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Table of content

• 3D Animation Overview
    ✔ Defining 3D Animation
    ✔ Exploring the 3D Animation Industry
    ✔ Entertainment
    ✔ Scientific
    ✔ Other
    ✔ The History of 3D Animation
    ✔ Early Computers
    ✔ 1960s: The Dawn of Computer Animation
    ✔ 1970s: The Building Blocks of 3D Animation
    ✔ 1980s: The Foundations of Modern Computing
    ✔ 1990s: 3D Animation Achieves Commercial Success
    ✔ 2000s: The Refining of 3D Animation
    ✔ The Essentials and Beyond
• Getting to Know the Production Pipeline
    ✔ Understanding the Production Pipeline’s Components
    ✔ Working in 3D Animation Preproduction
    ✔ Idea/Story
    ✔ Script/Screenplay
    ✔ Storyboard
    ✔ Animatic/Pre-visualization
    ✔ Design
    ✔ Working in 3D Animation Production
    ✔ Layout
    ✔ Research and Development
    ✔ Modeling
    ✔ Texturing
    ✔ Rigging/Setup
    ✔ Animation
    ✔ 3D Visual Effects
    ✔ Lighting/Rendering
    ✔ Working in 3D Animation Postproduction
    ✔ Compositing
    ✔ 2D Visual Effects/Motion Graphics
    ✔ Color Correction
    ✔ Final Output
    ✔ Using Production Tools
    ✔ Production Bible
    ✔ Folder Management and Naming Conventions
    ✔ The Essentials and Beyond
• Understanding Digital Imaging and Video
    ✔ Understanding Digital Imaging
    ✔ Pixels
    ✔ Raster Graphics vs. Vector Graphics
    ✔ Anti-Aliasing
    ✔ Basic Graphic-File Formats
    ✔ Channels
    ✔ Color Depth or Bit Depth
    ✔ Color Calibration
    ✔ Understanding Digital Video
    ✔ Resolution, Device Aspect Ratio, and Pixel Aspect Ratio
    ✔ Safe Areas
    ✔ Interlaced and Progressive Scanning
    ✔ Compression
    ✔ Frame Rate and Timecode
    ✔ Digital Image Capture
    ✔ The Essentials and Beyond
• Exploring Animation, Story, and Pre- visualization
    ✔ Using Principles of Fine Art and Traditional Animation
    ✔ Modeling
    ✔ Texturing/Lighting
    ✔ Character Animation
    ✔ VFX
    ✔ Building a Good Story
    ✔ Story Arc
    ✔ Character, Goal, and Conflict
    ✔ The Hero’s Journey
    ✔ Other Storytelling Principles
    ✔ Using Pre-visualization Techniques
    ✔ Basic Shot Framing
    ✔ Camera Movements
    ✔ Editing
    ✔ The Essentials and Beyond
• Understanding Modeling and Texturing
    ✔ Modeling
    ✔ Polygons
    ✔ NURBS
    ✔ Subdivision Surfaces
    ✔ Modeling Workflows
    ✔ Texturing
    ✔ UVs
    ✔ Shaders
    ✔ Texture Maps
    ✔ Texturing Workflows
    ✔ The Essentials and Beyond
• Rigging and Animation
    ✔ Rigging
    ✔ Parenting
    ✔ Pivot Positions
    ✔ Skeleton System
    ✔ Forward and Inverse Kinematics
    ✔ Deformers
    ✔ Constraints
    ✔ Scripting
    ✔ Expressions
    ✔ The Basic Rigging Workflow
    ✔ Animation
    ✔ Keyframe
    ✔ Graph Editor
    ✔ Timeline
    ✔ Dope Sheet
    ✔ Workspace
    ✔ Tracking Marks and Ghosting
    ✔ FK and IK
    ✔ Video Reference
    ✔ The Basic Animation Workflow
    ✔ Animation Techniques
    ✔ The Essentials and Beyond
• Understanding Visual Effects, Lighting, and Rendering
    ✔ Creating Visual Effects
    ✔ Particles
    ✔ Hair and Fur
    ✔ Fluids
    ✔ Rigid Bodies
    ✔ Soft Bodies
    ✔ The Basic VFX Workflow
    ✔ Lighting
    ✔ Light Types
    ✔ Light Attributes
    ✔ Lighting Techniques
    ✔ The Basic Lighting Workflow
    ✔ Rendering
    ✔ Basic Rendering Methods
    ✔ Global Illumination
    ✔ Advanced Shader Functions
    ✔ The Basic Rendering Workflow
    ✔ The Essentials and Beyond
• Hardware and Software Tools of the Trade
    ✔ Choosing a Computer
    ✔ Choosing a Computer Type
    ✔ Understanding Operating Systems
    ✔ Selecting the Components
    ✔ Using Monitors/Displays
    ✔ Working with Graphics Tablets
    ✔ Using 3D Scanners
    ✔ Setting Up Render Farms
    ✔ Finding Data Storage Solutions
    ✔ Local
    ✔ Local Networked
    ✔ Offsite
    ✔ Cloud/Internet
    ✔ Choosing Software
    ✔ Comprehensive 3D Animation Packages
    ✔ CAD
    ✔ Compositing
    ✔ Digital Imaging
    ✔ 3D Specialty
    ✔ The Essentials and Beyond
• Industry Trends
    ✔ Using Motion Capture
    ✔ Marker Systems
    ✔ Markerless Systems
    ✔ Creating Stereoscopic 3D
    ✔ Integrating Point-Cloud Data
    ✔ Providing Real-Time Capabilities
    ✔ Real-Time Rendering
    ✔ Real-Time Animation
    ✔ Real-Time Motion Performance
    ✔ Working in Virtual Studios
    ✔ The Essentials and Beyond

Table of content

• Introduction
    ✔ Painting and Drawing
    ✔ Elements of 3D Graphics
    ✔ Hardware and Software
• Two-Dimensional Graphics
    ✔ Pixels, Coordinates, and Colors
      ✔ Pixel Coordinates
      ✔ Real-number Coordinate Systems
      ✔ Aspect Ratio
      ✔ Color Models
    ✔ Shapes
      ✔ Basic Shapes
      ✔ Stroke and Fill
      ✔ Polygons, Curves, and Paths
    ✔ Transforms
      ✔ Viewing and Modeling
      ✔ Translation
      ✔ Rotation
      ✔ Combining Transformations
      ✔ Scaling
      ✔ Shear
      ✔ Window-to-Viewport
      ✔ Matrices and Vectors
    ✔ Hierarchical Modeling
      ✔ Building Complex Objects
      ✔ Scene Graphs
      ✔ The Transform Stack
    ✔ Java Graphics2D
      ✔ Graphics2D
      ✔ Shapes
      ✔ Stroke and Fill
      ✔ Transforms
      ✔ BufferedImage and Pixels
    ✔ HTML Canvas Graphics
      ✔ The 2D Graphics Context
      ✔ Shapes
      ✔ Stroke and Fill
      ✔ Transforms
      ✔ Auxiliary Canvases
      ✔ Pixel Manipulation
      ✔ Images
    ✔ SVG: A Scene Description Language
      ✔ SVG Document Structure
      ✔ Shapes, Styles, and Transforms
      ✔ Polygons and Paths
      ✔ Hierarchical Models
      ✔ Animation
• OpenGL 1.1: Geometry
    ✔ Shapes and Colors in OpenGL 1.1
      ✔ OpenGL Primitives
      ✔ OpenGL Color
      ✔ glColor and glVertex with Arrays
      ✔ The Depth Test
    ✔ 3D Coordinates and Transforms
      ✔ 3D Coordinates
      ✔ Basic 3D Transforms
      ✔ Hierarchical Modeling
    ✔ Projection and Viewing
      ✔ Many Coordinate Systems
      ✔ The Viewport Transformation
      ✔ The Projection Transformation
      ✔ The Modelview Transformation
      ✔ A Camera Abstraction
    ✔ Polygonal Meshes and glDrawArrays
      ✔ Indexed Face Sets
      ✔ glDrawArrays and glDrawElements
      ✔ Data Buffers in Java
      ✔ Display Lists and VBOs
    ✔ Some Linear Algebra
      ✔ Vectors and Vector Math
      ✔ Matrices and Transformations
      ✔ Homogeneous Coordinates
    ✔ Using GLUT and JOGL
      ✔ Using GLUT
      ✔ Using JOGL
      ✔ About glsim.js
• OpenGL 1.1: Light and Material
    ✔ Introduction to Lighting
      ✔ Light and Material
      ✔ Light Properties
      ✔ Normal Vectors
      ✔ The OpenGL 1.1 Lighting Equation
    ✔ Light and Material in OpenGL 1.1
      ✔ Working with Material
      ✔ Defining Normal Vectors
      ✔ Working with Lights
      ✔ Global Lighting Properties
    ✔ Image Textures
      ✔ Texture Coordinates
      ✔ MipMaps and Filtering
      ✔ Texture Target and Texture Parameters
      ✔ Texture Transformation
      ✔ Loading a Texture from Memory
      ✔ Texture from Color Buffer
      ✔ Texture Objects
      ✔ Loading Textures in C
      ✔ Using Textures with JOGL
    ✔ Lights, Camera, Action
      ✔ Attribute Stack
      ✔ Moving Camera
      ✔ Moving Light
• Three.js: A 3D Scene Graph API
    ✔ Three.js Basics
      ✔ About JavaScript Modules
      ✔ Scene, Renderer, Camera
      ✔ THREE.Object3D
      ✔ Object, Geometry, Material
      ✔ Lights
      ✔ A Modeling Example
    ✔ Building Objects
      ✔ Polygonal Meshes and IFSs
      ✔ Curves and Surfaces
      ✔ Textures
      ✔ Transforms
      ✔ Loading Models
    ✔ Other Features
      ✔ Instanced Meshes
      ✔ User Input
      ✔ Shadows
      ✔ Cubemap Textures and Skyboxes
      ✔ Reflection and Refraction
• Introduction to WebGL
    ✔ The Programmable Pipeline
      ✔ The WebGL Graphics Context
      ✔ The Shader Program
      ✔ Data Flow in the Pipeline
      ✔ Values for Uniform Variables
      ✔ Values for Attributes
      ✔ Drawing a Primitive
      ✔ WebGL 2.0: Vertex Array Objects
      ✔ WebGL 2.0: Instanced Drawing
    ✔ First Examples
      ✔ WebGL Context Options
      ✔ A Bit of GLSL
      ✔ The RGB Triangle in WebGL
      ✔ Shape Stamper
      ✔ The POINTS Primitive
      ✔ WebGL Error Handling
    ✔ GLSL
      ✔ Basic Types
      ✔ Data Structures
      ✔ Qualifiers
      ✔ Expressions
      ✔ Function Definitions
      ✔ Control Structures
      ✔ Limits
    ✔ Image Textures
      ✔ Texture Units and Texture Objects
      ✔ Working with Images
      ✔ More Ways to Make Textures
      ✔ Cubemap Textures
      ✔ A Computational Example
      ✔ Textures in WebGL 2.0
    ✔ Implementing 2D Transforms
      ✔ Transforms in GLSL
      ✔ Transforms in JavaScript
• 3D Graphics with WebGL
    ✔ Transformations in 3D
    ✔ Textures
      ✔ Texture Transforms with glMatrix
      ✔ Generated Texture Coordinates
      ✔ Procedural Textures
      ✔ Bumpmaps
      ✔ Environment Mapping
    ✔ Framebuffers
      ✔ Framebuffer Operations
      ✔ Render To Texture
      ✔ Renderbuffers
      ✔ Dynamic Cubemap Textures
    ✔ WebGL Extensions
      ✔ Anisotropic Filtering
      ✔ Floating-Point Colors
      ✔ Instanced Drawing in WebGL 1.0
      ✔ Deferred Shading
      ✔ Multiple Draw Buffers in WebGL 2.0
• Beyond Basic 3D Graphics
    ✔ Ray Tracing
      ✔ Ray Casting
      ✔ Recursive Ray Tracing
      ✔ Limitations of Ray Tracing
    ✔ Path Tracing
      ✔ BSDF’s
      ✔ The Path Tracing Algorithm
• Introduction to WebGPU
    ✔ WebGPU Basics
      ✔ Adapter, Device, and Canvas
      ✔ Shader Module
      ✔ Render Pipeline
      ✔ Buffers
      ✔ Drawing
      ✔ Multiple Vertex Inputs
      ✔ Auto Bind Group Layout
    ✔ Instances and Indices
      ✔ Instanced Drawing
      ✔ Indexed Drawing
      ✔ Drawing Multiple Primitives
      ✔ Using Indices in Shaders
      ✔ Multisampling
    ✔ WGSL
      ✔ Address Spaces and Alignment
      ✔ Data Types
      ✔ Declarations and Annotations
      ✔ Expressions and Built-in Functions
      ✔ Statements and Control
      ✔ Function Definitions
    ✔ 3D Graphics With WebGPU
      ✔ The Depth Test
      ✔ Coordinate Systems
      ✔ Into 3D
      ✔ wgpu-matrix
      ✔ Diskworld Yet Again
    ✔ Textures
      ✔ Texture Coordinates
      ✔ Textures and Samplers
      ✔ Mipmaps
      ✔ Cubemap Textures
      ✔ Texture Formats
    ✔ Compute Shaders
      ✔ Workgroups and Dispatches
      ✔ Compute Shaders
      ✔ A Simulation
      ✔ Retrieving Output
    ✔ Some Details
      ✔ Lost Device
      ✔ Error Handling
      ✔ Limits and Features
      ✔ Render Pass Options
      ✔ Render Pipeline Options
• Blender
    ✔ Blender Basics
      ✔ The 3D View
      ✔ Adding Objects to the Scene
      ✔ Edit Mode
      ✔ Light, Material, and Texture
      ✔ Saving

Table of content

• VFX FUNDAMENTALS
• Core Concepts
    ✔ Special Effects or Visual Effects?
    ✔ What Does CGI Really Mean?
    ✔ 2D, 3D, and Stereoscopic 3D10
    ✔ Realism and Photorealism
    ✔ The Danger of Over-indulgence13
    ✔ Animation, Games, and Visual Effects
    ✔ VFX and the Digital Revolution16
    ✔ Digital vs Film16
    ✔ Film vs Television
• VFX as a Filmmaking Tool
    ✔ Common Types of VFX Shots21
    ✔ Fix-it Shots
    ✔ Screen Inserts27
    ✔ Rig Removal and Period Cleanup
    ✔ Set Extensions29
    ✔ Crowd Tiling/Crowd Simulation31
    ✔ Action Elements32
    ✔ Advanced VFX33
• From 2D to 3D: The Quest for the Lost Dimension
    ✔ Camera Movement and VFX
    ✔ Parallax
    ✔ Perspective Shift
    ✔ 2D Workflow
    ✔ The Missing Dimension
    ✔ Recreating the Camera
    ✔ 3D Workflow
    ✔ 3D vs 2D41
    ✔ 25D: The Hybrid Solution
    ✔ Putting It All Together
• Separation: Roto, Green Screens, and the Challenges of Extraction
    ✔ Rotoscoping
    ✔ Green Screen
    ✔ The Challenges of Extraction
    ✔ Background Matching
    ✔ Spill56
    ✔ Non-solid Edges
• THE INSIDE LOOK
• The VFX Workflow: An In-depth Look at the Various Crafts of Visual Effects
    ✔ Pre-production Crafts
    ✔ Previs
    ✔ Concept Art67
    ✔ Camera Tracking
    ✔ Layout
    ✔ Modeling
    ✔ Technical Modeling
    ✔ Organic Modeling
    ✔ Cost-saving Alternatives
    ✔ Texturing and Shading
    ✔ Shaders
    ✔ Textures
    ✔ Rigging
    ✔ Animation
    ✔ Motion Capture
    ✔ Lighting and Rendering
    ✔ CG Lighting Essentials
    ✔ Rendering
    ✔ Compositing
    ✔ Matte Painting
    ✔ Dynamic Simulations
    ✔ Rigid-body Simulations
    ✔ Cloth Simulations
    ✔ Fluid Simulations
    ✔ Particle Systems
    ✔ Crowd Simulation
• Workflow Case Studies
    ✔ Shot 1: Background Cleanup
    ✔ Shot 2: The Homestead Strike
    ✔ Shot 3: Piranha Attack
    ✔ Asset Work vs Shot Work
    ✔ Shot 4: Tsunami Mayhem
• VFX IN PRODUCTION
• Pre-production
    ✔ Preliminary VFX Breakdown
    ✔ The VFX Supervisor and VFX Producer
    ✔ Model 1: Dedicated Production VFX Supervisor and Producer
    ✔ Model 2: Company In-house VFX Supervisor and Producer
    ✔ Preliminary Bidding
    ✔ Inside the Bidding Process
    ✔ Storyboarding
    ✔ Previs and Concept Art
    ✔ VFX Production Meetings
    ✔ Tech Scouts
    ✔ Detailed Budget and Schedule
    ✔ Case Study: Ellis Island
• On Set
    ✔ Shooting VFX Elements
    ✔ Camera Movement
    ✔ Camera Angle and Position
    ✔ Lens Type
    ✔ Framing
    ✔ Choosing the Right Background
    ✔ Frame Rate
    ✔ Green Screens
    ✔ Action Coverage
    ✔ Screen Consistency
    ✔ Cast Shadows
    ✔ Tracking Markers
    ✔ Smoke and Atmospherics
    ✔ Reflections
    ✔ Lighting Green Screens
    ✔ Roto or Green Screen
    ✔ Case Study: The Crane Dare
    ✔ On-set Data Acquisition
    ✔ Camera Information
    ✔ On-set Reference Photography
    ✔ Spherical HDRI Light Domes
    ✔ Lidar 3D Scanning
    ✔ Photogrammetry
    ✔ Crowd Tiling
    ✔ Setting Up the Camera
    ✔ Setting Up the Crowd
    ✔ Screen Inserts Setup
    ✔ Stunts and Visual Effects
    ✔ Special Effects and Visual Effects
• Post-production
    ✔ The Post-production VFX Workflow
    ✔ VFX Color Workflow
    ✔ Image and Video Formats
    ✔ Bit Depth
    ✔ Compression
    ✔ Optimal Quality Formats
    ✔ Lower Quality Formats
    ✔ Color Space Demystified
    ✔ ACES Color Space
    ✔ VFX and Editorial
    ✔ The VFX Editor
    ✔ When to Deliver Shots to the VFX Team
    ✔ Handles
    ✔ Edit Refs
    ✔ Editorial Temps
    ✔ Budgeting and Scheduling
    ✔ Budget Updates
    ✔ Change Orders
    ✔ Scheduling
    ✔ The Reviewing Process
    ✔ Mockups
    ✔ Style Frames
    ✔ Playblasts
    ✔ Turntables
    ✔ Comp
    ✔ Final Approval
    ✔ Communication
    ✔ Providing Feedback
• The Future
    ✔ Lightfield Cinematography
    ✔ Depth-based Separation
    ✔ Per-frame Dense Point Clouds
    ✔ Big Changes Ahead
    ✔ Super-black Materials
    ✔ Real-time Rendering
    ✔ AR, MR, and VR

Table of content

• What Is UX Strategy?
    ✔ Misinterpretations About UX Strategy
    ✔ Misinterpretation 1: UX strategy is about identifying a “North Star”
    ✔ Misinterpretation 2: UX strategy is a “strategic way” to perform UX design
    ✔ Misinterpretation 3: UX strategy is just product strategy
    ✔ Misinterpretation 4: UX strategy is closely tied to brand strategy
    ✔ So What the Hell Is UX Strategy?
    ✔ Why a UX Strategy Is Crucial
• The Four Tenets of UX Strategy
    ✔ How I Discovered My UX Strategy Framework
    ✔ Tenet 1: Business Strategy
    ✔ Tenet 2: Value Innovation
    ✔ Tenet 3: Validated User Research
    ✔ Tenet 4: Killer UX Design
    ✔ Recap
• Validating the Value Proposition
    ✔ The Blockbuster Value Proposition
    ✔ What Is a Value Proposition?
    ✔ If you don’t want to live on Fantasy Island…
    ✔ Step 1: Define your primary customer segment
    ✔ Step 2: Identify your customer segment’s (biggest) problem
    ✔ Step 3: Create provisional personas based on your assumptions
    ✔ Provisional persona layout and breakdown
    ✔ Step 4: Conduct customer discovery to validate or invalidate your solution’s initial value proposition
    ✔ Customer discovery
    ✔ The problem interview
    ✔ Phase 1: The screener questions
    ✔ Phase 2: The interview
    ✔ Two-sided markets
    ✔ Step 5: Reassess your value proposition based on what you learned! (And continue to iterate until you have product/market fit.)
    ✔ Recap
• Conducting Competitive Research
    ✔ Learning Lessons, the Hard Way
    ✔ Using the Competitive Analysis Matrix Tool
    ✔ Understanding the Meaning of Competition
    ✔ Types of Competitors
    ✔ How to Find Your Competitors and Compile Your Competition List
    ✔ Searching for competitors
    ✔ Filling Out the matrix with data – URL of website or app store location – Usernames and password access – Purpose of site – Year founded – Funding rounds – Revenue streams – Monthly traffic – # of SKUs/listings – Primary categories – Social networks – Content types – Personalization features – Community/UGC features – Competitive advantage – Heuristic evaluation – Customer reviews – General/miscellaneous notes – Questions/notes to team or self
    ✔ Analysis
    ✔ Recap
• Conducting Competitive Analysis
    ✔ The Blockbuster Value Proposition, Part 2
    ✔ What Is an Analysis?
    ✔ The Four Steps to a Competitive Analysis and Market Opportunities
    ✔ Step 1: Scan, skim, and color-code each column for highs and lows
    ✔ Step 2: Creating logical groupings for comparison
    ✔ Step 3: Analyze each competitor by benchmarking product attributes and best practices – The analysis column of each competitor
    ✔ Step 4: Writing the Competitive Analysis Findings Brief
    ✔ Findings Brief, Section 1: Introduction/Goals
    ✔ Findings Brief, Section 2: Direct Competitors
    ✔ Findings Brief, Section 3: Indirect Competitors
    ✔ Findings Brief, Section 4: Cool Features from Influencers
    ✔ Findings Brief, Section 5: Taking a stand/Your Recommendations
    ✔ Recap
• Storyboarding Value Innovation
    ✔ Timing Really Is Everything
    ✔ Techniques for Value Innovation Discovery
    ✔ Identify the Key Experiences
    ✔ Take Advantage of UX Influencers
    ✔ Do Feature Comparisons
    ✔ Storyboarding the Value Innovation Three steps to storyboarding value innovation
    ✔ Step 1: Create your list of panels.
    ✔ Step 2: Decide on your visual format (digital montages versus sketching on paper).
    ✔ Step 3: Lay out your storyboard on a canvas, add captions below each panel.
    ✔ Business Models and Value Innovation
    ✔ Recap
• Creating Prototypes for Experiments
    ✔ Giving It Your Best Shot
    ✔ How I Became an Experiment Addict
    ✔ Testing Product/Market Fit by Using Prototypes
    ✔ Three Steps to Design Hacking the Solution Prototype
    ✔ Step 1
    ✔ Step 2
    ✔ Step 3
    ✔ Solution Prototype Reality Check: Why User Experiences and Business Models Must
    ✔ Go Hand in Hand
    ✔ Recap
• Conducting Guerrilla User Research
    ✔ Guerrilla User Research: Operation Silver Lake Café
    ✔ User Research versus Guerrilla User Research
    ✔ The Three Main Phases of Guerrilla User Research
    ✔ Planning phase (one to two weeks depending on team size and number of participants)
    ✔ Step 1: Determine the objectives
    ✔ Step 2: Preparing the interview questions
    ✔ Step 3: Finding the venue(s) and mapping out team logistics
    ✔ Step 4: Advertising for participants
    ✔ Step 5: Screening participants and scheduling time slots
    ✔ Interview phase (one day)
    ✔ Prepping the venue
    ✔ Participant compensation, café etiquette, and tipping
    ✔ Conducting the interviews
    ✔ Extracting succinct notes
    ✔ Analysis phase (two to four hours)
    ✔ Recap
• Designing for Conversion
    ✔ Seeding Growth Hackers
    ✔ Using the Funnel Matrix Tool
    ✔ Why a Matrix and Not a Map?
    ✔ Rocking the Funnel Matrix
    ✔ The Vertical Axis
    ✔ Suspect stage
    ✔ Lead stage
    ✔ Prospect stage
    ✔ Customer stage
    ✔ Repeat User stage
    ✔ Reference User stage
    ✔ The Horizontal Axis
    ✔ User’s Process
    ✔ Desired Action
    ✔ Business Task
    ✔ Metrics Required
    ✔ Functionality Validated Learnings
    ✔ Conducting Suspect Stage Experiments with Landing Pages
    ✔ Case Study 1: When a Value Proposition Needs to Pivot
    ✔ Case Study 2: When a Value Proposition Needs to Acquire Leads
    ✔ How to concoct a Landing Page experiment
    ✔ Recap
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