100 Best Game Development Books of All Time

We've ranked the best game development 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
Blood, Sweat, and Pixels: The Triumphant, Turbulent Stories Behind How Video Games Are Made book cover2

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

Jason Schreier

4.8
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
Theory of Fun for Game Design book cover3

Theory of Fun for Game Design

Raph Koster

4.8
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
Flow: The Psychology of Optimal Experience book cover4

Flow: The Psychology of Optimal Experience

Mihaly Csikszentmihalyi

4.7
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
The Design of Everyday Things book cover5

The Design of Everyday Things

Don Norman

4.7
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
Level Up! the Guide to Great Video Game Design book cover6

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
Creativity, Inc.: Overcoming the Unseen Forces That Stand in the Way of True Inspiration book cover7

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

Ed Catmull

4.6
“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
The Hero With a Thousand Faces book cover8

The Hero With a Thousand Faces

Joseph Campbell

4.6

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

Masters of Doom: How Two Guys Created an Empire and Transformed Pop Culture book cover9

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

David Kushner

4.5
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
10

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
Game Engine Architecture book cover11

Game Engine Architecture

Jason Gregory, Jeff Lander, Matt Whiting

4.4
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
Rules of Play: Game Design Fundamentals book cover12

Rules of Play: Game Design Fundamentals

Katie Salen Tekinbas and Eric Zimmerman

4.3
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
Designing Games book cover13

Designing Games

Tynan Sylvester

4.3
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
Minecraft: Guide Collection 4-Book Boxed Set (Updated): Survival (Updated), Creative (Updated), Redstone (Updated), Combat book cover14

Minecraft: Guide Collection 4-Book Boxed Set (Updated): Survival (Updated), Creative (Updated), Redstone (Updated), Combat

Mojang AB, The Official Minecraft Team

4.3

Newly updated, this is the ultimate gift for any Minecraft fan—a box set featuring definitive guides to four different aspects of the blockbuster videogame, packed with insider info and tips from the experts at Mojang.•Guide to Survival (Updated): Learn how to find resources, craft equipment, and protect yourself. Discover which biomes to avoid when starting out, how to build a mob-proof shelter,

Game Feel: A Game Designer's Guide to Virtual Sensation book cover15

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

Steve Swink

4.2
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
16

Game Engine Black Book, Wolfenstein 3D

fabien sanglard

4.2
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.
17

Real-Time Rendering

Tomas Akenine-Moller, Eric Haines, Naty Hoffman

4.2
Thoroughly revised, this third edition focuses on modern techniques used to generate synthetic three-dimensional images in a fraction of a second. With the advent of programmable shaders, a wide variety of new algorithms have arisen and evolved over the past few years. This edition discusses current, practical rendering methods used in games and other applications. It also presents a solid theoret
18

Beginning C++ Through Game Programming

Michael Dawson

4.2
When it comes to game programming, C++ is the name of the game. If you aspire to move from game player to game creator, it all starts with learning the fundamentals of C++ and game-programming basics. With BEGINNING C++ THROUGH GAME PROGRAMMING, FOURTH EDITION, you will find an up-to-date and thorough introduction to everything you need to get started--with no previous programming experience requi
19

Homo Ludens: A Study of the Play Element in Culture

Johan Huizinga

4.2
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
Leaders Eat Last book cover20

Leaders Eat Last

Simon Sinek

4.2
The highly anticipated follow-up to Simon Sinek’s global bestseller Start with Why Simon Sinek is an optimist, a visionary thinker, and a leader of the cultural revolution of WHY. His second book is the natural extension of Start with Why, expanding his ideas at the organizational level. Determining a company’s WHY is crucial, but only the beginning. The next step is how do you get people on board
21

Foundations of Game Engine Development, Volume 1: Mathematics

Eric Lengyel

4.2
22

Programming Game AI by Example

Mat Buckland

4.2
Programming Game AI by Example provides a comprehensive and practical introduction to the "bread and butter" AI techniques used by the game development industry, leading the reader through the process of designing, programming, and implementing intelligent agents for action games using the C++ programming language.

Techniques covered include state- and goal-based behavior, inter-agent communication
Minecraft: Guide to Ocean Survival book cover23

Minecraft: Guide to Ocean Survival

Mojang Ab

4.2

The definitive, fully illustrated guide to survival in Minecraft is now completely revamped with 100% new information for the latest version of the game. Learn how to survive and thrive in Minecraft’s most popular mode!Stock up your inventory, build a base and get ready to survive the night with Minecraft: Guide to Survival—the only book you’ll need to take your survival skills to the next level.D

Video Game Storytelling: What Every Developer Needs to Know about Narrative Techniques book cover24

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
The Ultimate Guide to Video Game Writing and Design book cover25

The Ultimate Guide to Video Game Writing and Design

Flint Dille and John Zuur Platten

4.2
• 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
26

Game Coding Complete

Mike McShaffry

4.2
Mike McShaffry's first edition of Game Coding complete rapidly became one of the top-selling game programming books and was widely praised by readers around the world. The best description of the first edition comes from two Amazon reviewers; the first proclaiming, "I got the same feeling of enlightenment when reading this one as I did all those years ago when I read the classic book "Code Complet
27

Game Design Workshop: A Playcentric Approach to Creating Innovative Games

Tracy Fullerton

4.2

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

28

Spelunky (Boss Fight Books, #11)

Derek Yu

4.2
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
Minecraft: Guide to Redstone (Updated) book cover29

Minecraft: Guide to Redstone (Updated)

Mojang AB and The Official Minecraft Team

4.2
Minecraft: Bite Size-Builds (Over 20 Exciting Mini-Projects) book cover30

Minecraft: Bite Size-Builds (Over 20 Exciting Mini-Projects)

Mojang AB and The Official Minecraft Team

4.2
31

Challenges for Game Designers

Brenda Brathwaite, Ian Schreiber

4.2
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
Minecraft: Amazing Bite-Size Builds (Over 20 Awesome Mini-Projects) book cover32

Minecraft: Amazing Bite-Size Builds (Over 20 Awesome Mini-Projects)

Mojang AB, The Official Minecraft Team

4.2

Learn how to design, build and customize 20 mini-projects in Minecraft, from firefighter planes and deep-sea submarines to hidden bunkers and arcade games. There’s even a superhero flying school! With detailed instructions, block hacks and build tips, this book will teach you new tricks and help you practice old skills as you create bite-size builds to impress your friends in Minecraft.

33

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

Jeremy Gibson Bond

4.2
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
34

Unity in Action

Joe Hocking

4.2
Unity in Action teaches you how to write and deploy games. You'll master the Unity toolset from the ground up, adding the skills you need to go from application coder to game developer. Based on Unity version 5.

About the Book

This book helps readers build successful games with the Unity game development platform. You will use the powerful C# language, Unity's intuitive workflow tools, and a state-o
Minecraft: Guide to Creative (Updated) book cover35

Minecraft: Guide to Creative (Updated)

Mojang AB and The Official Minecraft Team

4.2
36

3D Math Primer for Graphics and Game Development

Fletcher Dunn

4.2
3D Math Primer For Graphics And Game Development Covers Fundamental 3D Math Concepts That Are Especially Useful For Computer Game Developers And Programmers. The Authors Discuss The Mathematical Theory In Detail And Then Provide The Geometric Interpretation Necessary To Make 3D Math Intuitive. Working C++ Classes Illustrate How To Put The Techniques Into Practice, And Exercises At The End Of Each
Guide to Minecraft Dungeons book cover37

Guide to Minecraft Dungeons

Mojang Ab

4.1
The Ultimate Unofficial Encyclopedia for Minecrafters: An A - Z Book of Tips and Tricks the Official Guides Don't Teach You book cover38

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
Minecraft: Guide to Combat book cover39

Minecraft: Guide to Combat

Mojang AB and The Official Minecraft Team

4.1
Minecraft: Guide to Creation book cover40

Minecraft: Guide to Creation

Mojang Ab

4.1
The world of Minecraft is so varied and limitless that incredible creations can often be daunting to think about, never mind build.

The official Minecraft: Guide to Creative will teach you all you need to know to create builds more impressive than you could've dreamed of.

With insider info and tips from the experts at Mojang, this is the definitive guide to creation in Minecraft.
41

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
Minecraft: Epic Bases book cover42

Minecraft: Epic Bases

Mojang AB

4.1
43

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
Minecraft: The Survivors' Book of Secrets: An Official Mojang Book book cover44

Minecraft: The Survivors' Book of Secrets: An Official Mojang Book

Mojang Ab

4.1
Minecraft: Guide to Farming book cover45

Minecraft: Guide to Farming

Mojang Ab

4.1
Minecraft: Blockopedia: Updated Edition book cover46

Minecraft: Blockopedia: Updated Edition

Mojang AB and The Official Minecraft Team

4.1
47

Game Mechanics: Advanced Game Design

Ernest Adams, Joris Dormans

4.1
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
48

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

Celia Hodent

4.1
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
49

Designing Virtual Worlds

Richard A. Bartle

4.1
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
50

Unity Game Development Cookbook: Essentials for Every Game

Paris Buttfield-Addison

4.1
Find out how to use the Unity Game Engine to its fullest for both 3D and 2D game development--from the basics to the hottest new tricks in virtual reality. With this unique cookbook, you'll get started in two ways:


First, you'll learn about the Unity game engine by following very brief exercises that teach specific features of the software
Second, this tutorial-oriented guide provides a collection o
Invent Your Own Computer Games with Python, 4e book cover51

Invent Your Own Computer Games with Python, 4e

Al Sweigart

4.1
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.
Minecraft: Guide to the Nether & the End book cover52

Minecraft: Guide to the Nether & the End

Mojang Ab

4.1
The official Minecraft: Guide to the Nether & the End will teach you how to navigate the alien terrain, battle the native mobs and find rare blocks and items.

Survival is difficult in the perilous Nether and End dimensions, and you'll need to up your game if you want to make it back to the Overworld.

With insider info and tips from the experts at Mojang, this is the definitive guide to the Nether an
53

Baby's First Year Milestones: Promote and Celebrate Your Baby's Development with Monthly Games and Activities

Aubrey Hargis

4.1
Minecraft: Guide to Redstone book cover54

Minecraft: Guide to Redstone

Mojang Ab

4.1
Learn the art of redstone and become a master engineer with Minecraft: Guide to Redstone, then put theory into practice to construct intricate contraptions in Minecraft.

Pick up the basics of the redstone components and their uses, discover how to make working circuits, and create incredibly complex builds using your new skills.

With insider info and tips from the experts at Mojang, this is the def
Minecraft: Let's Build! Land of Zombies book cover55

Minecraft: Let's Build! Land of Zombies

Mojang Ab

4.1
56

Agile Game Development with Scrum

Clinton Keith Keith

4.1
Deliver Better Games Faster, On Budget--And Make Game Development Fun Again! Game development is in crisis--facing bloated budgets, impossible schedules, unmanageable complexity, and death march overtime. It's no wonder so many development studios are struggling to survive. Fortunately, there is a solution. Scrum and Agile methods are already revolutionizing development outside the game industry.
Minecraft: Guide to Exploration book cover57

Minecraft: Guide to Exploration

Mojang Ab

4.1
58

Game Development with Construct 2: Creating Prototypes from a Variety of Genres

LEE STEMKOSKI and Evan Leider

4.1
Design and create video games using Construct 2. No prior experience is required.Game Development with Construct 2 teaches you to create 12 different game projects from a variety of genres, including car racing and tower defense to platformer and action-adventure. The software is user friendly and powerful, and the games you create can be exported to run on the web, desktop computers, and smartpho
59

Game AI Pro: Collected Wisdom of Game AI Professionals

Steven Rabin

4.1
Successful games merge art and technology in truly unique ways. Fused under tight production deadlines and strict performance requirements, shaped by demanding player expectations, games are among the most complex software projects created today. Game AI Pro: Collected Wisdom of Game AI Professionals covers both the art and the technology of game AI. Nothing covered is theory or guesswork. The boo
Master Handbook of Acoustics, Sixth Edition book cover60

Master Handbook of Acoustics, Sixth Edition

F. Alton Everest

4.1
Publisher's Note: Products purchased from Third Party sellers are not guaranteed by the publisher for quality, authenticity, or access to any online entitlements included with the product.
The most complete and current guide to architectural acoustics principles and practicesDesign and construct audiophile-quality sonic environments of all sizes--from home theaters and project studios to large-scal
61

The Big Book of Jokes for Minecrafters: More Than 2000 Hilarious Jokes and Riddles about Booby Traps, Creepers, Mobs, Skeletons, and More!

Michele C. Hollow, Jordon P. Hollow, et al.

4.1
“Dig in” to your favorite Minecraft jokes!
All your favorite Minecraft jokes are now in one place! This collection of three titles from the Jokes for Minecrafters series brings you over two thousand puns, one-liners, and wisecracks about all your favorites from the world of Minecraft. From ghasts and endermen to zombies and creepers, no mob is safe from the punchlines in this laugh-a-minute collec
62

A Scrum Book: The Spirit of the Game

Jeff Sutherland, James O. Coplien, Mark den Hollander, Cesário Ramos, Esther Vervloed, Neil Harrison, Kiro Harada, Joseph Yoder, June Kim, Alan O'Callaghan, Mike Beedle, Gertrude Bjørnvig, Dina Friis, Ville Reijonen, Gabrielle Benefield, Jens Østergaard, Veli-Pekka Eloranta, Evan Leonard, Ademar Aguiar

4.1
Gain insights and depth of rationale into Scrum from many highly respected world authorities, including one of its founders, who lead you through the deep foundations of Scrum's structure and practice. Enhance and customize your Scrum practice with ninety-four organizational building blocks, called patterns, that you can freely and flexibly choose from to fit your needs. Understand and appreciate
63

Mathematics for 3D Game Programming and Computer Graphics

Eric Lengyel

4.1
Sooner or later, all game programmers run into coding issues that require an understanding of mathematics or physics concepts such as collision detection, 3D vectors, transformations, game theory, or basic calculus. Unfortunately, most programmers frequently have a limited understanding of these essential mathematics and physics concepts. MATHEMATICS AND PHYSICS FOR PROGRAMMERS, THIRD EDITION prov
Genshin Impact: Official Art Book Vol. 1: Explore the realms of Genshin Impact in this official collection of art. Packed with character designs, character trailer art, and celebratory illustrations. book cover64

Genshin Impact: Official Art Book Vol. 1: Explore the realms of Genshin Impact in this official collection of art. Packed with character designs, character trailer art, and celebratory illustrations.

Ltd miHoYo Co.

4.1

Delve into the world of Genshin Impact in this beautiful memento showcasing hundreds of illustrations.Genshin Impact is a free-to-play open-world adventure RPG that brings players to the visually stunning world of Teyvat. Take on the role of the mysterious "Traveler," who sets off on a journey to discover the fate of their lost sibling and unveils unique cultures, stories, and vast surrounding lan

Minecraft: Guide to Pvp Minigames book cover65

Minecraft: Guide to Pvp Minigames

Mojang Ab

4.0
66

Mazes for Programmers: Code Your Own Twisty Little Passages

Jamis Buck

4.0
Unlock the secrets to creating random mazes! Whether you're a game developer, an algorithm connoisseur, or simply in search of a new puzzle, you're about to level up. Learn algorithms to randomly generate mazes in a variety of shapes, sizes, and dimensions. Bend them into Moebius strips, fold them into cubes, and wrap them around spheres. Stretch them into other dimensions, squeeze them into arbit
67

Fundamentals of Game Design

Ernest Adams

4.0
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
68

The Ultimate Roblox Book: An Unofficial Guide: Learn How to Build Your Own Worlds, Customize Your Games, and So Much More!

David Jagneaux

4.0
Build and create your own Roblox world with this bestselling easy and fun guide!

Roblox, the largest user-generated online gaming platform that allows users to create and share their own game worlds and gaming creations, has taken the digital world by storm. There are so many games and social worlds to create with the platform, and this guide gives you the advice you need to get started. With every
69

Game AI Pro 2: Collected Wisdom of Game AI Professionals

Steven Rabin

4.0
Game AI Pro2: Collected Wisdom of Game AI Professionals presents cutting-edge tips, tricks, and techniques for artificial intelligence (AI) in games, drawn from developers of shipped commercial games as well as some of the best-known academics in the field. It contains knowledge, advice, hard-earned wisdom, and insights gathered from across the community of developers and researchers who have devo
70

Game Programming in C++: Creating 3D Games

Sanjay Madhav

4.0
Program 3D Games in C++: The #1 Language at Top Game Studios Worldwide

C++ remains the key language at many leading game development studios. Since it's used throughout their enormous code bases, studios use it to maintain and improve their games, and look for it constantly when hiring new developers. Game Programming in C++ is a practical, hands-on approach to programming 3D video games in C++. Mo
Procedural Storytelling in Game Design book cover71

Procedural Storytelling in Game Design

Tanya X. Short

4.0
This edited collection of chapters concerns the evolving discipline of procedural storytelling in video games. Games are an interactive medium, and this interplay between author, player and machine provides new and exciting ways to create and tell stories. In each essay, practitioners of this artform demonstrate how traditional storytelling tools such as characterization, world-building, theme, mo
72

Game AI Pro 360: Guide to Movement and Pathfinding

Steve Rabin

4.0
Steve Rabin's Game AI Pro 360: Guide to Movement and Pathfinding gathers all the cutting-edge information from his previous three Game AI Pro volumes into a convenient single source anthology covering movement and pathfinding in game AI. This volume is complete with articles by leading game AI programmers that explore better ways to smooth paths, avoid obstacles, and navigate 3D space with cutti
73

Game Development Essentials: An Introduction

Jeannie Novak

4.0
GAME DEVELOPMENT ESSENTIALS: AN INTRODUCTION, 3E is an authoritative, industry-driven introduction to the world of game development, with updates that keep readers current and well-prepared for a successful career in the field. This book not only examines content creation and the concepts behind development, but it also give readers a background on the evolution of game development and how it has
Coding for Minecrafters: Unofficial Adventures for Kids Learning Computer Code book cover74

Coding for Minecrafters: Unofficial Adventures for Kids Learning Computer Code

Ian Garland

4.0
Learn to Code while Adventuring through the Overworld!

This fun and educational activity book Introduces kids to the world of coding through the Minecraft world they love. Colorfully illustrated characters and themes from their favorite video game bring the excitement of coding to life, while easy-to-follow screenshots guide them through activities. With adventures that include design, music, anim
75

Multiplayer Game Programming: Architecting Networked Games (Game Design)

Josh Glazer

4.0
The Practical Guide to Building Reliable Networked Multiplayer Games Networked multiplayer games are a multibillion dollar business: some games now attract tens of millions of players. In this practical, code-rich guide, Joshua Glazer and Sanjay Madhav guide you through every aspect of engineering them. Drawing on their immense experience as both game developers and instructors, the authors lead y
Writing Interactive Music for Video Games: A Composer's Guide book cover76

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
Racing the Beam: The Atari Video Computer System book cover77

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
Virtual Filmmaking with Unreal Engine 5: A step-by-step guide to creating a complete animated short film book cover78

Virtual Filmmaking with Unreal Engine 5: A step-by-step guide to creating a complete animated short film

Hussin Khan and HaZ Dulull

4.0
79

Game Design Workshop

Tracy Fullerton

4.0
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
Doom Guy: Life in First Person book cover80

Doom Guy: Life in First Person

John Romero

4.0
Minecraft: Exploded Builds: Medieval Fortress: An Official Mojang Book book cover81

Minecraft: Exploded Builds: Medieval Fortress: An Official Mojang Book

Mojang Ab

4.0
82

Mission Python: A Programming Adventure in Space

Sean McManus

4.0
Program a graphical adventure game in this hands-on, beginner-friendly introduction to coding in the Python language.

Launch into coding with Mission: Python, a space-themed guide to building a complete computer game in Python. You'll learn programming fundamentals like loops, strings, and lists as you build Escape!, an exciting game with a map to explore, items to collect, and tricky logic puzzles
83

The Advanced Roblox Coding Book: An Unofficial Guide: Learn How to Script Games, Code Objects and Settings, and Create Your Own World!

Heath Haskins

4.0
Clear and easy-to follow instructions for using coding and scripting tools to create new, more advanced Roblox games.

Take your game design to the next level, with this complete guide to Roblox coding and scripting!

Learn how to code using the programing language Lua to create new objects and games in the Roblox world: from teleporting objects (or PCs/NPCs!), to adding and applying power ups, to cre
84

Sams Teach Yourself C++ in One Hour a Day

Siddhartha Rao

4.0
In just one hour a day, you'll have all the skills you need to begin programming in C++. With this complete tutorial, you'll quickly master the basics, and then move on to more advanced features and concepts. Completely updated for the C++14 standard, with a preview of C++17, this book presents the language from a practical point of view, helping you learn how to use C++ to create faster, simpler,
85

Unreal Engine 4 Game Development Quick Start Guide: Programming professional 3D games with Unreal Engine 4

Rachel Cordone

4.0
86

Game Anim: Video Game Animation Explained

Jonathan Cooper

4.0
What makes the difference between great video game animation and the purely functional, and how does this relatively new medium of non-linear animation creation differ from the more traditional fields of film and television? This book de-mystifies the animation side of game development, explaining every step of the process while providing valuable insights and work philosophies for creating the be
Press Reset: Ruin and Recovery in the Video Game Industry book cover87

Press Reset: Ruin and Recovery in the Video Game Industry

Jason Schreier

4.0
88

Team Leadership in the Game Industry

Seth Spaulding

4.0
Team Leadership in the Game Industry arms you with the information you need to face and meet the challenges of finding, supporting, and retaining a talented team of employees. Specifically addressing the unique needs of managers in the game industry, this book recognizes a common issue: game development teams consisting of talented specialists who lack interpersonal and leadership skills. Filled w
Hacks for Minecrafters: Master Builder: The Unofficial Guide to Tips and Tricks That Other Guides Won't Teach You book cover89

Hacks for Minecrafters: Master Builder: The Unofficial Guide to Tips and Tricks That Other Guides Won't Teach You

Megan Miller

4.0
The Big Book of Hacks for Minecrafters: The Biggest Unofficial Guide to Tips and Tricks That Other Guides Won't Teach You book cover90

The Big Book of Hacks for Minecrafters: The Biggest Unofficial Guide to Tips and Tricks That Other Guides Won't Teach You

Megan Miller

4.0
91

Code For Teens: The Awesome Beginner's Guide to Programming Volume 1: Javascript

Jeremy Moritz

4.0
The Advanced Roblox Coding Book: An Unofficial Guide, Updated Edition: Learn How to Script Games, Code Objects and Settings, book cover92

The Advanced Roblox Coding Book: An Unofficial Guide, Updated Edition: Learn How to Script Games, Code Objects and Settings,

Heath Haskins

4.0
93

The Unofficial Holy Bible for Minecrafters Box Set: Stories from the Bible Told Block by Block

Christopher Miko

4.0
These full color books allow parents to teach beloved Bible stories to their children with images from Minecraft. Includes stories from both the Old and New Testament as they’ve never been seen before, Handsome two-book box set!

Minecraft has swept the world by storm. More than one hundred million games have been sold. Parents of children who play Minecraft will love this fun, educational collectio
94

Understanding Kids, Play, and Interactive Design: How to Create Games Children Love

Mark Schlichting

4.0
What makes an interactive experience compelling for children? What turns a simple click or tap into a magical interchange? Mark Schlichting's book, Understanding Kids, Play, and Interactive Design, answers these questions, and more, with a deep dive into the multiple factors needed to create award-winning games and activities that children will love and come back to.

With insights, research, and pr
95

Achievement Relocked: Loss Aversion and Game Design

Geoffrey Engelstein

4.0
How game designers can use the psychological phenomenon of loss aversion to shape player experience.

Getting something makes you feel good, and losing something makes you feel bad. But losing something makes you feel worse than getting the same thing makes you feel good. So finding $10 is a thrill; losing $10 is a tragedy. On an "intensity of feeling" scale, loss is more intense than gain. This is
96

Character Development and Storytelling for Games

Lee Sheldon

4.0
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
97

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
98

Game Programming Gems 5

Kim Pallister

4.0
With every new volume, the Game Programming Gems series continues to provide a road map through the vast array of development challenges facing today's game programmers. With the wisdom of many industry experts, Gems 5 includes 62 newly unearthed gems that were polished up for your reading pleasure. These gems are filled with practical insights and techniques that will solve your current problems
99

The Game Narrative Toolbox (Focal Press Game Design Workshops)

Tobias Heussner, Toiya Kristen Finley, et al.

4.0
100

Unity in Action: Multiplatform game development in C#

Joe Hocking

4.0
Summary

Manning's bestselling and highly recommended Unity book has been fully revised! Unity in Action, Second Edition teaches you to write and deploy games with the Unity game development platform. You'll master the Unity toolset from the ground up, adding the skills you need to go from application coder to game developer.

Foreword by Jesse Schell, author of The Art of Game Design

Purchase of the p