Amin, Jahirul. 2015. Beginner’s Guide to Character Creation in Maya (3dtotal Publishing)
Carter, Ben. 2004a. The Game Asset Pipeline (Hingham, Mass: Charles River Media)
———. 2004b. The Game Asset Pipeline (Hingham, Mass: Charles River Media)
Chris Reilly. 2011. ‘Game Character Creation in Maya’ <https://www.lynda.com/Maya-tutorials/Game-Character-Creation-Maya/83095-2.html?org=worc.ac.uk>
‘Edge Magazine | GamesRadar’. [n.d.]. <http://www.gamesradar.com/edge/>
‘Game Developer (Formerly Gamasutra)’. [n.d.]. <https://www.gamedeveloper.com/>
George Maestri. 2014. ‘Up and Running with MotionBuilder’ <https://www.linkedin.com/learning/learning-motionbuilder-2/welcome?u=57075897&amp;auth=true>
Goldstone, Will. 2009. Unity Game Development Essentials: Build Fully Functional, Professional 3D Games with Realistic Environments, Sound, Dynamic Effects, and More! (Birmingham: Packt Publishing Ltd)
———. 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) <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, Tom. 2011. Photoshop for 3d Artists: Previz, Texturing and Post-Production, V1 (3DTotal Publishing)
Kingslien, Ryan and ProQuest (Firm). 2011. ZBrush Studio Projects: Realistic Game Characters (Indianapolis, IN.: Wiley Pub) <http://ebookcentral.proquest.com/lib/worcester/detail.action?docID=706825>
Kitagawa, Midori, and Brian Windsor. 2008a. MoCap for Artists: Workflow and Techniques for Motion Capture (Oxford: Focal)
———. 2008b. MoCap for Artists: Workflow and Techniques for Motion Capture (Oxford: Focal) <http://www.vlebooks.com/vleweb/product/openreader?id=Worcester&isbn=9780080877945>
Lilly, Eliott. 2015. Big Bad World of Concept Art for Video Games: An Insider’s Guide for Students (Culver City, California: Design Studio Press)
McKinley, Michael. 2005a. The Game Artist’s Guide to Maya (San Francisco: SYBEX)
———. 2005b. The Game Artist’s Guide to Maya (San Francisco, Calif: SYBEX) <https://www.dawsonera.com/Shibboleth.sso/Login?entityID=https://idp.worc.ac.uk/oala/metadata&amp;target=https://www.dawsonera.com/shibboleth/ShibbolethLogin.html?dest=http://www.dawsonera.com/depp/reader/protected/external/AbstractView/S9780782150537>
———. 2005c. The Game Artist’s Guide to Maya (San Francisco: SYBEX) <https://ebookcentral.proquest.com/lib/worcester/detail.action?docID=267251>
‘Mocappys. Your Guide to Capturing and Editing Motion.’ [n.d.]. <http://mocappys.com/>
Morse, Simon (ed.). 2016. Anatomy for 3D Artists: The Essential Guide for CG Professionals (Worcester: 3DTotal Publishing)
Sloan, Robin J. S. 2015. Virtual Character Design: For Games and Interactive Media (Boca Raton: CRC Press) <http://www.vlebooks.com/vleweb/product/openreader?id=Worcester&isbn=9781466598201>
Solarski, Chris. 2012. Drawing Basics and Video Game Art: Classic to Cutting-Edge Art Techniques for Winning Video Game Design (New York: Watson-Guptill)
Spencer, Scott. 2011. ZBrush Character Creation: Advanced Digital Sculpting, 2nd ed (Hoboken, N.J.: Wiley) <http://www.vlebooks.com/vleweb/product/openreader?id=Worcester&isbn=9781118037041>