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.
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1
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 design, and anthropology. This Second Edition of a Game Developer Front Line Award winner: Describes the deepest and most fundamental principles of game design Demonstrates how tactics used in board, card, and athletic games also work in top-quality video games Contains valuable insight from Jesse Schell, the former chair of the International Game Developers Association and award-winning designer of Disney online games The Art of Game Design, Second Edition gives readers useful perspectives on how to make better game designs faster. It provides practical instruction on creating world-class games that will be played again and again.
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Recommended by Ryan Hoover and Katherine Isbister.
Ryan Hoover
Although it's about gaming, the learnings and tactics in the book can be applied to any product. It's really about psychology and how people think. [source]
Katherine Isbister
This book is written by a very respected game design practitioner and academic, and it is one of the classics. [source]
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2
Blood, Sweat, and Pixels: The Triumphant, Turbulent Stories Behind How Video Games Are Made
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 creator may be a team of 600 overworked underdogs or a solitary geek genius. Exploring the artistic challenges, technical impossibilities, marketplace demands, and Donkey Kong-sized monkey wrenches thrown into the works by corporate, Blood, Sweat, and Pixels reveals how bringing any game to completion is more than Sisyphean—it's nothing short of miraculous.
Taking some of the most popular, bestselling recent games, Schreier immerses readers in the hellfire of the development process, whether it's RPG studio Bioware's challenge to beat an impossible schedule and overcome countless technical nightmares to build Dragon Age: Inquisition; indie developer Eric Barone's single-handed efforts to grow country-life RPG Stardew Valley from one man's vision into a multi-million-dollar franchise; or Bungie spinning out from their corporate overlords at Microsoft to create Destiny, a brand new universe that they hoped would become as iconic as Star Wars and Lord of the Rings—even as it nearly ripped their studio apart.
Documenting the round-the-clock crunches, buggy-eyed burnout, and last-minute saves, Blood, Sweat, and Pixels is a journey through development hell—and ultimately a tribute to the dedicated diehards and unsung heroes who scale mountains of obstacles in their quests to create the best games imaginable.
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Recommended by Aaron Greenberg, Anoop Anthony, and Cliff Bleszinski.
A journalistic masterpiece about the grueling production journeys of some of today's most successful video games. Having worked in video game development for about three years, I know that making video games is one of the hardest jobs in the world. Video games are fun when you play them, but creating AAA titles involves long hard hours, vast budgets, and herculean team efforts. Video game production brings together disparate creative disciplines like no other industry — Coding, AI, Graphics, Music, Sound, Storytelling & Narrative. [source]
Cliff Bleszinski
@dizcrowell Book is great. @jasonschreier [source]
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, environmental design, and storytelling all play a role in creating an interactive game design. For the professional game developer to the interested young gamer, this updated edition takes you on an illustrated ride in fun and games.
Learn why some games are fun and others are boring Discover how playing a game and learning are connected Understand why making a game too hard--or too easy--is a mistake Find out why games have to balance deprivation and overload, order and chaos, silence and noise Explore why you need to balance challenges of task mastery, pattern recognition, discovery, and time attacks
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Recommended by Bret Victor, Jesper Bylund, and Tom Chatfield.
Jesper Bylund
One of the most important books I’ve ever read is A Theory of Fun by Raph Koster. It creatively describes how “fun” is created and what it is. Which might sound trivial, but as a designer and developer of tools, this is by far the most important design principle I’ve discovered. Basically, why would you do anything if it wasn’t fun? Thankfully, this book describes how to make anything fun.
Tom Chatfield
Today we are seeing a new form of it, but in order to really understand it properly, we need to begin with this really deep evolutionary hold that games have on us. [source]
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 positive state can be controlled, not just left to chance. Flow: The Psychology of Optimal Experience teaches how, by ordering the information that enters our consciousness, we can discover true happiness and greatly improve the quality of our lives.
While re-reading Mihaly Csikszentmihalyi’s wonderful book Flow: The Psychology of Optimal Experience, I came across this passage on working crossword puzzles. I think he could just as well be talking about making blackout poems: "There is much to be said in favor of this popular pastime, which in its best form resembles the ancient riddle contests. It is inexpensive and portable, its challenges can be finely graduated so that both novices and experts can enjoy it, and its solution produces a sense of pleasing order that gives one a satisfying feeling of accomplishment. It provides opportunities to experience a mild state of flow to many people who are stranded in airport lounges, who travel on commuter trains, or who are simply whiling away Sunday mornings." [source]
Tom Chatfield
The notion of flow is the idea that there is a state that is characterised by complete immersion in an activity, by a constant response to stimuli, and a perfect match between your ability and the challenge in front of you. [source]
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 relationships between controls and functions, coupled with a lack of feedback or other assistance and unreasonable demands on memorization. The Design of Everyday Things shows that good, usable design is possible. The rules are simple: make things visible, exploit natural relationships that couple function and control, and make intelligent use of constraints. The goal: guide the user effortlessly to the right action on the right control at the right time.
In this entertaining and insightful analysis, cognitive scientist Don Norman hails excellence of design as the most important key to regaining the competitive edge in influencing consumer behavior. Now fully expanded and updated, with a new introduction by the author, The Design of Everyday Things is a powerful primer on how—and why—some products satisfy customers while others only frustrate them.
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Recommended by Andrew Chen, Marissa Mayer, Nir Eyal, and 23 others.
Grey Baker
I mainly read to decompress and change my state of mind, so it’s hard to point to an insight I read that helped me. Reading fiction has pulled me out of a bad mood more times than I can count, though, and always reenergises me to attack problems that had stumped me again. That said, I read and loved Norman Norman’s “The Design of Everyday Things”, and it’s helped me think through design problems ever since. [source]
Julia Enthoven
For people interested in designing or building software products: The Design of Everyday Things by Don Norman and The Lean Product Playbook by Dan Olsen. Both books have informed my product sense and helped me make decisions about great UX. [source]
Kaci Lambe
These three books are about how people actually use design in their lives. They helped me understand this very basic idea: There are no dumb users, only bad designers. Take the time to create based on how your design will be interacted with. Test it. Iterate. That's how you become a good designer. [source]
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6
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 pre-production, production and post-production stages. Rogers' also provides creative ideas to serve as fuel for the reader's own projects from game theme and environments to gameplay mechanics.
Inside, video game industry veteran Scott Rogers provides clear and well-thought out examples that forgo theoretical gobbledygook with charmingly illustrated concepts and solutions based on Rogers' years of professional experience. "Level Up! "is the "Understanding Comics" of video game design - an indispensable guide for video game designers both "in the field" and the classroom.
Topics covered include: Understanding what gamers wantCompelling character designWorking with player actionsTechniques for non-human charactersCamera techniques - the camera as a characterDesigning UI and HUDBeautiful level designWhat games designers can learn from theme parksCombat, puzzles and game mechanicsFun and UNFUNHow to make the world's greatest Boss battle (and why not to do it)
and tons more - including the business of design, creating design documents, the pitch and more.
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7
Creativity, Inc.: Overcoming the Unseen Forces That Stand in the Way of True Inspiration
“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 the first-ever, all-access trip into the nerve center of Pixar Animation—into the meetings, postmortems, and “Braintrust” sessions where some of the most successful films in history are made. It is, at heart, a book about how to build a creative culture—but it is also, as Pixar co-founder and president Ed Catmull writes, “an expression of the ideas that I believe make the best in us possible.” For nearly twenty years, Pixar has dominated the world of animation, producing such beloved films as the Toy Story trilogy, Monsters, Inc., Finding Nemo, The Incredibles, Up, and WALL-E, which have gone on to set box-office records and garner thirty Academy Awards. The joyousness of the storytelling, the inventive plots, the emotional authenticity: In some ways, Pixar movies are an object lesson in what creativity really is. Here, in this book, Catmull reveals the ideals and techniques that have made Pixar so widely admired—and so profitable.
As a young man, Ed Catmull had a dream: to make the first computer-animated movie. He nurtured that dream as a Ph.D. student at the University of Utah, where many computer science pioneers got their start, and then forged a partnership with George Lucas that led, indirectly, to his founding Pixar with Steve Jobs and John Lasseter in 1986. Nine years later, Toy Story was released, changing animation forever. The essential ingredient in that movie’s success—and in the thirteen movies that followed—was the unique environment that Catmull and his colleagues built at Pixar, based on philosophies that protect the creative process and defy convention, such as:
• Give a good idea to a mediocre team, and they will screw it up. But give a mediocre idea to a great team, and they will either fix it or come up with something better. • If you don’t strive to uncover what is unseen and understand its nature, you will be ill prepared to lead. • It’s not the manager’s job to prevent risks. It’s the manager’s job to make it safe for others to take them. • The cost of preventing errors is often far greater than the cost of fixing them. • A company’s communication structure should not mirror its organizational structure. Everybody should be able to talk to anybody. • Do not assume that general agreement will lead to change—it takes substantial energy to move a group, even when all are on board.
This book is written by the founder of Pixar and is about his experience building a culture that fosters creativity. His theory is that people are fundamentally creative, but many forces stand in the way of people being able to do their best work. I love reading first-hand accounts about how people build great companies like Pixar and nurture innovation and creativity. This should be inspiring to anyone looking to do the same, and hopefully there will be lessons we can apply to connecting the world! [source]
No matter your circumstances, storytelling and creativity are two 'meta-skills' that can take your business and life to the next level. Ed is a master. [source]
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 of any person seeking a fully realized existence.
Myth, according to Campbell, is the projection of a culture's dreams onto a large screen; Campbell's book, like Star Wars, the film it helped inspire, is an exploration of the big-picture moments from the stage that is our world. It is a must-have resource for both experienced students of mythology and the explorer just beginning to approach myth as a source of knowledge.
The book I’d give every graduating senior in college or high school would be … Joseph Campbell’s 'Hero of a Thousand Faces'. It's little bit dense but it’s so rich, so it’s a good one. [source]
Joseph Campbell was the first person to really open my eyes to the compassionate side of life, or of thought... Campbell was the guy who really kind of put it all together for me, and not in a way I could put my finger on... It made you just glad to be alive, realizing how vast this world is, and how similar and how different we are. [source]
Catherine Plano
Was mind blowing, it really helped me put into perspective, that there are cycles and rhythms, and I now call them initiations, when you are faced with fear we are never too sure of our potential unless we know how to fail, what did we learn from it and what are we going to do differently the next time. There is a lesson in everything we experience, as long as we slow down enough to reflect. The other thing in the hero's journey is that even when you say 'yes' to a project, it really doesn't mean that you are going to succeed at it, but if you go into a project with an open mind and embrace that you are here to learn, the journey itself is rewarding, not always the outcome and when we really look at our failures, they weren't real failures after all, but a stepping stone onto something greater. [source]
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9
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 history—Doom and Quake— until the games they made tore them apart. This is a story of friendship and betrayal, commerce and artistry—a powerful and compassionate account of what it's like to be young, driven, and wildly creative.
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Recommended by Alexis Ohanian, Chris Oliver, Duncan Jones, and 2 others.
Alexis Ohanian
Co-founder/Reddit
Made my co-founder and I think, 'Well, if these guys could do it, why can’t we?' [source]
Chris Oliver
Masters of Doom. Many of us started our careers in programming because we wanted to make games. This book covers the story of John Romero and John Carmack as they created ID software making Doom, Quake, and many other games we grew up playing as kids. It's truly inspiring for any software developer. [source]
Duncan Jones
@dannyodwyer I cant wait to see this. The book is fascinating, and I remember watching with bulging fan-boy eyes during those halcyon days! [source]
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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 provide access to services such as sound without coupling your code to any particular sound driver or sound hardware. Games have much in common with other software, but also a number of unique constraints. Some of the patterns in this book are well-known in other domains of software development. Other of the patterns are unique to gaming. In either case, Robert Nystrom bridges from the ivory tower world of software architecture to the in-the-trenches reality of hardcore game programming. You'll learn the patterns and the general problems that they solve. You'll come away able to apply powerful and reusable architectural solutions that enable you to produce higher quality games with less effort than before. Applies classic design patterns to game programming. Introduces new patterns specific to game programming. Brings abstract software architecture down to Earth with approachable writing and an emphasis on simple code that shows each pattern in practice. What you'll learn Overcome architectural challenges unique to game programming Apply lessons from the larger software world to games. Tie different parts of a game (graphics, sound, AI) into a cohesive whole. Create elegant and maintainable architecture. Achieve good, low-level performance. Gain insight into professional, game development. Who this book is for
Game Programming Patterns is aimed at professional game programmers who, while successful in shipping games, are frustrated at how hard it sometimes is to add and modify features when a game is under development. Game Programming Patterns shows how to apply modern software practices to the problem of game development while still maintaining the blazing-fast performance demanded by hard-core gamers. Game Programming Patterns also appeals to those learning about game programming in their spare time. Hobbyists and aspiring professionals alike will find much to learn in this book about pathfinding, collision detection, and other game-programming problem domains.
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11
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 references and citations make it a great jumping off point for those who wish to dig deeper into any particular aspect of the game development process.
Intended as the text for a college level series in game programming, this book can also be used by amateur software engineers, hobbyists, self-taught game programmers, and existing members of the game industry. Junior game engineers can use it to solidify their understanding of game technology and engine architecture. Even senior engineers who specialize in one particular field of game development can benefit from the bigger picture presented in these pages.
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12
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 looking at all kinds of games, from board games and sports to computer and video games. As active participants in game culture, the authors have written Rules of Play as a catalyst for innovation, filled with new concepts, strategies, and methodologies for creating and understanding games. Building an aesthetics of interactive systems, Salen and Zimmerman define core concepts like play, design, and interactivity. They look at games through a series of eighteen game design schemas, or conceptual frameworks, including games as systems of emergence and information, as contexts for social play, as a storytelling medium, and as sites of cultural resistance.
Written for game scholars, game developers, and interactive designers, Rules of Play is a textbook, reference book, and theoretical guide. It is the first comprehensive attempt to establish a solid theoretical framework for the emerging discipline of game design.
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Recommended by Bret Victor.
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13
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 Sylvester also looks at the day-to-day process necessary to keep your project on track, including how to work with a team, and how to avoid creative dead ends. Packed with examples, this book will change your perception of game design.
Create game mechanics to trigger a range of emotions and provide a variety of play Explore several options for combining narrative with interactivity Build interactions that let multiplayer gamers get into each other’s heads Motivate players through rewards that align with the rest of the game Establish a metaphor vocabulary to help players learn which design aspects are game mechanics Plan, test, and analyze your design through iteration rather than deciding everything up front Learn how your game’s market positioning will affect your design
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, where to look for naturally generated structures laden with loot, and so much more. •Guide to Creative (Updated): Minecraft is so varied and limitless that incredible creations can often be daunting to think about, never mind to build. Learn the finer points of architecture, art, and other creative disciplines with this guide to creative mode, and put theory into practice to build incredible constructions. Find out how to combine colors and textures to create different themes, devise intricate plans for complex builds, and discover secret hacks to use blocks in clever ways.• Guide to Redstone (Updated): Learn the art of redstone and become a master engineer with Minecraft: Guide to Redstone, and 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, taught by game-creator Mojang.• Guide to Combat: The mysterious world of Minecraft is just waiting to be explored. But danger lurks around every corner and survival can prove difficult for even the bravest adventurer. Learn how to battle your way through dangerous landscapes and go up against even the toughest mobs the game has to offer!
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15
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-sensation of involvement with a game.
The understanding of how game designers create feel, and affect feel are only partially understood by most in the field and tends to be overlooked as a method or course of study, yet a game's feel is central to a game's success. This book brings the subject of feel to light by consolidating existing theories into a cohesive book.
The book covers topics like the role of sound, ancillary indicators, the importance of metaphor, how people perceive things, and a brief history of feel in games.
The associated web site contains a playset with ready-made tools to design feel in games, six key components to creating virtual sensation. There's a play palette too, so the designer can first experience the importance of that component by altering variables and feeling the results. The playset allows the reader to experience each of the sensations described in the book, and then allows them to apply them to their own projects. Creating game feel without having to program, essentially. The final version of the playset will have enough flexibility that the reader will be able to use it as a companion to the exercises in the book, working through each one to create the feel described.
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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.
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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 theoretical framework and relevant mathematics for the field of interactive computer graphics, all in an approachable style. The authors have made the figures used in the book available for download for fair use.: Download Figures
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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 required. In the new fourth edition of this popular guide to learning C++, you will work with a complete program while learning each new concept and a game program at the end of each chapter. A final game project at the end of the book draws together everything you've learned. Written with the beginning programmer in mind, BEGINNING C++ THROUGH GAME PROGRAMMING, FOURTH EDITION is a great way to get started in game programming.
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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 Times, the Renaissance, and into our modern civilization. Huizinga defines play against a rich theoretical background, using cross-cultural examples from the humanities, business, and politics. Homo Ludens defines play for generations to come.
"A happier age than ours once made bold to call our species by the name of Homo Sapiens. In the course of time we have come to realize that we are not so reasonable after all as the Eighteenth Century with its worship of reason and naive optimism, though us; "hence moder fashion inclines to designate our species asHomo Faber Man the Maker. But though faber may not be quite so dubious as sapiens it is, as a name specific of the human being, even less appropriate, seeing that many animals too are makers. There is a third function, howver, applicable to both human and animal life, and just as important as reasoning and making--namely, playing. it seems to me that next to Homo Faber, and perhaps on the same level as Homo Sapiens, Homo Ludens, Man the Player, deserves a place in our nomenclature. "--from the Foreward, by Johan Huizinga
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Recommended by Tom Chatfield.
Tom Chatfield
It’s a book about the way that play precedes culture, and is a distinct and very complicated human phenomenon, which the author sees as giving rise to much that we think of as civilisation… [source]
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20
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 with your WHY? How do you inspire deep trust and commitment to the company and one another? He cites the Marine Corps for having found a way to build a culture in which men and women are willing to risk their lives, because they know others would do the same for them. It’s not brainwashing; it’s actually based on the biology of how and when people are naturally at their best. If businesses could adopt this supportive mentality, employees would be more motivated to take bigger risks, because they’d know their colleagues and company would back them up, no matter what. Drawing on powerful and inspiring stories, Sinek shows how to sustain an organization’s WHY while continually adding people to the mix.
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Recommended by AnneMarie Schindler, Dan Rockwell, Intern John, and 1 others.
AnneMarie Schindler
I picked up Leaders Eat Last when I was going through a lot of transition at work. Our organization had experienced a significant scandal; the leadership team which I really respected was turning over; my direct boss and mentor was leaving; And I was still charged with managing one of the bigger teams in the organization. I would read this quote over and over again to guide my everyday,"the true price of leadership is the willingness to place the needs of others above your own. Great leaders truly care about those they are privileged to lead and understand that the true cost of the leadership privilege comes at the expense of self-interest." It grounded me in what was important and when I made it a core value for myself, I was easy to use that as a benchmark for myself and influence my team to operate at a higher standard. [source]
Intern John
My parents got me this book, love it, and suggest you read! #leadership #leader https://t.co/AI4Yr5Szqi [source]
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21
Foundations of Game Engine Development, Volume 1: Mathematics
Eric Lengyel
4.2
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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, individual and group steering behaviors, team AI, graph theory, search, path planning and optimization, triggers, scripting, scripted finite state machines, perceptual modeling, goal evaluation, goal arbitration, and fuzzy logic.
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23
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.Discover how to find resources, craft equipment, protect yourself from hostile mobs and so much more. Also includes expert tips on how to survive in the Nether and the End.
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24
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 they can be applied at every stage of the development process—by all members of the team. This clear, concise reference pairs relevant examples from top games and other media with a breakdown of the key roles in game development, showing how a team’s shared understanding and application of core storytelling principles can deepen the player experience. Understanding story and why it matters is no longer just for writers or narrative designers. From team leadership to game design and beyond, Skolnick reveals how each member of the development team can do his or her part to help produce gripping, truly memorable narratives that will enhance gameplay and bring today’s savvy gamers back time and time again.
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25
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 include integrating story into the game, writing the game script, putting together the game bible, creating the design document, and working on original intellectual property versus working with licenses. Finally, there’s complete information on how to present a visionary new idea to developers and publishers. Got game? Get The Ultimate Guide to Video Game Writing and Design.
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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 Complete" and the second stating "This is the first game book I have read that I was sorry when I got to the end because there wasn't any more."
For Game Coding Complete, Second Edition, McShaffry returns with many more of his highly popular, shoot-from the hips war stories and expert game programming insight that only a real insider could provide. McShaffry uses his experience as a leading programmer for Origin Systems, Microsoft, and Ion Storm a division of Eidos, to illustrate real-world techniques and solutions, including examples from his recent work on the major game, Thief Deadly Shadows. Game Coding Complete, Second Edition takes programmers through the complete process of developing a professional quality game using hundreds of insider tricks and techniques developed and perfect by the author from over a decade of game development experience. It covers a range of topics that will appeal to the most discriminating programmers such as key "gotcha" issues that could trip up even veteran programmers. The new edition features expanded coverage of 3D programming, several new chapters on game interface design, game audio, game scripting, game engine technology, code optimization, production and scheduling, plus it now includes a CD-ROM packed with valuable source code and game development tools. The appendix offers solid advice on starting your own game company. The C++ language is used to explain specific programming concepts with added discussion of development with C# and Managed DirectX programming.
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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 background in programming or artwork, releasing you from the intricacies of electronic game production, so you can develop a working understanding of the essentials of game design.
Features: * A design methodology used in the USC Interactive Media program, a cutting edge program funded in part of Electronic Arts. * Hands-on exercises demonstrate key concepts, and the design methodology * Insights from top industry game designers, including Noah Falstein, American McGee, Peter Molyneux
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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?
Spelunky is Boss Fight's first autobiographical book: the story of a game's creation as told by its creator. Using his own game as a vehicle, Derek Yu discusses such wide-ranging topics as randomization, challenge, indifferent game worlds, player feedback, development team dynamics, and what's required to actually finish a game. Grab some ropes, a mattock, and your favorite pug—this book is going to dig deep.
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 important to game designers, and was taken from actual industry experience. After a brief overview of the topic, there are five challenges that each take less than two hours and allow you to apply the material, explore the topic, and expand your knowledge in that area. Each chapter also includes 10 -non-digital shorts- to further hone your skills. None of the challenges in the book require any programming or a computer, but many of the topics feature challenges that can be made into fully functioning games. The book is useful for professional designers, aspiring designers, and instructors who teach game design courses, and the challenges are great for both practice and homework assignments. The book can be worked through chapter by chapter, or you can skip around and do only the challenges that interest you. As with anything else, making great games takes practice and Challenges for Game Designers provides you with a collection of fun, thoughtprovoking, and of course, challenging activities that will help you hone vital skills and become the best game designer you can be.
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.
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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. In a testament to the iterative process of design, this new edition includes hundreds of improvements throughout the text, all designed to make the book easier to understand and even more useful. This book was written with Unity 2017; the book.prototools.net website will cover changes for later versions of the software.
Award-winning game designer and professor Jeremy Gibson Bond has spent more than a decade teaching game design and building great games. In that time, his most successful students have been those who combine knowledge of three critical disciplines: game design theory, rapid iterative prototyping, and practical programming. In this book, Bond distills the most important aspects of all three disciplines into one place.
Part I: Game Design and Paper Prototyping - The Layered Tetrad framework: a synthesis of 50 years of game design theory - Proven practices for brainstorming and refining game designs through the iterative process of design - Methods and tools to manage game projects and small teams - Processes to make playtesting and feedback easier
Part II: Digital Prototyping with Unity and C# - Chapters that guide you through learning C# the right way - Instruction that takes you from no prior programming knowledge through object-oriented programming - Deep exploration of Unity, today's most popular game engine on both macOS and Windows - Methods for understanding and debugging code issues you encounter
Part III: Game Prototype Examples and Tutorials - In-depth tutorials for seven different game prototypes, including a simple action game, a space shooter, a solitaire card game, a word game, and a top-down adventure - Instructions to compile these games for PC, web, or any of the dozens of other release platforms supported by Unity - Improved structure and layout that makes the steps of each tutorial easier to follow - A completely new Dungeon Delver prototype not present in the first edition
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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-of-the-art rendering engine to build and deploy mobile, desktop, and console games. Unity's single codebase approach minimizes inefficient switching among development tools and concentrates your attention on making great interactive experiences.
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. Each sample project illuminates specific Unity features and game development strategies. As you read and practice, you'll build up a well-rounded skill set for creating graphically driven 2D and 3D game applications.
You'll need to know how to program, in C# or a similar OO language. No previous Unity experience or game development knowledge is assumed.
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Minecraft: Guide to Creative (Updated)
Mojang AB and The Official Minecraft Team
4.2
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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 Chapter Help Reinforce The Concepts. This Book Explains Basic Concepts Such As Vectors, Coordinate Spaces, Matrices, Transformations, Euler Angles, Homogenous Coordinates, Geometric Primitives, Intersection Tests, And Triangle Meshes. It Discusses Orientation In 3D, Including Thorough Coverage Of Quaternions And A Comparison Of The Advantages And Disadvantages Of Different Representation Techniques. The Text Describes Working C++ Classes For Mathematical And Geometric Entities And Several Different Matrix Classes, Each Tailored To Specific Geometric Tasks. Also Included Are Complete Derivations For All The Primitive Transformation Matrices.
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Guide to Minecraft Dungeons
Mojang Ab
4.1
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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 exciting book will cover everything players need to know about mining, farming, building, villagers, the Nether, and more! Young gamers will be surprised at how quickly they can learn hundreds of new tricks and tips!
Want to know where you’ll find the most diamonds or how to protect your villagers at night? This A–Z reference is a quick guide to all the tips you want to know, including:
How to spawn and kill the Wither boss How to rescue a baby zombie villager How to make a portal without a diamond pickaxe How to make a secret passageway using paintings
A big book of players’ hacks organized in an easy-to-reference encyclopedia format, this book will show readers the ins and outs of the game, how to survive and thrive, and various mods that can improve play. The book is illustrated in full-color throughout, making it easy for new and experienced Minecrafters to build, fight, protect, and survive in their creative worlds.
This is a great, unparalleled guide especially for readers who love the fight of good vs. evil, magical academies like Hogwarts in the Harry Potter saga and games like Terraria and Pokemon GO, ideal for both the young newcomer and the seasoned player. From abandoned mineshafts to mini-games, mods, and zombie sieges,
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Minecraft: Guide to Combat
Mojang AB and The Official Minecraft Team
4.1
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40
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.
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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 show us the artistic techniques that every artist should know, and then he transposes them to the realm of video games to show how they should be used to create a far more artful gaming experience ... if I were an artist planning to do video game work, I’d have a copy of this on my shelf."
— Marc Mason, Comics Waiting Room
Video games are not a revolution in art history, but an evolution. Whether the medium is paper or canvas—or a computer screen—the artist’s challenge is to make something without depth seem like a window into a living, breathing world. Video game art is no different.
Drawing Basics and Video Game Art is first to examine the connections between classical art and video games, enabling developers to create more expressive and varied emotional experiences in games. Artist game designer Chris Solarski gives readers a comprehensive introduction to basic and advanced drawing and design skills—light, value, color, anatomy, concept development—as well as detailed instruction for using these methods to design complex characters, worlds, and gameplay experiences. Artwork by the likes of Michelangelo, Titian, and Rubens are studied alongside AAA games like BioShock,Journey, the Mario series, and Portal2, to demonstrate perpetual theories of depth, composition, movement, artistic anatomy, and expression.
Although Drawing Basics and Video Game Art is primarily a practical reference for artists and designers working in the video games industry, it’s equally accessible for those interested to learn about gaming’s future, and potential as an artistic medium.
Also available as an eBook
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Minecraft: Epic Bases
Mojang AB
4.1
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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 fun and help players learn. This book examines the art of educational game design through various perspectives and presents real examples that will help readers make more informed decisions when creating their own games. In this way, readers can have a better idea of how to prepare for and organize the design of their educational games, as well as evaluate their ideas through several prisms, such as feasibility or learning and intrinsic values.
Everybody can become education game designers, no matter what their technical, artistic or pedagogic backgrounds. This book refers to educators and designers of all sorts: from kindergarten to lifelong learning, from corporate training to museum curators and from tabletop or video game designers to theme park creators!
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Minecraft: The Survivors' Book of Secrets: An Official Mojang Book
Mojang Ab
4.1
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45
Minecraft: Guide to Farming
Mojang Ab
4.1
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46
Minecraft: Blockopedia: Updated Edition
Mojang AB and The Official Minecraft Team
4.1
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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 tool developed by Joris Dormans is also available in order to follow along with exercises in the book in an easy-to-use graphical environment.
In Game Mechanics: Advanced Game Design, you'll learn how to:
* Design and balance game mechanics to create emergent gameplay before you write a single line of code. • Visualize the internal economy so that you can immediately see what goes on in a complex game. • Use novel prototyping techniques that let you simulate games and collect vast quantities of gameplay data on the first day of development. • Apply design patterns for game mechanics--from a library in this book--to improve your game designs. • Explore the delicate balance between game mechanics and level design to create compelling, long-lasting game experiences. • Replace fixed, scripted events in your game with dynamic progression systems to give your players a new experience every time they play.
"I've been waiting for a book like this for ten years: packed with game design goodness that tackles the science without undermining the art." --Richard Bartle, University of Essex, co-author of the first MMORPG
"Game Mechanics: Advanced Game Design by Joris Dormans & Ernest Adams formalizes game grammar quite well. Not sure I need to write a next book now!" -- Raph Koster, author of A Theory of Fun for Game Design.
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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 ruin the prospects for any game, regardless of its budget, scope, or ambition.
The game UX accounts for the whole experience players have with a video game, from first hearing about it to navigating menus and progressing in the game. UX as a discipline offers guidelines to assist developers in creating the optimal experience they want to deliver, including shipping higher quality games (whether indie, triple-A or "serious" games) and meeting business goals -- all while staying true to design vision and artistic intent.
At its core, UX is about understanding the gamer's brain: understanding human capabilities and limitations to anticipate how a game will be perceived, the emotions it will elicit, how players will interact with it, and how engaging the experience will be. This book is designed to equip readers of all levels, from student to professional, with cognitive science knowledge and user experience guidelines and methodologies. These insights will help readers identify the ingredients for successful and engaging video games, empowering them to develop their own unique game recipe more efficiently, while providing a better experience for their audience.
"The Gamer's Brain: How Neuroscience and UX Can Impact Video Game Design"
Is written by Celia Hodent -- a UX expert with a PhD in psychology who has been working in the entertainment industry for over 10 years, including at prominent companies such as Epic Games (Fortnite), Ubisoft, and LucasArts.
Major themes explored in this book:
Provides an overview of how the brain learns and processes information by distilling research findings from cognitive science and psychology research in a very accessible way. Topics covered include: "neuromyths", perception, memory, attention, motivation, emotion, and learning. Includes numerous examples from released games of how scientific knowledge translates into game design, and how to use a UX framework in game development. Describes how UX can guide developers to improve the usability and the level of engagement a game provides to its target audience by using cognitive psychology knowledge, implementing human-computer interaction principles, and applying the scientific method (user research). Provides a practical definition of UX specifically applied to games, with a unique framework. Defines the most relevant pillars for good usability (ease of use) and good "engage-ability" (the ability of the game to be fun and engaging), translated into a practical checklist. Covers design thinking, game user research, game analytics, and UX strategy at both a project and studio level. This book is a practical tool that any professional game developer or student can use right away and includes the most complete overview of UX in games existing today.
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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-grounded understanding of VW design principles. It covers everything from MUDs to MOOs to MMORPGs, from text-based to graphical VWs.
Designing Virtual Worlds brings a rich, well-developed approach to the design concepts behind virtual worlds. It is grounded in the earliest approaches to such designs, but the examples discussed in the book run the gamut from the earliest MUDs to the present-day MMORPG games mentioned above. It teaches the reader the actual, underlying design principles that many designers do not understand when they borrow or build from previous games. There is no other design book on the market in the area of online games and virtual worlds that provides the rich detail, historical context, and conceptual depth of Designing Virtual Worlds.
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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 of snippets that solve common gameplay problems, like determining if a player has completed a lap in a race Using our cookbook format, we pinpoint the problem, set out the solution, and discuss how to solve your problem in the best and most straightforward way possible so you can move onto the next step in the project.
Unity Game Development Cookbook is ideal for beginning to intermediate Unity developers. Beginners will get a broad immersion into the Unity development environment, while intermediate developers will learn how to apply the foundational Unity skills they have to solve real game development problems.
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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. Along the way, you'll learn key programming and math concepts that will help you take your game programming to the next level.
Learn how to: -Combine loops, variables, and flow control statements into real working programs -Choose the right data structures for the job, such as lists, dictionaries, and tuples -Add graphics and animation to your games with the pygame module -Handle keyboard and mouse input -Program simple artificial intelligence so you can play against the computer -Use cryptography to convert text messages into secret code -Debug your programs and find common errors
As you work through each game, you'll build a solid foundation in Python and an understanding of computer science fundamentals.
What new game will you create with the power of Python?
The projects in this book are compatible with Python 3.
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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 and the End in Minecraft.
Collect all of the official Minecraft books: Minecraft: The Island Minecraft: The Crash Minecraft: The Lost Journals Minecraft: The Survivors' Book of Secrets Minecraft: Exploded Builds: Medieval Fortress Minecraft: Guide to Exploration Minecraft: Guide to Creative Minecraft: Guide to the Nether & the End Minecraft: Guide to Redstone Minecraft: Mobestiary Minecraft: Guide to Enchantments & Potions Minecraft: Guide to PVP Minigames Minecraft: Guide to Farming Minecraft: Let's Build! Theme Park Adventure Minecraft for Beginners
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Baby's First Year Milestones: Promote and Celebrate Your Baby's Development with Monthly Games and Activities
Aubrey Hargis
4.1
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54
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 definitive guide to redstone in Minecraft.
Collect all of the official Minecraft books: Minecraft: The Island Minecraft: The Crash Minecraft: The Lost Journals Minecraft: The Survivors' Book of Secrets Minecraft: Exploded Builds: Medieval Fortress Minecraft: Guide to Exploration Minecraft: Guide to Creative Minecraft: Guide to the Nether & the End Minecraft: Guide to Redstone Minecraft: Mobestiary Minecraft: Guide to Enchantments & Potions Minecraft: Guide to PVP Minigames Minecraft: Guide to Farming Minecraft: Let's Build! Theme Park Adventure Minecraft for Beginners
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Minecraft: Let's Build! Land of Zombies
Mojang Ab
4.1
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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. Now, long-time game developer Clinton Keith shows exactly how to successfully apply these methods to the unique challenges of game development. Keith has spent more than fifteen years developing games, seven of them with Scrum and agile methods. Drawing on this unparalleled expertise, he shows how teams can use Scrum to deliver games more efficiently, rapidly, and cost-effectively; craft games that offer more entertainment value; and make life more fulfilling for development teams at the same time. You'll learn to form successful agile teams that incorporate programmers, producers, artists, testers, and designers--and promote effective collaboration within and beyond those teams, throughout the entire process. From long-range planning to progress tracking and continuous integration, Keith offers dozens of tips, tricks, and solutions--all based firmly in reality and hard-won experience. Coverage includes Understanding Scrum's goals, roles, and practices in the context of game development Communicating and planning your game's vision, features, and progress Using iterative techniques to put your game into a playable state every two to four weeks-- even daily Helping all team participants succeed in their roles Restoring stability and predictability to the development process Managing ambiguous requirements in a fluid marketplace Scaling Scrum to large, geographically distributed development teams Getting started: overcoming inertia and integrating Scrum into your studio's current processes Increasingly, game developers and managers are recognizing that things can't go on the way they have in the past. Game development organizations need a far better way to work. Agile Game Development with Scrum gives them that--and brings the profitability, creativity, and fun back to game development.
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Minecraft: Guide to Exploration
Mojang Ab
4.1
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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 smartphones. What You'll Learn Create complete functional games using the Construct 2 game engine
Understand general logical structures underlying video game programs
Use practical game design advice (such as visual feedback and gameplay balancing)
Understand programming concepts useful throughout computer science
Who This Book Is For Middle school and high school students with no prior programming knowledge, and only minimal mathematical knowledge (graphing (x, y) coordinates, measuring angles, and applying formulas)
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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 book brings together the accumulated wisdom, cutting-edge ideas, and clever tricks and techniques of 54 of today's top game AI professionals. Some chapters present techniques that have been developed and passed down within the community for years while others discuss the most exciting new research and ideas from today's most innovative games.
The book includes core algorithms that you'll need to succeed, such as behavior trees, utility theory, spatial representation, path planning, motion control, and tactical reasoning. It also describes tricks and techniques that will truly bring your game to life, including perception systems, social modeling, smart camera systems, player prediction, and even an AI sound designer. Throughout, the book discusses the optimizations and performance enhancements that enable your game to run while maintaining 60 frames per second.
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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-scale recording studios. Thoroughly revised to include new acoustical design techniques, Master Handbook of Acoustics, Sixth Edition, explains the art and science of room acoustics and architecture by combining theoretical instruction with matter-of-fact engineering advice.
Written by renowned experts in the field and refined through several editions, this fully updated classic describes the fundamentals of acoustical properties, as well as the latest solutions to acoustical problems. Throughout, this authoritative text provides clear explanations, describes hands-on techniques, and features numerous room designs that can be built as presented, or adapted to your particular needs.
Understand how sound waves travel in free fields and in enclosed spaces Learn how human sound perception and psychoacoustics affect room design Calculate and predict reflections, reverberation times, and room modes Perform acoustical measurements and site surveys, and choose construction materials Design, build, and install treatment modules to optimize early reflections, reverberation, and diffusion Design and build home theaters, home studios, control rooms, recording studios, and other acoustically sensitive spaces Reduce HVAC noise levels, and achieve excellent sound isolation with proven wall, window, and door designs Understand the acoustics of auditoriums and concert halls Utilize the supplied cost-effective plans and specifications for a variety of recording and listening rooms
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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 collection. Included titles are:
Jokes for Minecrafters (9781510706330)
Hilarious Jokes for Minecrafters (9781510706323)
Uproarious Riddles for Minecrafters (9781510727175) This ginormous joke book for kids ages 5 and up comes complete with silly illustrations to make these jokes even funnier. Whether you’re at home or at school, you can have all your friends and family in stitches with The Big Book of Jokes for Minecrafters!
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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 the history of Scrum and the role it plays in solving common problems in product development.
Building a successful product usually involves teams of people, and many choose the Scrum approach to aid in creating products that deliver the highest possible value. Implementing Scrum gives teams a collection of powerful ideas they can assemble to fit their needs and meet their goals. The ninety-four patterns contained within are elaborated nuggets of insight into Scrum's building blocks, how they work, and how to use them. They offer novices a roadmap for starting from scratch, yet they help intermediate practitioners fine-tune or fortify their Scrum implementations. Experienced practitioners can use the patterns and supporting explanations to get a better understanding of how the parts of Scrum complement each other to solve common problems in product development.
The patterns are written in the well-known Alexandrian form, whose roots in architecture and design have enjoyed broad application in the software world. The form organizes each pattern so you can navigate directly to organizational design tradeoffs or jump to the solution or rationale that makes the solution work. The patterns flow together naturally through the context sections at their beginning and end.
Learn everything you need to know to master and implement Scrum one step at a time - the agile way.
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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 provides a simple but thorough grounding in the mathematics and physics topics that programmers require to write algorithms and programs using a non-language-specific approach. Applications and examples from game programming are included throughout, and exercises follow each chapter for additional practice. The book's companion website provides sample code illustrating the mathematical and physics topics discussed in the book.
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64
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 landscapes, as well as the mysterious secrets of Teyvat along the way.Genshin Impact: The Official Art Book Vol. 1 features gorgeous artwork that celebrates moments, characters, and storylines from up to Version 1.6 of the hugely successful game. Packed full of character designs, promotional art, character trailer art, and commemorative illustrations, this book is perfect for any Genshin Impact fan.
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65
Minecraft: Guide to Pvp Minigames
Mojang Ab
4.0
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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 arbitrary outlines, and tile them in a dizzying variety of ways. From twelve little algorithms, you'll discover a vast reservoir of ideas and inspiration.
From video games to movies, mazes are ubiquitous. Explore a dozen algorithms for generating these puzzles randomly, from Binary Tree to Eller's, each copiously illustrated and accompanied by working implementations in Ruby. You'll learn their pros and cons, and how to choose the right one for the job.
You'll start by learning six maze algorithms and transition from making mazes on paper to writing programs that generate and draw them. You'll be introduced to Dijkstra's algorithm and see how it can help solve, analyze, and visualize mazes. Part 2 shows you how to constrain your mazes to different shapes and outlines, such as text, circles, hex and triangle grids, and more. You'll learn techniques for culling dead-ends, and for making your passages weave over and under each other. Part 3 looks at six more algorithms, taking it all to the next level. You'll learn how to build your mazes in multiple dimensions, and even on curved surfaces.
Through it all, you'll discover yourself brimming with ideas, the best medicine for programmer's block, burn-out, and the grayest of days. By the time you're done, you'll be energized and full of maze-related possibilities!
What You Need:
The example code requires version 2 of the Ruby programming language. Some examples depend on the ChunkyPNG library to generate PNG images, and one chapter uses POV-Ray version 3.7 to render 3D graphics.
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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-capture gameplay. They'll learn how indie developers are pushing the envelope and how new business models such as free-to-play are influencing design. In an easy-to-follow approach, Adams offers a first-hand look into the process of designing a game, from initial concept to final tuning. This in-depth resource also comes with engaging end-of-chapter exercises, design worksheets, and case studies.
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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 everything from instructions for playing the games to tips on creating your own games and worlds to the basics of coding, The Ultimate Roblox Book can help you to become a top Roblox designer.
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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 devoted themselves to game AI.
In this book, 47 expert developers and researchers have come together to bring you their newest advances in game AI, along with twists on proven techniques that have shipped in some of the most successful commercial games of the last few years. The book provides a toolbox of proven techniques that can be applied to many common and not-so-common situations. It is written to be accessible to a broad range of readers. Beginners will find good general coverage of game AI techniques and a number of comprehensive overviews, while intermediate to expert professional game developers will find focused, deeply technical chapters on specific topics of interest to them.
Covers a wide range of AI in games, with topics applicable to almost any game Touches on most, if not all, of the topics necessary to get started in game AI Provides real-life case studies of game AI in published commercial games Gives in-depth, technical solutions from some of the industry's best-known games Includes downloadable demos and/or source code, available at http: //www.gameaipro.com
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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++. Modeled on Sanjay Madhav's game programming courses at USC, it's fun, easy, practical, hands-on, and complete.
Step by step, you'll learn to use C++ in all facets of real-world game programming, including 2D and 3D graphics, physics, AI, audio, user interfaces, and much more. You'll hone real-world skills through practical exercises, and deepen your expertise through start-to-finish projects that grow in complexity as you build your skills. Throughout, Madhav pays special attention to demystifying the math that all professional game developers need to know.
Set up your C++ development tools quickly, and get started Implement basic 2D graphics, game updates, vectors, and game physics Build more intelligent games with widely used AI algorithms Implement 3D graphics with OpenGL, shaders, matrices, and transformations Integrate and mix audio, including 3D positional audio Detect collisions of objects in a 3D environment Efficiently respond to player input Build user interfaces, including Head-Up Displays (HUDs) Improve graphics quality with anisotropic filtering and deferred shading Load and save levels and binary game data
Whether you're a working developer or a student with prior knowledge of C++ and data structures, Game Programming in C++ will prepare you to solve real problems with C++ in roles throughout the game development lifecycle. You'll master the language that top studios are hiring for--and that's a proven route to success.
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71
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, momentum and atmosphere can be adapted to full effect, using specific examples from their games. The reader will learn to construct narrative systems, write procedural dialog, and generate compelling characters with unique personalities and backstories.
Key Features
Introduces the differences between static/traditional game design and procedural game design Demonstrates how to solve or avoid common problems with procedural game design in a variety of concrete ways World's finest guide for how to begin thinking about procedural design
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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 cutting-edge techniques.
Key Features
Provides real-life case studies of game AI in published commercial games
Material by top developers and researchers in Game AI
Downloadable demos and/or source code available online
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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 become what it is today. GAME DEVELOPMENT ESSENTIALS also includes chapters on project management, development team roles and responsibilities, development cycle, marketing, maintenance, and the future of game development. With the same engaging writing style and examples that made the first two editions so popular, this new edition features all the latest games and game technology. Coverage of new game-related technology, development techniques, and the latest research in the field make this an invaluable resource for anyone entering the exciting, competitive, ever-changing world of game development.
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74
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, animation, gaming, and more, learners will discover tons of ways coding connects to other activities they love and how far a little imagination and invention can take them…to The End and beyond!
Minecrafting-themed characters help kids become master coders Kid-friendly concepts and steps designed specifically for ages 8-12 Great games, mods, experiments, and more teach computational thinking—how to tackle large problems by breaking them down into a sequence of smaller, more manageable problems
Whether brand-new to coding or looking for more hands-on learning, Coding for Minecrafters helps young coders advance in technology education by leaps and bounds—and have fun doing it!
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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 you through building a robust multiplayer architecture, and creating every engine-level system. You'll learn through in-depth working code examples for two complete games: an action game and a real time strategy (RTS) game. First, Madhav and Glazer review the essentials of networking and network programming from the standpoint of game developers. Next, they walk through managing game data transmission, updating game objects across the network, and organizing the devices that join your game. You'll learn how to ensure reliable performance despite the Internet's inherent inconsistencies, and how to design game code for maximum security and scalability. The authors conclude by addressing two increasingly crucial issues: incorporating gamer services and hosting your games in the cloud. This guide's content has been extensively tested through the authors' multiplayer game programming courses at USC. It is equally valuable both to students "and" to working game programmers moving into networked games. Coverage includes How games have evolved to meet the challenges of networked environments Using Internet communication protocols and standards in game development Working with Berkeley Socket, the most widely used networking construct in multiplayer gaming Formatting game data for efficient Internet transmission Synchronizing states so all players share the same world Organizing networking topologies for large-scale games Overcoming latency and jitter problems that cause delays or lost data Scaling games without compromising performance Combating security vulnerabilities and software cheats Leveraging the networking functionality of the popular Unreal 4 and Unity game engines Integrating gamer services such as matchmaking, achievements, and leaderboards Running game servers in the cloud About the Website C++ source code for all examples is available at "github.com/MultiplayerBook" . Instructors will also find a full set of PowerPoint slides and a sample syllabus.
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76
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 composers and music students need to know about composing interactive music for video games, and contains exclusive tools for interactive scoring--tools that were previously available only at Berklee. Drawing on twenty years of professional experience in the game industry, Michael Sweet helps you master the unique language of music storytelling in games. Next, he walks you through the entire music composition process, from initial conceptualization and creative direction through implementation. Inside, you'll find dozens of examples that illustrate adaptive compositional techniques, from small downloadable games to multimillion dollar console titles. In addition, this guide covers the business side of video game composition, sharing crucial advice about contracts, pricing, sales, and marketing. Coverage includes Overcoming the unique challenges of writing for games Composing music that can adapt in real time to player actions Developing thematic ideas Using audio middleware to create advanced interactive scores Working effectively with game development teams Understanding the life of a video game composer Managing contracts, rights, estimating, and negotiation Finding work The companion website contains software tools to help you master interactive music concepts explored in this book, with additional resources and links to learn more about scoring for games. See Appendix A for details.
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77
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 new techniques, mechanics, and even entire genres. This book offers a detailed and accessible study of this influential video game console from both computational and cultural perspectives.
Studies of digital media have rarely investigated platforms--the systems underlying computing. This book (the first in a series of Platform Studies) does so, developing a critical approach that examines the relationship between platforms and creative expression. Nick Montfort and Ian Bogost discuss the Atari VCS itself and examine in detail six game cartridges: Combat, Adventure, Pac-Man, Yars' Revenge, Pitfall!, and Star Wars: The Empire Strikes Back. They describe the technical constraints and affordances of the system and track developments in programming, gameplay, interface, and aesthetics. Adventure, for example, was the first game to represent a virtual space larger than the screen (anticipating the boundless virtual spaces of such later games as World of Warcraft and Grand Theft Auto), by allowing the player to walk off one side into another space; and Star Wars: The Empire Strikes Back was an early instance of interaction between media properties and video games. Montfort and Bogost show that the Atari VCS--often considered merely a retro fetish object--is an essential part of the history of video games.
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78
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
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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 techniques, and refined exercises strengthen your understanding of how game systems function and give you the skills and tools necessary to create a compelling and engaging game.
The book puts you to work prototyping, playtesting, and revising your own games with time-tested methods and tools. It provides you with the foundation to advance your career in any facet of the game industry, including design, producing, programming, and visual design.
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80
Doom Guy: Life in First Person
John Romero
4.0
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81
Minecraft: Exploded Builds: Medieval Fortress: An Official Mojang Book
Mojang Ab
4.0
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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 to solve. As you work through the book, you'll build exercises and mini-projects, like making a spacewalk simulator and creating an astronaut's safety checklist that will put your new Python skills to the test. You'll learn how to use Pygame Zero, a free resource that lets you add graphics and sound effects to your creations, and you'll get useful game-making tips, such as how to design fun puzzles and intriguing maps. Before you know it, you'll have a working, awesome game to stump your friends with (and some nifty coding skills, too!). You can follow this book using a Raspberry Pi or a Microsoft Windows PC, and the 3D graphics and sound effects you need are provided as a download.
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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 creating a leaderboard, and allowing players to save their games. This book walks you through the basics of the studio tool, provides tutorials for specific actions and creations, then explains how to use all of that knowledge to create your own unique game world! With detailed instructions, example screenshots, and simple explanations of what code to use and how to use it, this book is a must-have guide for any Roblox game designer—from beginners to expert coders!
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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, and more efficient C++ applications. Master the fundamentals of C++ and object-oriented programming Understand how C++ features help you write compact and efficient code using concepts such as lambda expressions, move constructors, and assignment operators Learn best practices and avoid pitfalls via useful Do's and Don'ts Learn the Standard Template Library, including containers and algorithms used in most real-world C++ applications Test your knowledge and expertise with exercises at the end of every lesson Learn on your own time, at your own pace: No previous programming experience required Write fast and powerful C++ programs, compile the source code, and create executable files Learn object-oriented programming concepts such as encapsulation, abstraction, inheritance, and polymorphism Use the Standard Template Library's algorithms and containers to write feature-rich yet stable C++ applications Learn how automatic type deduction helps simplify C++ code Develop sophisticated programming techniques using lambda expressions, smart pointers, and move constructors Master the features of C++ by learning from programming experts Learn C++ features that allow you to program compact and high-performance C++ applications Preview what's new in C++17 Contents at a Glance Part I: The Basics Lesson 1: Getting Started Lesson 2: The Anatomy of a C++ Program Lesson 3: Using Variables, Declaring Constants Lesson 4: Managing Arrays and Strings Lesson 5: Working with Expressions, Statements, and Operators Lesson 6: Controlling Program Flow Lesson 7: Organizing Code with Functions Lesson 8: Pointers and References Explained Part II: Fundamentals of Object-Oriented C++ Programming Lesson 9: Classes and Objects Lesson 10: Implementing Inheritance Lesson 11: Polymorphism Lesson 12: Operator Types and Operator Overloading Lesson 13: Casting Operators Lesson 14: An Introduction to Macros and Templates Part III: Learning the Standard Template Library (STL) Lesson 15: An Introduction to the Standard Template Library Lesson 16: The STL String Class Lesson 17: STL Dynamic Array Classes Lesson 18: STL list and forward_list Lesson 19: STL Set Classes Lesson 20: STL Map Classes Part IV: More STL Lesson 21: Understanding Function Objects Lesson 22: Lambda Expressions Lesson 23: STL Algorithms Lesson 24: Adaptive Containers: Stack and Queue Lesson 25: Working with Bit Flags Using STL Part V: Advanced C++ Concepts Lesson 26: Understanding Smart Pointers Lesson 27: Using Streams for Input and Output Lesson 28: Exception Handling Lesson 29: Going Forward Part VI: Appendixes Appendix A: Working with Numbers: Binary and Hexadecimal Appendix B: C++ Keywords Appendix C: Operator Precedence Appendix D: ASCII Codes Appendix E: Answers
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85
Unreal Engine 4 Game Development Quick Start Guide: Programming professional 3D games with Unreal Engine 4
Rachel Cordone
4.0
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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 best game animation for beginners and professionals alike. Taking readers through a complete game production, this book provides a clear understanding of expectations of the game animator at every stage, featuring game animation fundamentals and how they fit within an overall project to offer a holistic approach to the field of game animation.
Key Features
Accumulated knowledge based on nearly two decades of insightful experience in all areas of video game animation.
Establishes the fundamentals of creating great video game animation, and how to achieve them.
A step-by-step explanation of every stage of a game production from the animator's perspective.
Readers should come away with an understanding of the expectations of a video game animator.
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87
Press Reset: Ruin and Recovery in the Video Game Industry
Jason Schreier
4.0
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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 with tips and advice from industry pros, you'll learn how to solve problems such as selecting your team, defining roles and identifying team leaders, meeting deadlines, and handling underperformers. You'll examine classic leadership traits, and take a look at specific team roles and their daily responsibilities. Real-world case studies illustrate solutions to each problem and hands-on exercises will help you practice the techniques presented. Team Leadership in the Game Industry provides you with a valuable set of best practices and advice to help you achieve efficient, cohesive teams.
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89
Hacks for Minecrafters: Master Builder: The Unofficial Guide to Tips and Tricks That Other Guides Won't Teach You
Megan Miller
4.0
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90
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
Cover unavailable
91
Code For Teens: The Awesome Beginner's Guide to Programming Volume 1: Javascript
Jeremy Moritz
4.0
Cover unavailable
92
The Advanced Roblox Coding Book: An Unofficial Guide, Updated Edition: Learn How to Script Games, Code Objects and Settings,
Heath Haskins
4.0
Cover unavailable
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 collection of Bible stories. With the world of Minecraft as a backdrop using vivid, full-color screenshots, children will experience the Bible as never before.
Authors Garrett Romines and Christopher Miko are teachers who have used Minecraft to create imaginative worlds in their classrooms. Now, they have created Bible stories with virtual blocks to produce vibrant, 3-D worlds filled with adventure and astonishing imagination.
With fascinating scripture and narrative simplified to teach young readers, this is the perfect gift. The images created are not only of magnificent, vast terrains often found in Minecraft but also feature artfully re-created Bible characters, such as Adam and Eve, and superb designs of the pyramids and Noah’s ark. A range of biblical characters such as Jesus and Pharaoh are offered in fun, colorful scenes kids will treasure. Engaging stories including the Tower of Babel and the story of Abram and Lot, to name a few, are here. With over 470 images, young readers will explore the story of creation, the journey of Abraham, David and Goliath, Moses’s great journey, the birth of Jesus, the Last Supper, and many more stories!
The Unofficial Holy Bible for Minecrafters makes the Bible more entertaining, engaging, and accessible for children than ever!
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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 practical knowledge gathered during over thirty years of designing award-winning games, this book is the bible of interactive design for children. It is a practical book that discusses the physiological and psychological dynamics of attention, the value of intrinsic play, and strategies to invent activities that support kids' engagement, entertainment, and learning.
It helps designers to better understand:
- The nature of play and how to recognize and support its presence. - Over 30 natural play patterns with applied examples in games and toys. - Learning theories, especially as they relate to optimum engagement. - How to connect with a specific audience by understanding children's ages and developmental stages. - Animation tips, tricks, and techniques for getting and holding attention. - How to keep games alive by using the many varieties of surprise. - How to maximize the impact of audio design in interactive experiences. - How to create character and avatar designs that kids will love, use, and relate to. - How to work with creative teams and clients to make the best products for kids. Understanding Kids, Play, and Interactive Design features real-world stories, practical methods, tips, and design secrets that user experience practitioners and children's designers need to ensure that the products they create are successful and engaging for kids. It addresses all aspects of children's design in depth, and it is packed with hundreds of full color photographs, screenshots, illustrations, and effects that use many of the design principles outlined in the book, providing a look that practices what it preaches and teaches. Written in accessible style, it offers insights and inspiration to parents, designers, educators, and anyone looking to create content that will be an immediate hit with kids.
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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 the core psychological concept of loss aversion, and in this book game creator Geoffrey Engelstein explains, with examples from both tabletop and video games, how it can be a tool in game design.
Loss aversion is a profound aspect of human psychology, and directly relevant to game design; it is a tool the game designer can use to elicit particular emotions in players. Engelstein connects the psychology of loss aversion to a range of phenomena related to games, exploring, for example, the endowment effect--why, when an object is ours, it gains value over an equivalent object that is not ours--as seen in the Weighted Companion Cube in the game Portal; the framing of gains and losses to manipulate player emotions; Deal or No Deal's use of the utility theory; and regret and competence as motivations, seen in the context of legacy games. Finally, Engelstein examines the approach to Loss Aversion in three games by Uwe Rosenberg, charting the designer's increasing mastery.
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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 open and giving as possible; and hope others can learn from that. You hold in your hands most of what I know about writing for games and much of what I believe and practice no matter what kind of writing I'm doing. It is meant to inform, to instruct, and maybe even inspire. It is as much about game design as it is writing for games. The two are virtually inseparable. The book itself has been designed as a quest. We are all of us on a journey toward a destination for which there is no single road. --Lee Sheldon, Author
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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 tell better, more emotionally involving stories, the book is written by two creative veterans of both Hollywood and "Nerdyhood." Through lively discussions and self-paced-exercises, Bryant and Giglio step you such topics as: the "no-act" structure of video games; writing great game characters; making gameplay emotionally meaningful; and bringing your game world alive.
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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 and help inspire future games. You and your team need to develop for today's platforms, while preparing for the new technology looming on the horizon and with the tools provided here, you can! So dig into this new collection and put it to work.
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99
The Game Narrative Toolbox (Focal Press Game Design Workshops)
Tobias Heussner, Toiya Kristen Finley, et al.
4.0
Cover unavailable
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 print book includes a free eBook in PDF, Kindle, and ePub formats from Manning Publications.
About the Technology
Build your next game without sweating the low-level details. The Unity game development platform handles the heavy lifting, so you can focus on game play, graphics, and user experience. With support for C# programming, a huge ecosystem of production-quality prebuilt assets, and a strong dev community, Unity can get your next great game idea off the drawing board and onto the screen!
About the Book
Unity in Action, Second Edition teaches you to write and deploy games with Unity. As you explore the many interesting examples, you'll get hands-on practice with Unity's intuitive workflow tools and state-of-the-art rendering engine. This practical guide exposes every aspect of the game dev process, from the initial groundwork to creating custom AI scripts and building easy-to-read UIs. And because you asked for it, this totally revised Second Edition includes a new chapter on building 2D platformers with Unity's expanded 2D toolkit.
What's Inside
Revised for new best practices, updates, and more! 2D and 3D games Characters that run, jump, and bump into things Connect your games to the internet
About the Reader
You need to know C# or a similar language. No game development knowledge is assumed.
About the Author
Joe Hocking is a software engineer and Unity expert specializing in interactive media development.
Table of Contents
PART 1 - First steps Getting to know Unity Building a demo that puts you in 3D space Adding enemies and projectiles to the 3D game Developing graphics for your game PART 2 - Getting comfortable Building a Memory game using Unity's 2D functionality Creating a basic 2D Platformer Putting a GUI onto a game Creating a third-person 3D game: player movement and animation Adding interactive devices and items within the game PART 3 - Strong finish Connecting your game to the internet Playing audio: sound effects and music Putting the parts together into a complete game Deploying your game to players' devices