Amin, J. (2015) Beginner’s guide to character creation in Maya. 3dtotal Publishing.
Carter, B. (2004a) The game asset pipeline. Hingham, Mass: Charles River Media.
Carter, B. (2004b) The game asset pipeline. Hingham, Mass: Charles River Media.
Chris Reilly (2011) Game Character Creation in Maya. Available at: https://www.lynda.com/Maya-tutorials/Game-Character-Creation-Maya/83095-2.html?org=worc.ac.uk.
Edge Magazine | GamesRadar (no date). Available at: http://www.gamesradar.com/edge/.
Game Developer (formerly Gamasutra) (no date). Available at: https://www.gamedeveloper.com/.
George Maestri (2014) ‘Up and Running with MotionBuilder’. Available at: https://www.linkedin.com/learning/learning-motionbuilder-2/welcome?u=57075897&auth=true.
Goldstone, W. (2009) Unity game development essentials: build fully functional, professional 3D games with realistic environments, sound, dynamic effects, and more! Birmingham: Packt Publishing Ltd.
Goldstone, W. (2011) Unity 3.x game development essentials: game development with C# and Javascript : build fully functional, professional 3D games with realistic environments, sound, dynamic effects, and more! Birmingham: Packt Publishing Limited. Available at: https://www.dawsonera.com/Shibboleth.sso/Login?entityID=https://idp.worc.ac.uk/oala/metadata&target=https://www.dawsonera.com/shibboleth/ShibbolethLogin.html?dest=http://www.dawsonera.com/depp/reader/protected/external/AbstractView/S9781849691451.
Greenway, T. (2011) Photoshop for 3d artists: previz, texturing and post-production, V1. 3DTotal Publishing.
Kingslien, R. and ProQuest (Firm) (2011) ZBrush studio projects: realistic game characters. Indianapolis, IN.: Wiley Pub. Available at: http://ebookcentral.proquest.com/lib/worcester/detail.action?docID=706825.
Kitagawa, M. and Windsor, B. (2008a) MoCap for artists: workflow and techniques for motion capture. Oxford: Focal.
Kitagawa, M. and Windsor, B. (2008b) MoCap for artists: workflow and techniques for motion capture. Oxford: Focal. Available at: http://www.vlebooks.com/vleweb/product/openreader?id=Worcester&isbn=9780080877945.
Lilly, E. (2015) Big bad world of concept art for video games: an insider’s guide for students. Culver City, California: Design Studio Press.
McKinley, M. (2005a) The game artist’s guide to Maya. San Francisco: SYBEX.
McKinley, M. (2005b) The game artist’s guide to Maya. San Francisco, Calif: SYBEX. Available at: https://www.dawsonera.com/Shibboleth.sso/Login?entityID=https://idp.worc.ac.uk/oala/metadata&target=https://www.dawsonera.com/shibboleth/ShibbolethLogin.html?dest=http://www.dawsonera.com/depp/reader/protected/external/AbstractView/S9780782150537.
McKinley, M. (2005c) The game artist’s guide to Maya. San Francisco: SYBEX. Available at: https://ebookcentral.proquest.com/lib/worcester/detail.action?docID=267251.
Mocappys. Your Guide to Capturing and Editing Motion. (no date). Available at: http://mocappys.com/.
Morse, S. (ed.) (2016) Anatomy for 3D artists: the essential guide for CG professionals. Worcester: 3DTotal Publishing.
Sloan, R.J.S. (2015) Virtual character design: for games and interactive media. Boca Raton: CRC Press. Available at: http://www.vlebooks.com/vleweb/product/openreader?id=Worcester&isbn=9781466598201.
Solarski, C. (2012) Drawing basics and video game art: classic to cutting-edge art techniques for winning video game design. New York: Watson-Guptill.
Spencer, S. (2011) ZBrush character creation: advanced digital sculpting. 2nd ed. Hoboken, N.J.: Wiley. Available at: http://www.vlebooks.com/vleweb/product/openreader?id=Worcester&isbn=9781118037041.