100 Best Game Design Books of All Time

We've ranked the best game design books using expert recommendations, sales data, and millions of reader ratings. At Shortform, we know books. Our book guides are the best in the world. Learn why.

The Art of Game Design: A Book of Lenses, Second Edition book cover1

The Art of Game Design: A Book of Lenses, Second Edition

Jesse Schell

5.0
Good game design happens when you view your game from as many perspectives as possible. Written by one of the world's top game designers, The Art of Game Design presents 100 plus sets of questions, or different lenses, for viewing a game�s design, encompassing diverse fields such as psychology, architecture, music, visual design, film, software engineering, theme park design, mathematics, puzzle d
Theory of Fun for Game Design book cover2

Theory of Fun for Game Design

Raph Koster

4.9
Now in full color, the 10th anniversary edition of this classic book packs more insight into what it means to design games for fun. Theory of Fun for Game Design challenges and inspires game designers as well as game enthusiasts looking for products and experiences that are truly fun and entertaining.

The book discusses the impact of designing in a multidimensional landscape, where computer science
Level Up! the Guide to Great Video Game Design book cover3

Level Up! the Guide to Great Video Game Design

Scott Rogers

4.6
Update to include:

Expansion on themes

Touch and touch screen controls

AR enabled games & incorporating real-world camera in to your game

Motion controls

Designing an app icon

Real world level design

Voice over for games and much more...

"Level Up! "covers the entire video game creation process. Readers will learn how to develop marketable ideas, learn what perils and pitfalls await them during a game's p
Rules of Play: Game Design Fundamentals book cover4

Rules of Play: Game Design Fundamentals

Katie Salen Tekinbas and Eric Zimmerman

4.6
An impassioned look at games and game design that offers the most ambitious framework for understanding them to date.

As pop culture, games are as important as film or television--but game design has yet to develop a theoretical framework or critical vocabulary. In Rules of Play Katie Salen and Eric Zimmerman present a much-needed primer for this emerging field. They offer a unified model for looki
5

Game Feel: A Game Designer's Guide to Virtual Sensation

Steve Swink

4.5
Game Feel exposes feel as a hidden language in game design that no one has fully articulated yet. The language could be compared to the building blocks of music (time signatures, chord progressions, verse)—no matter the instruments, style or time period—these building blocks come into play. Feel and sensation are similar building blocks where game design is concerned. They create the meta-sensatio
Game Design Workshop: A Playcentric Approach to Creating Innovative Games book cover6

Game Design Workshop: A Playcentric Approach to Creating Innovative Games

Tracy Fullerton

4.5

Master the craft of game design so you can create that elusive combination of challenge, competition, and interaction that players seek. This design workshop begins with an examination of the fundamental elements of game design; then puts you to work in prototyping, playtesting and redesigning your own games with exercises that teach essential design skills.

Workshop exercises require no backgroun

The Design of Everyday Things book cover7

The Design of Everyday Things

Don Norman

4.5
Even the smartest among us can feel inept as we fail to figure out which light switch or oven burner to turn on, or whether to push, pull, or slide a door. The fault, argues this ingenious—even liberating—book, lies not in ourselves, but in product design that ignores the needs of users and the principles of cognitive psychology. The problems range from ambiguous and hidden controls to arbitrary r
Reality is Broken: Why Games Make Us Better and How They Can Change the World book cover8

Reality is Broken: Why Games Make Us Better and How They Can Change the World

Jane McGonigal

4.5
More than 31 million people in the UK are gamers. The average young person in the UK will spend 10,000 hours gaming by the age of twenty-one. What's causing this mass exodus? According to world-renowned game designer Jane McGonigal the answer is simple: videogames are fulfilling genuine human needs. Drawing on positive psychology, cognitive science and sociology, Reality is Broken shows how game d
Flow: The Psychology of Optimal Experience book cover9

Flow: The Psychology of Optimal Experience

Mihaly Csikszentmihalyi

4.5
Psychologist Mihaly Csikszentmihalyi's famous investigations of "optimal experience" have revealed that what makes an experience genuinely satisfying is a state of consciousness called flow. During flow, people typically experience deep enjoyment, creativity, and a total involvement with life. In this new edition of his groundbreaking classic work, Csikszentmihalyi demonstrates the ways this posit
Challenges for Game Designers book cover10

Challenges for Game Designers

Brenda Brathwaite, Ian Schreiber

4.4
Welcome to a book written to challenge you, improve your brainstorming abilities, and sharpen your game design skills! Challenges for Game Designers: Non-Digital Exercises for Video Game Designers is filled with enjoyable, interesting, and challenging exercises to help you become a better video game designer, whether you are a professional or aspire to be. Each chapter covers a different topic imp
The Hero With a Thousand Faces book cover11

The Hero With a Thousand Faces

Joseph Campbell

4.4

The first popular work to combine the spiritual and psychological insights of modern psychoanalysis with the archetypes of world mythology, the book creates a roadmap for navigating the frustrating path of contemporary life. Examining heroic myths in the light of modern psychology, it considers not only the patterns and stages of mythology but also its relevance to our lives today--and to the life

Understanding Comics: The Invisible Art book cover12

Understanding Comics: The Invisible Art

Scott McCloud

4.4
The bestselling international classic on storytelling and visual communication

"You must read this book." Neil Gaiman

Praised throughout the cartoon industry by such luminaries as Art Spiegelman, Matt Groening, and Will Eisner, Scott McCloud's Understanding Comics is a seminal examination of comics art: its rich history, surprising technical components, and major cultural significance. Explore the
Designing Games book cover13

Designing Games

Tynan Sylvester

4.4
Ready to give your design skills a real boost? This eye-opening book helps you explore the design structure behind most of today’s hit video games. You’ll learn principles and practices for crafting games that generate emotionally charged experiences—a combination of elegant game mechanics, compelling fiction, and pace that fully immerses players.

In clear and approachable prose, design pro Tynan S
Game Programming Patterns book cover14

Game Programming Patterns

Robert Nystrom

4.4
Game Programming Patterns brings the benefits of reusable design patterns to the world of game programming. Commercial game development expert Robert Nystrom presents an array of general solutions to problems encountered in game development. For example, you'll learn how double-buffering enables a player to perceive smooth and realistic motion, and how the service locator pattern can help you prov
A Pattern Language: Towns, Buildings, Construction book cover15

A Pattern Language: Towns, Buildings, Construction

Christopher Alexander, Sara Ishikawa, Murray Silverstein, Max Jacobson, Ingrid Fiksdahl-King, Shlomo Angel

4.4
At the core of A Pattern Language is the philosophy that in designing their environments people always rely on certain ‘languages,’ which, like the languages we speak, allow them to articulate and communicate an infinite variety of designs within a formal system which gives them coherence.

This book provides a language of this kind. It will enable making a design for almost any kind of building, or
Homo Ludens: A Study of the Play Element in Culture book cover16

Homo Ludens: A Study of the Play Element in Culture

Johan Huizinga

4.4
In Homo Ludens, the classic evaluation of play that has become a "must-read" for those in game design, Dutch philosopher Johan Huizinga defines play as the central activity in flourishing societies. Like civilization, play requires structure and participants willing to create within limits. Starting with Plato, Huizinga traces the contribution of Homo Ludens, or "Man the player" through Medieval T
Thinking in Systems: A Primer book cover17

Thinking in Systems: A Primer

Donella H. Meadows

4.4
Meadows’ Thinking in Systems, is a concise and crucial book offering insight for problem solving on scales ranging from the personal to the global. Edited by the Sustainability Institute’s Diana Wright, this essential primer brings systems thinking out of the realm of computers and equations and into the tangible world, showing readers how to develop the systems-thinking skills that thought leader
Masters of Doom: How Two Guys Created an Empire and Transformed Pop Culture book cover18

Masters of Doom: How Two Guys Created an Empire and Transformed Pop Culture

David Kushner

4.4
Masters of Doom is the amazing true story of the Lennon and McCartney of video games: John Carmack and John Romero. Together, they ruled big business. They transformed popular culture. And they provoked a national controversy. More than anything, they lived a unique and rollicking American Dream, escaping the broken homes of their youth to produce the most notoriously successful game franchises in
Blood, Sweat, and Pixels: The Triumphant, Turbulent Stories Behind How Video Games Are Made book cover19

Blood, Sweat, and Pixels: The Triumphant, Turbulent Stories Behind How Video Games Are Made

Jason Schreier

4.4
Developing video games—hero's journey or fool's errand? The creative and technical logistics that go into building today's hottest games can be more harrowing and complex than the games themselves, often seeming like an endless maze or a bottomless abyss. In Blood, Sweat, and Pixels, Jason Schreier takes readers on a fascinating odyssey behind the scenes of video game development, where the creato
The Kobold Guide to Board Game Design book cover20

The Kobold Guide to Board Game Design

Mike Selinker, David Howell, Jeff Tidball, Richard C. Levy, Matt Forbeck, Richard Garfield, Steve Jackson, Dale Yu, James Ernest, Rob Daviau

4.4
The Kobold Guide to Board Game Design gives you an insider's view on how to make a game that people will want to play again and again. Author Mike Selinker (Betrayal at House on the Hill) has invited some of the world's most talented and experienced game designers to share their secrets on game conception, design, development, and presentation. In these pages, you'll learn about storyboarding, bal
Game Mechanics: Advanced Game Design book cover21

Game Mechanics: Advanced Game Design

Ernest Adams, Joris Dormans

4.3
This in-depth resource teaches you to craft mechanics that generate challenging, enjoyable, and well-balanced gameplay. You'll discover at what stages to prototype, test, and implement mechanics in games and learn how to visualize and simulate game mechanics in order to design better games. Along the way, you'll practice what you've learned with hands-on lessons. A free downloadable simulation too
The Ultimate Guide to Video Game Writing and Design book cover22

The Ultimate Guide to Video Game Writing and Design

Flint Dille and John Zuur Platten

4.3
• Authors are top game designers

• Aspiring game writers and designers must have this complete bible



There are other books about creating video games out there.
Sure, they cover the basics. But The Ultimate Guide to Video Game Writing and Design goes way beyond the basics. The authors, top game designers, focus on creating games that are an involving, emotional experience for the gamer. Topics inclu
Spelunky (Boss Fight Books, #11) book cover23

Spelunky (Boss Fight Books, #11)

Derek Yu

4.3
When Derek Yu released Spelunky for free in 2008, his roguelike-inspired platformer took the indie game community by storm with its combination of classic platform mechanics, extreme difficulty, and random level generation. Four years later, Spelunky's HD remake went on to become PC Gamer's Game of the Year and earn perfect scores from Polygon and Eurogamer. But how is a "perfect" game made?

Spelu
Hooked: How to Build Habit-Forming Products book cover24

Hooked: How to Build Habit-Forming Products

Nir Eyal

4.3
How do successful companies create products people can’t put down?

Why do some products capture widespread attention while others flop? What makes us engage with certain products out of sheer habit? Is there a pattern underlying how technologies hook us?
Nir Eyal answers these questions (and many more) by explaining the Hook Model—a four-step process embedded into the products of many successful com
What Video Games Have to Teach Us About Learning and Literacy book cover25

What Video Games Have to Teach Us About Learning and Literacy

James Paul Gee

4.3
James Paul Gee begins his classic book with "I want to talk about video games--yes, even violent video games--and say some positive things about them." With this simple but explosive statement, one of America's most well-respected educators looks seriously at the good that can come from playing video games. In this revised edition, new games like World of WarCraft and Half Life 2 are evaluated and
Fundamentals of Game Design book cover26

Fundamentals of Game Design

Ernest Adams

4.3
Now in its third edition, the classic book on game design has been completely revised to include the latest developments in the game industry. Readers will learn all the fundamentals of concept development, gameplay design, core mechanics, user interfaces, storytelling, and balancing. They'll be introduced to designing for mobile devices and touch screens, as well as for the Kinect and motion-capt
Creativity, Inc.: Overcoming the Unseen Forces That Stand in the Way of True Inspiration book cover27

Creativity, Inc.: Overcoming the Unseen Forces That Stand in the Way of True Inspiration

Ed Catmull

4.3
“What does it mean to manage well?”
From Ed Catmull, co-founder (with Steve Jobs and John Lasseter) of Pixar Animation Studios, comes an incisive book about creativity in business—sure to appeal to readers of Daniel Pink, Tom Peters, and Chip and Dan Heath. Creativity, Inc. is a book for managers who want to lead their employees to new heights, a manual for anyone who strives for originality, and t
28

Player's Handbook (Dungeons & Dragons, 5th Edition)

Wizards RPG Team

4.3

Everything a player needs to create heroic characters for the world’s greatest roleplaying game

The Player’s Handbook® is the essential reference for every Dungeons & Dragons® roleplayer. It contains rules for character creation and advancement, backgrounds and skills, exploration and combat, equipment, spells, and much more.

Use this book to create exciting characters from among the most iconic D&D
Drive: The Surprising Truth About What Motivates Us book cover29

Drive: The Surprising Truth About What Motivates Us

Daniel H. Pink

4.3
The New York Times bestseller that gives readers a paradigm-shattering new way to think about motivation

Most people believe that the best way to motivate is with rewards like money—the carrot-and-stick approach. That's a mistake, says Daniel H. Pink (author of To Sell Is Human: The Surprising Truth About Motivating Others). In this provocative and persuasive new book, he asserts that the secret t
The Grasshopper: Games, Life and Utopia book cover30

The Grasshopper: Games, Life and Utopia

Bernard Suits, Frank Newfeld, Thomas Hurka

4.3
Characteristics of Games book cover31

Characteristics of Games

George Skaff Elias, Richard Garfield, K. Robert Gutschera, Peter Whitley, Eric Zimmerman

4.3
"Characteristics of Games" offers a new way to understand games: by focusing on certain traits--including number of players, rules, degrees of luck and skill needed, and reward/effort ratio--and using these characteristics as basic points of comparison and analysis. These issues are often discussed by game players and designers but seldom written about in any formal way. This book fills that gap.
Designing Virtual Worlds book cover32

Designing Virtual Worlds

Richard A. Bartle

4.3
Designing Virtual Worlds is the most comprehensive treatment of virtual world design to-date from one of the true pioneers and most sought-after design consultants. It's a tour de force of VW design, stunning in intellectual scope, spanning the literary, economic, sociological, psychological, physical, technological, and ethical underpinnings of design, while providing the reader with a deep, well
Don't Make Me Think, Revisited: A Common Sense Approach to Web Usability book cover33

Don't Make Me Think, Revisited: A Common Sense Approach to Web Usability

Steve Krug

4.2
Since Don’t Make Me Think was first published in 2000, over 400,000 Web designers and developers have relied on Steve Krug’s guide to help them understand the principles of intuitive navigation and information design.

In this 3rd edition, Steve returns with fresh perspective to reexamine the principles that made Don’t Make Me Think a classic-–with updated examples and a new chapter on mobile usabil
Finite and Infinite Games a Vision of Life as Play and Possibility book cover34

Finite and Infinite Games a Vision of Life as Play and Possibility

James Carse

4.2
A fascinating meditation on life as a contest of games to be completed and games to be continued--and on what lies beyond winning and losing.
The Gamer's Brain: How Neuroscience and UX Can Impact Video Game Design book cover35

The Gamer's Brain: How Neuroscience and UX Can Impact Video Game Design

Celia Hodent

4.2
Making a successful video game is hard. Even games that are well-received at launch may fail to engage players in the long term due to issues with the user experience (UX) that they are delivering. That's why makers of successful video games like Fortnite and Assassin's Creed invest both time and money perfecting their UX strategy. These top video game creators know that a bad user experience can
Game Engine Architecture book cover36

Game Engine Architecture

Jason Gregory, Jeff Lander, Matt Whiting

4.2
This book covers both the theory and practice of game engine software development, bringing together complete coverage of a wide range of topics. The concepts and techniques described are the actual ones used by real game studios like Electronic Arts and Naughty Dog. The examples are often grounded in specific technologies, but the discussion extends way beyond any particular engine or API. The re
Game Design Workshop book cover37

Game Design Workshop

Tracy Fullerton

4.2
Create the Digital Games You Love to Play

Discover an exercise-driven, non-technical approach to game design without the need for programming or artistic expertise using Game Design Workshop, Third Edition.

Author Tracy Fullerton demystifies the creative process with a clear and accessible analysis of the formal and dramatic systems of game design. Examples of popular games, illustrations of design
Chris Crawford on Game Design book cover38

Chris Crawford on Game Design

Chris Crawford

4.2
"Chris Crawford on Game Design" is all about the foundational skills behind the design and architecture of a game. Without these skills, designers and developers lack the understanding to work with the tools and techniques used in the industry today. Chris Crawford, the most highly sought after expert in this area, brings an intense opinion piece full of personality and flare like no other person
A Game Design Vocabulary: Exploring the Foundational Principles Behind Good Game Design book cover39

A Game Design Vocabulary: Exploring the Foundational Principles Behind Good Game Design

Anna Anthropy, Naomi Clark

4.2
Master the Principles and Vocabulary of Game Design Why aren't videogames getting better? Why does it feel like we're playing the same games, over and over again? Why aren't games helping us transform our lives, like great music, books, and movies do?
The problem is language. We still don't know how to talk about game design. We can't share our visions. We forget what works (and doesn't). We don't
Video Game Storytelling: What Every Developer Needs to Know about Narrative Techniques book cover40

Video Game Storytelling: What Every Developer Needs to Know about Narrative Techniques

Evan Skolnick

4.2
UNLOCK YOUR GAME'S NARRATIVE POTENTIAL!

With increasingly sophisticated video games being consumed by an enthusiastic and expanding audience, the pressure is on game developers like never before to deliver exciting stories and engaging characters. With Video Game Storytelling, game writer and producer Evan Skolnick provides a comprehensive yet easy-to-follow guide to storytelling basics and how the
Critical Play: Radical Game Design book cover41

Critical Play: Radical Game Design

Mary Flanagan

4.2
Here, the author provides a lively historical context for critical play through 20th-century art movements, connecting subversive game design to subversive art.
Building Blocks of Tabletop Game Design: An Encyclopedia of Mechanisms book cover42

Building Blocks of Tabletop Game Design: An Encyclopedia of Mechanisms

Geoffrey Engelstein and Isaac Shalev

4.2
Building Blocks of Tabletop Game Design: An Encyclopedia of Mechanisms compiles hundreds of different mechanisms, organized by category. Each has a description of how it works, discussion of its pros and cons, how it can be implemented, and examples of specific games that use it. Building Blocks can be read cover to cover, used as a reference when looking for inspiration for a new design, help sol
Emotional Design: Why We Love (or Hate) Everyday Things book cover43

Emotional Design: Why We Love (or Hate) Everyday Things

Don Norman

4.2
Did you ever wonder why cheap wine tastes better in fancy glasses? Why sales of Macintosh computers soared when Apple introduced the colorful iMac? New research on emotion and cognition has shown that attractive things really do work better, a fact fans of Don Norman's classic The Design of Everyday Things cannot afford to ignore.In recent years, the design community has focused on making products
Character Development and Storytelling for Games book cover44

Character Development and Storytelling for Games

Lee Sheldon

4.1
This is a book of ideas and of choices. Knowing which choices to make is not teachable. It's part of that creative instinct we call talent whose secret voice guides us every time we sit down at the keyboard. All stories are not identical. They are shaped by all those unique facets of the human beings who write them. All any writer can do when he wants to share his knowledge with others is be as op
Drawing Basics and Video Game Art: Classic to Cutting-Edge Art Techniques for Winning Video Game Design book cover45

Drawing Basics and Video Game Art: Classic to Cutting-Edge Art Techniques for Winning Video Game Design

Chris Solarski

4.1
"This book supports my own 30-year crusade to demonstrate that games are an art form that undeniably rivals traditional arts. It gives detailed explanations of game art techniques and their importance, while also highlighting their dependence on artistic aspects of game design and programming.”

— John Romero, co-founder of id Software and CEO of Loot Drop, Inc.

"Solarski’s methodology here is to sho
Half-Real: Video Games Between Real Rules and Fictional Worlds book cover46

Half-Real: Video Games Between Real Rules and Fictional Worlds

Jesper Juul

4.1
A video game is half-real: we play by real rules while imagining a fictional world. We win or lose the game in the real world, but we slay a dragon (for example) only in the world of the game. In this thought-provoking study, Jesper Juul examines the constantly evolving tension between rules and fiction in video games. Discussing games from "Pong" to "The Legend of Zelda," from chess to "Grand The
An Architectural Approach to Level Design book cover47

An Architectural Approach to Level Design

Christopher W. Totten

4.1
Explore Level Design through the Lens of Architectural and Spatial Experience Theory



Written by a game developer and professor trained in architecture, An Architectural Approach to Level Design is one of the first books to integrate architectural and spatial design theory with the field of level design. It explores the principles of level design through the context and history of architecture, prov
48

The Ultimate History of Video Games: From Pong to Pokemon - The Story Behind the Craze That Touched Our Lives and Changed the World

Steven L. Kent

4.1
Inside the Games You Grew Up with but Never Forgot
With all the whiz, bang, pop, and shimmer of a glowing arcade. The Ultimate History of Video Games reveals everything you ever wanted to know and more about the unforgettable games that changed the world, the visionaries who made them, and the fanatics who played them. From the arcade to television and from the PC to the handheld device, video game
Man, Play and Games book cover49

Man, Play and Games

Roger Caillois

4.1
According to Roger Caillois, play is "an occasion of pure waste: waste of time, energy, ingenuity, skill, and often of money." In spite of this--or because of it--play constitutes an essential element of human social and spiritual development.

In this classic study, Caillois defines play as a free and voluntary activity that occurs in a pure space, isolated and protected from the rest of life. Pla
The Well-Played Game: A Player's Philosophy book cover50

The Well-Played Game: A Player's Philosophy

Bernard De Koven

4.1
Neuromancer book cover51

Neuromancer

William Gibson, Neil Gaiman

4.1
A deluxe hardcover edition of the pioneering cyberpunk novel that predicted our obsession with the Internet—part of Penguin Galaxy, a collectible series of six sci-fi/fantasy classics, featuring a series introduction by Neil Gaiman.

Before the Internet was commonplace, William Gibson showed us the Matrix—a world within the world, the representation of every byte of data in cyberspace. Henry Dorsett
Rise of the Videogame Zinesters: How Freaks, Normals, Amateurs, Artists, Dreamers, Drop-outs, Queers, Housewives, and People Like You Are Taking Back an Art Form book cover52

Rise of the Videogame Zinesters: How Freaks, Normals, Amateurs, Artists, Dreamers, Drop-outs, Queers, Housewives, and People Like You Are Taking Back an Art Form

Anna Anthropy

4.1
Part critical essay, part manifesto, part DIY guide, and altogether unprecedented, Rise of the Videogame Zinesters shows why the multi-billion dollar videogame industry needs to change—and how a new generation of artists can change it. Indie game designer extraordinaire Anna Anthropy makes an ardent plea for the industry to move beyond the corporate systems of production and misogynistic culture a
100 Principles of Game Design book cover53

100 Principles of Game Design

DESPAI

4.1
Game designers spend many hours solving design problems but are often unaware that many of the problems they are solving have been encountered and solved countless times before. The best solutions may still require additional steps but there are common principles to many of the approaches that game designers can use for inspiration.

Written by a team of instructors at a top games school in the U.S.
The Writer's Journey: Mythic Structure for Writers book cover54

The Writer's Journey: Mythic Structure for Writers

Christopher Vogler

4.1
Provides new insights and observations from Vogler's pioneering work in mythic structure for writers.
Persuasive Games: The Expressive Power of Videogames book cover55

Persuasive Games: The Expressive Power of Videogames

Ian Bogost

4.1
An exploration of the way videogames mount arguments and make expressive statements about the world that analyzes their unique persuasive power in terms of their computational properties.

Videogames are an expressive medium, and a persuasive medium; they represent how real and imagined systems work, and they invite players to interact with those systems and form judgments about them. In this innova
56

Extra Lives: Why Video Games Matter

Tom Bissell

4.1
Tom Bissell is a prizewinning writer who published three widely acclaimed books before the age of thirty-four. He is also an obsessive gamer who has spent untold hours in front of his various video game consoles, playing titles such as Far Cry 2, Left 4 Dead, BioShock, and Oblivion for, literally, days. If you are reading this flap copy, the same thing can probably be said of you, or of someone yo
101 Things I Learned in Architecture School book cover57

101 Things I Learned in Architecture School

Matthew Frederick

4.1
Concise lessons in design, drawing, the creative process, and presentation, from the basics of "How to Draw a Line" to the complexities of color theory.

This is a book that students of architecture will want to keep in the studio and in their backpacks. It is also a book they may want to keep out of view of their professors, for it expresses in clear and simple language things that tend to be murky
The Art Of Computer Game Design book cover58

The Art Of Computer Game Design

Chris Crawford

4.1
The Game Design Reader: A Rules of Play Anthology book cover59

The Game Design Reader: A Rules of Play Anthology

Katie Salen Tekinbas, Eric Zimmerman

4.1
The Game Design Reader is a one-of-a-kind collection on game design and criticism, from classic scholarly essays to cutting-edge case studies. A companion work to Katie Salen and Eric Zimmerman's textbook Rules of Play: Game Design Fundamentals, The Game Design Reader is a classroom sourcebook, a reference for working game developers, and a great read for game fans and players.Thirty-two essays by
Game Engine Black Book, Wolfenstein 3D book cover60

Game Engine Black Book, Wolfenstein 3D

fabien sanglard

4.1
How was Wolfenstein 3D made and what were the secrets of its speed? How did id Software manage to turn a machine designed to display static images for word processing and spreadsheet applications into the best gaming platform in the world, capable of running games at seventy frames per seconds? If you have ever asked yourself these questions, Game Engine Black Book is for you.
Introduction to Game Design, Prototyping, and Development: From Concept to Playable Game with Unity and C# book cover61

Introduction to Game Design, Prototyping, and Development: From Concept to Playable Game with Unity and C#

Jeremy Gibson Bond

4.1
Master the Unity Game Engine to Design and Develop Games for Web, Mobile, Windows, macOS, and More!

If you want to design and develop games, there's no substitute for strong hands-on experience with modern techniques and tools--and that is exactly what this book provides. The first edition was frequently the top-selling game design book on Amazon, with more than 70% of the reviews being 5 stars. I
62

The Ultimate Unofficial Encyclopedia for Minecrafters: An A - Z Book of Tips and Tricks the Official Guides Don't Teach You

Megan Miller

4.1
By New York Times bestselling author and Minecraft expert, Megan Miller, a full-color book full of practical advice that boys and girls will refer to again and again!

Minecraft is the one game that children, parents, and teaches all agree on. It’s great fun and a wonderful teaching tool. The Ultimate Unofficial Encyclopedia for Minecrafters reveals expert tricks of the trade for gamers. This exci
Advanced Game Design: A Systems Approach book cover63

Advanced Game Design: A Systems Approach

Michael Sellers

4.1
In Advanced Game Design, pioneering game designer and instructor Michael Sellers situates game design practices in a strong theoretical framework of systems thinking, enabling designers to think more deeply and clearly about their work, so they can produce better, more engaging games for any device or platform. Sellers offers a deep unifying framework in which practical game design best practices
Half-Life 2: Raising the Bar book cover64

Half-Life 2: Raising the Bar

David Hodgson

4.1
·Unprecedented access behind Half-Life and Half-Life 2
·A foreword by Valve founder Gabe Newell
·Hundreds of art, design, preproduction, and other art pieces crammed into the book
·Over a dozen key members of Valve's staff interviewed
·Officially approved by Valve
·Behind City 17 and other locations
·The development of the Source engine
·A rogue's gallery of beasts, characters, and monstrosities
·K
Universal Principles of Design, Revised and Updated: 125 Ways to Enhance Usability, Influence Perception, Increase Appeal, Make Better Design Decisions, and Teach through Design book cover65

Universal Principles of Design, Revised and Updated: 125 Ways to Enhance Usability, Influence Perception, Increase Appeal, Make Better Design Decisions, and Teach through Design

William Lidwell, Kritina Holden, Jill Butler

4.1
Whether a marketing campaign or a museum exhibit, a video game or a complex control system, the design we see is the culmination of many concepts and practices brought together from a variety of disciplines. Because no one can be an expert on everything, designers have always had to scramble to find the information and know-how required to make a design work—until now. Universal Principles of Desi
Level Design: Concept, Theory, and Practice book cover66

Level Design: Concept, Theory, and Practice

Rudolf Kremers

4.1
Good or bad level design can make or break any game, so it is surprising how little reference material exists for level designers. Beginning level designers have a limited understanding of the tools and techniques they can use to achieve their goals, or even define them. This book is the first to use a conceptual and theoretical foundation to build such a set of practical tools and techniques. It
Game Writing: Narrative Skills for Videogames book cover67

Game Writing: Narrative Skills for Videogames

Chris Bateman

4.1
Through the insights and experiences of practicing game writers, this collection of practical articles provides the foundations to the craft of games writing. It details aspects of the process from the basics of narrative and non-linear narrative to writing comedy for games and creating characters.
Educational Game Design Fundamentals: A Journey to Creating Intrinsically Motivating Learning Experiences book cover68

Educational Game Design Fundamentals: A Journey to Creating Intrinsically Motivating Learning Experiences

George Kalmpourtzis

4.1
Can we learn through play? Can we really play while learning?

Of course! But how?!

We all learn and educate others in our own unique ways. Successful educational games adapt to the particular learning needs of their players and facilitate the learning objectives of their designers.

Educational Game Design Fundamentals embarks on a journey to explore the necessary aspects to create games that are both
Gamestorming: A Playbook for Innovators, Rule-breakers, and Changemakers book cover69

Gamestorming: A Playbook for Innovators, Rule-breakers, and Changemakers

Dave Gray, Sunni Brown, James Macanufo

4.1
Great things don't happen in a vacuum. But creating an environment for creative thinking and innovation can be a daunting challenge. How can you make it happen at your company? The answer may surprise you: gamestorming.

This book includes more than 80 games to help you break down barriers, communicate better, and generate new ideas, insights, and strategies. The authors have identified tools and te
The Visual Display of Quantitative Information book cover70

The Visual Display of Quantitative Information

Edward R. Tufte

4.1
The classic book on statistical graphics, charts, tables. Theory and practice in the design of data graphics, 250 illustrations of the best (and a few of the worst) statistical graphics, with detailed analysis of how to display data for precise, effective, quick analysis. Design of the high-resolution displays, small multiples. Editing and improving graphics. The data-ink ratio. Time-series, relat
Complete Kobold Guide to Game Design book cover71

Complete Kobold Guide to Game Design

Wolfgang Baur, Ed Greenwood, Monte Cook, Michael A. Stackpole, Willie Walsh, Keith Baker, Colin McComb, Nicolas Logue

4.1
Wolfgang Baur, Monte Cook, Ed Greenwood, Mike Stackpole, and other industry veterans have the answers you asked for...and the advice you need! You'll learn how to create great new adventures, monsters and magic for your RPG campaign, and maybe even design your own game. The Complete Kobold Guide to Game Design offers 240 pages of in-depth essays on what makes RPGs tick. Get time-tested advice from
Impro book cover72

Impro

Keith Johnstone

4.1
First published in 1987. Routledge is an imprint of Taylor & Francis, an informa company.
Hamlet on the Holodeck: The Future of Narrative in Cyberspace book cover73

Hamlet on the Holodeck: The Future of Narrative in Cyberspace

Janet H. Murray

4.1
Stories define how we think, play, and understand our lives. In this comprehensive and readable book--already a classic statement of the aesthetics of digital media, acclaimed by practitioners and theorists alike--Janet Murray shows how the computer is reshaping the stories we live by. Murray discusses the unique properties and pleasures of digital environments and connects them with the tradition
Actionable Gamification: Beyond Points, Badges and Leaderboards book cover74

Actionable Gamification: Beyond Points, Badges and Leaderboards

Yu-kai Chou

4.1
The new era of Gamification and Human-Focused Design optimizes for motivation and engagement over traditional Function-Focused Design. Within the industry, studies on game mechanics and behavioral psychology have become proliferate. However, few people understand how to merge the two fields into experience designs that reliably increases business metrics and generates a return on investment. Gamif
From Myst to Riven: The Creations and Inspirations book cover75

From Myst to Riven: The Creations and Inspirations

Richard Kadrey, Rand Miller, Robyn Miller

4.0
When Rand and Robyn Miller decided to create Myst, a CD-ROM game featuring a visually entrancing world and a non-violent, cunningly devised labyrinth of a story for players to get lost in, they figured their main reward would be a job well done. They had no idea that it would make history as the most successful multimedia computer game ever sold. Now, with the release of Riven - the sequel to Myst
Uncertainty in Games book cover76

Uncertainty in Games

Greg Costikyan

4.0
In life, uncertainty surrounds us. Things that we thought were good for us turn out to be bad for us (and vice versa); people we thought we knew well behave in mysterious ways; the stock market takes a nosedive. Thanks to an inexplicable optimism, most of the time we are fairly cheerful about it all. But we do devote much effort to managing and ameliorating uncertainty. Is it any wonder, then, ask
David Perry on Game Design: A Brainstorming Toolbox book cover77

David Perry on Game Design: A Brainstorming Toolbox

David Perry, Rusel DeMaria

4.0
David Perry on Game Design A strategy guide for game designers. It covers various aspects of game design including game basics, worlds, stories, and characters, and objects. Full description
The Image of the City book cover78

The Image of the City

Kevin Lynch

4.0
The classic work on the evaluation of city form.

What does the city's form actually mean to the people who live there? What can the city planner do to make the city's image more vivid and memorable to the city dweller? To answer these questions, Mr. Lynch, supported by studies of Los Angeles, Boston, and Jersey City, formulates a new criterion -- imageability -- and shows its potential value as a g
The Empty Space: A Book About the Theatre: Deadly, Holy, Rough, Immediate book cover79

The Empty Space: A Book About the Theatre: Deadly, Holy, Rough, Immediate

Peter Brook

4.0
From director and cofounder of the Royal Shakespeare Company Peter Brook, The Empty Space is a timeless analysis of theatre from the most influential stage director of the twentieth century.

As relevant as when it was first published in 1968, groundbreaking director and cofounder of the Royal Shakespeare Company Peter Brook draws on a life in love with the stage to explore the issues facing a thea
How Games Move Us: Emotion by Design book cover80

How Games Move Us: Emotion by Design

Katherine Isbister

4.0
An engaging examination of how video game design can create strong, positive emotional experiences for players, with examples from popular, indie, and art games.

This is a renaissance moment for video games -- in the variety of genres they represent, and the range of emotional territory they cover. But how do games create emotion? In How Games Move Us, Katherine Isbister takes the reader on a time
Game Design book cover81

Game Design

Bob Bates

4.0

"Game Design, Second Edition" offers a behind-the-scenes look at how a game gets designed and developed-from the day the idea is born to the day the box hits the shelves. This new edition offers information on the latest techniques and development models, interviews with 12 top game designers, document templates that can be used during product development, and numerous industry resources. It is a

The Animator's Survival Kit: A Manual of Methods, Principles and Formulas for Classical, Computer, Games, Stop Motion and Internet Animators book cover82

The Animator's Survival Kit: A Manual of Methods, Principles and Formulas for Classical, Computer, Games, Stop Motion and Internet Animators

Richard Williams

4.0
The definitive book on animation, from the Academy Award-winning animator behind Who Framed Roger Rabbit?

Animation is one of the hottest areas of filmmaking today--and the master animator who bridges the old generation and the new is Richard Williams. During his fifty years in the business, Williams has been one of the true innovators, winning three Academy Awards and serving as the link between D
The Ambiguity of Play book cover83

The Ambiguity of Play

Brian Sutton-Smith

4.0
Every child knows what it means to play, but the rest of us can merely speculate. Is it a kind of adaptation, teaching us skills, inducting us into certain communities? Is it power, pursued in games of prowess? Fate, deployed in games of chance? Daydreaming, enacted in art? Or is it just frivolity? Brian Sutton-Smith, a leading proponent of play theory, considers each possibility as it has been pr
Designing Play Experiences: The Principles and Practice of Game Design book cover84

Designing Play Experiences: The Principles and Practice of Game Design

Colleen Macklin and John Sharp

4.0
Andrew Rollings and Ernest Adams on Game Design (New Riders Games) book cover85

Andrew Rollings and Ernest Adams on Game Design (New Riders Games)

Andrew Rollings, Ernest Adams

4.0
How often have you heard anyone can design a game? This work introduces both students and experienced developers to the craft of designing computer and video games for the retail market. Filled with examples and worksheets, it takes an accessible, practical approach to creating fun, innovative, and highly playable games.
Getting Gamers: The Psychology of Video Games and Their Impact on the People Who Play Them book cover86

Getting Gamers: The Psychology of Video Games and Their Impact on the People Who Play Them

Jamie Madigan

4.0
Video games are big business. They can be addicting. They are available almost anywhere you go and are appealing to people of all ages. They can eat up our time, cost us money, even kill our relationships. But it's not all bad! This book will show that rather than being a waste of time, video games can help us develop skills, make friends, succeed at work, form good habits, and be happy. Taking th
The Timeless Way of Building book cover87

The Timeless Way of Building

Christopher Alexander

4.0
In The Timeless Way of Building Christopher Alexander presents a new theory of architecture, building, and planning which has at its core that age-old process by which the people of a society have always pulled the order of their world from their own being.

He writes, “There is one timeless way of building. It is thousands of years old, and the same today as it has always been. The great traditiona
Racing the Beam: The Atari Video Computer System book cover88

Racing the Beam: The Atari Video Computer System

Nick Montfort, Ian Bogost

4.0
A study of the relationship between platform and creative expression in the Atari VCS.

The Atari Video Computer System dominated the home video game market so completely that "Atari" became the generic term for a video game console. The Atari VCS was affordable and offered the flexibility of changeable cartridges. Nearly a thousand of these were created, the most significant of which established ne
Postmortems from Game Developer: Insights from the Developers of Unreal Tournament, Black & White, Age of Empire, and Other Top-Selling Games book cover89

Postmortems from Game Developer: Insights from the Developers of Unreal Tournament, Black & White, Age of Empire, and Other Top-Selling Games

Austin Grossman

4.0
The popular Postmortem column in Game Developer magazine features firsthand accounts of how some of the most important and successful games of recent years have been made. This book offers the opportunity to harvest this expertise with one volume. The editor has organized the articles by theme and added previously unpublished analysis to reveal successful management techniques. Readers learn how s
Think Like A Game Designer book cover90

Think Like A Game Designer

Justin Gary

4.0
Do you love gaming? Do you have ideas for games
of your own and want to learn how to produce them
professionally?


Longtime game designer Justin Gary has the answers
you seek. After twenty years in the gaming industry,
creating such games as Solforge, Ascension, and the
World of Warcraft Miniatures Game, Justin is now
sharing all his secrets in Think Like a Game Designer.
Best of all, Justin’s secrets are
Game Design: Theory and Practice (Wordware Game Developer's Library) book cover91

Game Design: Theory and Practice (Wordware Game Developer's Library)

Richard Rouse III

4.0
"Both Burgeoning Game Designers And Devoted Gamers Should Consider Game Design: Theory & Practice] An Essential Read." -- Computer Gaming World "Ultimately, In Both Theory And Practice, Rouse'S Game Design Bible Gets The Job Done. Let Us Pray." - Next Generation Magazine In The Second Edition To The Acclaimed Game Design: Theory & Practice, Designer Richard Rouse III Balances A Discussion Of The E
Glued to Games: How Video Games Draw Us in and Hold Us Spellbound book cover92

Glued to Games: How Video Games Draw Us in and Hold Us Spellbound

Scott Rigby, Richard Ryan

4.0
With video game sales in the billions and anxious concerns about their long-term effects growing louder, Glued to Games: How Video Games Draw Us In and Hold Us Spellbound brings something new to the discussion. It is the first truly balanced research-based analysis on the games and gamers, addressing both the positive and negative aspects of habitual playing by drawing on significant recent studie
The Elements of Typographic Style: Version 4.0 book cover93

The Elements of Typographic Style: Version 4.0

Robert Bringhurst

4.0
Renowned typographer and poet Robert Bringhurst brings clarity to the art of typography with this masterful style guide. Combining the practical, theoretical, and historical, this edition is completely updated, with a thorough revision and updating of the longest chapter, "Prowling the Specimen Books," and many other small but important updates based on things that are continually changing in the
Writing Interactive Music for Video Games: A Composer's Guide book cover94

Writing Interactive Music for Video Games: A Composer's Guide

Michael Sweet

4.0
"This book is a must read for newcomers and experienced composers wanting to learn more about the art of video game composition." --Chuck Doud, Director of Music, Sony Computer Entertainment Worldwide Studios All You Need to Know to Create Great Video Game Music Written by the developer of Berklee School of Music's pioneering game scoring program, this guide covers everything professional compos
The Invisible Game: Mindset of a Winning Team book cover95

The Invisible Game: Mindset of a Winning Team

Zoltan Andrejkovics and Aaron Sin

4.0
Competitive gaming and eSports among youths became a major theme these days. For a professional gamer, having the best strategy or belonging to a team with the best skills are sometimes not enough for success. Real life tournaments are tougher than we can imagine.

The Invisible Game covers the necessary mental development of eSport players. The book helps to prepare the players' minds for the chall
96

Hard-Boiled Wonderland and the End of the World

Haruki Murakami

4.0
'A narrative particle accelerator that zooms between Wild Turkey Whiskey and Bob Dylan, unicorn skulls and voracious librarians, John Coltrane and Lord Jim. Science fiction, detective story and post-modern manifesto all rolled into one rip-roaring novel, Hard-Boiled Wonderland and the End of the World is the tour de force that expanded Haruki Murakami's international following. Tracking one man's
Invent Your Own Computer Games with Python, 4e book cover97

Invent Your Own Computer Games with Python, 4e

Al Sweigart

4.0
Invent Your Own Computer Games with Python will teach you how to make computer games using the popular Python programming language--even if you've never programmed before!

Begin by building classic games like Hangman, Guess the Number, and Tic-Tac-Toe, and then work your way up to more advanced games, like a text-based treasure hunting game and an animated collision-dodging game with sound effects.
Quests: Design, Theory, and History in Games and Narratives book cover98

Quests: Design, Theory, and History in Games and Narratives

Jeff Howard

4.0
This unique take on quests, incorporating literary and digital theory, provides an excellent resource for game developers. Focused on both the theory and practice of the four main aspects of quests (spaces, objects, actors, and challenges) each theoretical section is followed by a practical section that contains exercises using the Neverwinter Nights Aurora Toolset. Howard has created a Syllabus,
99

Replay: The History of Video Games

Tristan Donovan

4.0
A riveting account of the strange birth and remarkable evolution of the most important development in entertainment since television, Replay is the ultimate history of video games. Based on extensive research and over 140 exclusive interviews with key movers and shakers from gaming's past, Replay tells the sensational story of how the creative vision of game designers gave rise to one of the world
Slay the Dragon: Writing Great Video Games book cover100

Slay the Dragon: Writing Great Video Games

Robert Denton Bryant and Keith Giglio

4.0
Writing for the multibillion-dollar video-game industry is unlike writing for any other medium. "Slay the Dragon" will help you understand the challenges and offer creative solutions to writing for a medium where the audience not only demands a great story, but to be a driving force within it. Aimed at traditional writers who want to learn interactive narrative as well as game creators who want to