Game Character ...
Game Character Development.1598634658, KSIĘGOZBIÓR
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GAME CHARACTER
DEVELOPMENT
Antony Ward
Course Technology PTR
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Game Character Development
Antony Ward
© 2008 Course Technology, a part of Cengage Learning.
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Library of Congress Control Number: 2008902378
ISBN-13: 978-1-59683-465-5
ISBN-10: 1-59863-465-8
eISBN-10: 1-59863-694-4
Printed in the United States of America
1 2 3 4 5 6 7 11 10 09 08
These past few months have been difficult. Not only have
I been working long hours to write this book, but I also
hit a milestone in my career. After 14 years working in
house, I decided to go it alone and go freelance.
This decision wasn’t easy, and if it weren’t for the con-
stant support of my wife, Jade, I am not sure whether I
would have made the leap. So this book is dedicated to
her, my rock and my best friend. I love you.
I can’t leave it there, though, without mentioning my two
little monsters, Jake and Bella. I love you too.
Acknowledgments
I admit that the thought of writing another book, of having no free
time for at least six months, wasn’t immediately appealing. The past
few years I had told myself that I couldn’t add to my first technical
manual or write a sequel because there wasn’t enough information
to put into another book. That was until I was introduced to the
next generation of game development tools.
After submerging myself in these applications, I realized that I could
update my first book and share what I had learned with the young
game artists out there. To cut a long story short, I set about com-
piling a table of contents and sent it off to a few publishers.
Heather Hurley, an acquisitions editor at Course Technology PTR,
was quick to reply, and through the weeks that followed we worked
together to fine-tune the book’s content until it was approved.
I had the book idea in place and a publisher waiting for it to be writ-
ten, but what I needed next was a subject character, something
interesting and different than the normal busty female characters
so often seen. So at this point I decided to let the public decide, and
Chuck Wadey was crowned winner of the online competition I
held, allowing me to use some of his amazing Ogre concept art to
work from.
Once I began writing, Heather introduced me to Dan Foster, my
editor, who worked through my jumbled text with a fine-tooth
comb to make it legible.
I want to say a big thanks to all you guys for your parts in bringing
this book to life. I couldn’t have done it without you!
About the Author
Since the days when stipple was king,
Antony Ward
has grown
with the game development industry, adapting his skills to match
its increasing thirst for polygons. During the past 14 years, Antony
has led teams, developed workflows, and trained staff in some of
today’s leading game development studios, all while sharing new
techniques as he did with his first book,
Game Character
Development with Maya
.
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