作者名:Richard Gerard Marcoux III Chris Goodswen Riham Toulan Sam Howels
本章字數:524字
更新時間:2021-07-16 20:21:13
About the Authors
Richard Gerard Marcoux III is a very hardworking and intelligent software engineer with a passion for teaching and helping others. He has captured the attention of over 600,000 people through his YouTube channel with his efforts to educate beginners in the field of game development using the CRYENGINE technology. He also has an extensive IT background, working in the computer / software diagnosis / repair field for the past 7 years. Lately, he has been heavily involved in C++ games and middleware development, where he plans to create compelling 2D and 3D video games for all ages in genres ranging from platform games all the way to RPGs.
Chris Goodswen is a 3D character artist currently working at Crytek with 4 years of experience working with CRYENGINE. He has also worked on Ryse: Son of Rome for Xbox One as well as Warface and Hunt.
Chris is responsible for modeling and texturing characters as well as developing technical systems for characters; alongside this, he also works with universities, mentoring students and giving lectures on 3D character art and video game development.
Riham Toulan is a senior technical artist/animator working at Dice EA, who specializes in character rigging. She has more than 4 years of experience working with CRYENGINE. She worked on the highly cinematic Xbox One launch game Ryse: Son of Rome at Crytek, where she was responsible for developing rigging pipelines and tools in Maya, helping the R&D team develop new CRYENGINE technologies, and consulting the CRYENGINE licensees.
Sam Howels is a senior designer at the Nottingham-based Deep Silver Dambuster Studios. He is currently working on the upcoming sequel to the 2011 game Homefront, titled Homefront: The Revolution. He was recruited at the age of 18 after his dedicated contribution to the modding scene. He has a strong passion for technical problem solving as well as creating engaging and diverse gameplay experiences. Before joining Deep Silver, he worked on multiple AAA titles at both Crytek Frankfurt and Crytek UK, and he has over 8 years of experience in developing content with the CRYENGINE toolset.
Firstly, I would like to thank Crytek for creating such a powerful toolset for designers like me to use and abuse. The versatility and ease of use that it offered when I discovered it in 2007 is still present today, and it has enabled numerous absurd prototypes as well as facilitated the creation of the final shipped content of each title I've worked on. I'd also like to thank the team at Packt for their continued support and feedback during the writing process. It has been a fulfilling experience being able to put pen to paper and share my knowledge of setting up the content with the engine SDK. Finally, I'd like to thank everyone I've worked with at both Crytek and Deep Silver. The teams that build the technology and games are comprised of incredibly special and talented people, and working with this game engine each day would not be nearly as rewarding as it is without sitting next to a hundred other people who pour their hearts and souls into the work they create.