced concepts around acting, staging, perspective, and emotion in drawing.
Book by Walt Stanchfield. Published by CRC Press / Routledge.
Drawn to Life: 20 Golden Years of Disney Master Classes (Volume 1)
Drawn to Life Volume 1 is the first half of a two-volume collection of lecture notes and teachings from Walt Stanchfield, the legendary Disney animator who mentored generations of artists at the Walt Disney Studios. Edited by Don Hahn, these pages capture decades of wisdom on gesture drawing, observation, storytelling through poses, and what it really means to bring drawings to life.
Book by Walt Stanchfield. Published by CRC Press / Routledge.
Directing Game Animation: Building a Vision and a Team with Intent
Directing Game Animation by David Jungbluth is about the role that most game animators eventually want to understand: how do you lead an animation team and build a creative vision that actually holds together across an entire production? David covers everything from establishing an animation direction and communicating your vision to managing teams, giving feedback, and navigating the realities of game development. It is not just about being the best animator in the room, it is about empowering your team to do their best work.
Book by Mike Jungbluth. Published by CRC Press / Routledge.
Acting for Animators by Ed Hooks
Acting for Animators by Ed Hooks is the go-to book for understanding how acting principles apply to animation. Ed has been teaching this stuff for decades and animators at studios like Pixar, DreamWorks, and Disney have all learned from his approach.
Book by Ed Hooks. Published by CRC Press / Routledge.
Timing for Animation (40th Anniversary Edition)
Timing for Animation by Harold Whitaker and John Halas, updated by Tom Sito for this 40th anniversary edition, is one of the foundational texts on the most important skill in animation: timing. First published in 1981, this book has been a staple in animation education for four decades.
Book by Tom Sito, Harold Whitaker, and John Halas. Published by CRC Press / Routledge.
Technical Animation in Video Games
Technical Animation in Video Games by Matthew Lake is one of the few books that focuses specifically on the technical side of game animation. It covers the pipelines, tools, and systems that connect the creative work of animators with the technical requirements of game engines.
Book by Matthew Lake. Published by CRC Press / Routledge.
Making the Cut at Pixar: The Art of Editing Animation
Making the Cut at Pixar by Bill Kinder and Bobbie O’Steen takes you inside the editing room at one of the most celebrated animation studios in the world. This book explores how film editing works specifically in animation, where the editor plays a crucial role in shaping the story from the earliest storyboard reels right through to the final cut.
Book by Bill Kinder and Bobbie O’Steen. Published by CRC Press / Routledge.
The Book of Tharexis by Juliano Castro
The Book of Tharexis is a tale of magic, friendship, and courage in the face of fear. When the wise wizard Jaethor suddenly collapses after an unexpected meeting with a mysterious bird, his loyal companions—Tharexis and Katoo—are thrust into a perilous journey.
Guided by love and haunted by visions, Tharexis must confront his deepest fears as he ventures into a forest of warriors, cults, and secrets, searching for hope to save the one who gave him a home.
Vol. 1 – Moonlight – follows Tharexis from the safety of the Big Tree into the heart of darkness, ending with a vision that forces him to face the greatest wound of his past.
Gallery of art – Together with the story you also get a making of session telling the story of each character and all the concept art created to bring them to the pages.
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