Back when I started out in the games industry, there was nothing to refer to. You had only your own enthusiasm and desire to create interactive entertainment. In the run up to achieving my first position, I spent weeks working away on my Amiga 1200, drawing 2D graphics and creating animations for games I had designed myself. These graphics won me a position at a company called Freestyle Software, a place that gave me a chance and set my foot on the ladder of this industry.
There were no books or Web sites then about how to create games, so you had to be disciplined enough to teach yourself the latest 2D package or, as time went by, the current 3D package. Now there is a wealth of knowledge available, so getting into the industry is a little more difficult due to the intense competition. Today you have to prove you have a good understanding of the tasks involved in creating game-related artwork. Here in this book I'll share some insider knowledge and techniques that will enable you to get a leg up into the games industry.
As the games market has grown over the years, the developer's job has become more recognized as a true career path and not just a hobby. Universities now offer courses dedicated to games programming, artwork, and animation. But there is still a shortage of books on the subject. Plenty of books have been written about creating high-resolution characters for films, but only a scarce few cover the restrictions involved in working with game models, and there are none that cover creating console resolution models from concept through to animation.
Not everyone gets the opportunity to further his or her education formally; this is why I want to share what I've learned over the past eleven years. I am not saying that my methods are perfect, and there's no requirement that you have to work this way. I'm simply showing you how I work. With that information, you can branch out and form your own, improved techniques.