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Level Up!
by Scott Rogers • 2010
The game design manual that puts controls, camera, and characters first, then shows you the rest.
4.09
1k+
Level Up! Summary
Level Up! 95%
The game design manual that puts controls, camera, and characters first, then shows you the rest.
by Scott Rogers 2010
4.09
1k+ ratings
Game Development Patterns and Best Practices
by John P. Doran • 2017
Design patterns that ship games: when to use each and how they prevent late-stage collapse.
3.90
20
Game Development Patterns and Best Practices Summary
Game Development Patterns and Best Practices 94%
Design patterns that ship games: when to use each and how they prevent late-stage collapse.
by John P. Doran 2017
3.90
20 ratings
Designing Games
by Tynan Sylvester • 2013
Build games as emotion machines: a systems guide to rules, choices, and difficulty.
4.47
517
Designing Games Summary
Designing Games 93%
Build games as emotion machines: a systems guide to rules, choices, and difficulty.
by Tynan Sylvester 2013
4.47
517 ratings
A Game Design Vocabulary
by Anna Anthropy • 2013
The grammar of game design: how to script a back-and-forth that players lose themselves in.
3.94
134
A Game Design Vocabulary Summary
A Game Design Vocabulary 93%
The grammar of game design: how to script a back-and-forth that players lose themselves in.
by Anna Anthropy 2013
3.94
134 ratings
Think Like a Game Designer
by Justin Gary • 2018
A repeatable design loop that turns raw ideas into tested, publishable games, no genius required.
4.01
184
Think Like a Game Designer Summary
Think Like a Game Designer 93%
A repeatable design loop that turns raw ideas into tested, publishable games, no genius required.
by Justin Gary 2018
4.01
184 ratings
The Art of Game Design
by Jesse Schell • 2008
Players feel your work, they don't read it. A hundred ways to design what they feel.
4.39
3k+
The Art of Game Design Summary
The Art of Game Design 93%
Players feel your work, they don't read it. A hundred ways to design what they feel.
by Jesse Schell 2008
4.39
3k+ ratings
Play to Learn
by Sharon Boller • 2017
The step-by-step playbook for designing learning games that slash training time and boost retention.
3.95
42
Play to Learn Summary
Play to Learn 93%
The step-by-step playbook for designing learning games that slash training time and boost retention.
by Sharon Boller 2017
3.95
42 ratings
Video Game Storytelling
by Evan Skolnick • 2014
Screenwriting's classic tools applied to games, so story and gameplay pull the same direction.
3.99
503
Video Game Storytelling Summary
Video Game Storytelling 92%
Screenwriting's classic tools applied to games, so story and gameplay pull the same direction.
by Evan Skolnick 2014
3.99
503 ratings
Designing the User Experience of Game Development Tools
by David Lightbown • 2015
Game tools are an unmeasured productivity drain. A UX method for fixing what studios overlook.
4.13
16
Designing the User Experience of Game Development Tools Summary
Designing the User Experience of Game Development Tools 92%
Game tools are an unmeasured productivity drain. A UX method for fixing what studios overlook.
by David Lightbown 2015
4.13
16 ratings
Blood, Sweat, and Pixels
by Jason Schreier • 2017
Behind the scenes of Destiny, Diablo, and Stardew Valley: chaos, crunch, and last-minute saves.
4.20
25k+
Blood, Sweat, and Pixels Summary
Blood, Sweat, and Pixels 91%
Behind the scenes of Destiny, Diablo, and Stardew Valley: chaos, crunch, and last-minute saves.
by Jason Schreier 2017
4.20
25k+ ratings
The Complete Software Developer's Career Guide
by John Sonmez • 2017
One language, one portfolio, one interview strategy: the sequence that turns learners into hires.
4.02
1k+
The Complete Software Developer's Career Guide Summary
The Complete Software Developer's Career Guide 91%
One language, one portfolio, one interview strategy: the sequence that turns learners into hires.
by John Sonmez 2017
4.02
1k+ ratings
A Theory Of Fun For Game Design
by Ralph Koster • 2004
Games tap into your brain's learning circuits. The rush of fun is the moment something clicks.
3.90
3k+
A Theory Of Fun For Game Design Summary
A Theory Of Fun For Game Design 91%
Games tap into your brain's learning circuits. The rush of fun is the moment something clicks.
by Ralph Koster 2004
3.90
3k+ ratings
Explore Like a Pirate
by Michael Matera • 2015
Turn your classroom into a game where students chase knowledge, not grades.
4.22
307
Explore Like a Pirate Summary
Explore Like a Pirate 91%
Turn your classroom into a game where students chase knowledge, not grades.
by Michael Matera 2015
4.22
307 ratings
Gamification by Design
by Gabe Zichermann • 2011
Why most badges fail: the motivation design that turns app users into players.
3.65
490
Gamification by Design Summary
Gamification by Design 91%
Why most badges fail: the motivation design that turns app users into players.
by Gabe Zichermann 2011
3.65
490 ratings
The Gamification of Learning and Instruction
by Karl M. Kapp • 2012
Points and badges alone fail. Design learning that motivates like a game, tailored to player types.
3.83
305
The Gamification of Learning and Instruction Summary
The Gamification of Learning and Instruction 91%
Points and badges alone fail. Design learning that motivates like a game, tailored to player types.
by Karl M. Kapp 2012
3.83
305 ratings
A Composer's Guide to Game Music
by Winifred Phillips • 2014
Game music bends to the player. The craft, technology, and business behind interactive scores.
4.21
175
A Composer's Guide to Game Music Summary
A Composer's Guide to Game Music 91%
Game music bends to the player. The craft, technology, and business behind interactive scores.
by Winifred Phillips 2014
4.21
175 ratings
Masters of Doom
by David Kushner • 2003
Two coders, one lake house, and the game that turned office workers into after-hours warriors.
4.30
20k+
Masters of Doom Summary
Masters of Doom 91%
Two coders, one lake house, and the game that turned office workers into after-hours warriors.
by David Kushner 2003
4.30
20k+ ratings
Persuasive Games
by Ian Bogost • 2007
A videogame's rules are arguments. Learning to read them changes how you see every screen.
3.84
360
Persuasive Games Summary
Persuasive Games 90%
A videogame's rules are arguments. Learning to read them changes how you see every screen.
by Ian Bogost 2007
3.84
360 ratings
Refactoring UI
by Adam Wathan • 2018
Why developers build ugly interfaces, and the constraint system that fixes them.
4.65
2k+
Refactoring UI Summary
Refactoring UI 90%
Why developers build ugly interfaces, and the constraint system that fixes them.
by Adam Wathan 2018
4.65
2k+ ratings
Glued to Games
by Scott Rigby • 2011
Games grip you longer than movies because they feed deep needs that daily life starves.
4.00
111
Glued to Games Summary
Glued to Games 90%
Games grip you longer than movies because they feed deep needs that daily life starves.
by Scott Rigby 2011
4.00
111 ratings
How to Speak Tech
by Vinay Trivedi • 2013
No coding required: the Internet, cloud, databases, and software, translated into business sense.
3.93
204
How to Speak Tech Summary
How to Speak Tech 90%
No coding required: the Internet, cloud, databases, and software, translated into business sense.
by Vinay Trivedi 2013
3.93
204 ratings
Wordpress in a week
by Zak Cagaros • 2014
Launch a custom WordPress site in a week: the step-by-step blueprint for non-coders.
3.46
63
Wordpress in a week Summary
Wordpress in a week 90%
Launch a custom WordPress site in a week: the step-by-step blueprint for non-coders.
by Zak Cagaros 2014
3.46
63 ratings
Clean Code
by Robert C. Martin • 2007
Reading code dominates a developer's day; these rules keep your colleagues from cursing your name.
4.35
24k+
Clean Code Summary
Clean Code 90%
Reading code dominates a developer's day; these rules keep your colleagues from cursing your name.
by Robert C. Martin 2007
4.35
24k+ ratings
14 Habits of Highly Productive Developers
by Zeno Rocha • 2020
Fourteen habits for developers who want to stop sprinting and start compounding.
4.00
723
14 Habits of Highly Productive Developers Summary
14 Habits of Highly Productive Developers 90%
Fourteen habits for developers who want to stop sprinting and start compounding.
by Zeno Rocha 2020
4.00
723 ratings
For the Win
by Kevin Werbach • 2012
Why leaderboards backfire and points stop working: designing motivation that comes from within.
3.75
1k+
For the Win Summary
For the Win 90%
Why leaderboards backfire and points stop working: designing motivation that comes from within.
by Kevin Werbach 2012
3.75
1k+ ratings
Design Systems
by Alla Kholmatova • 2017
Your pattern library is not a design system. Shared language and team practices close the gap.
4.13
608
Design Systems Summary
Design Systems 90%
Your pattern library is not a design system. Shared language and team practices close the gap.
by Alla Kholmatova 2017
4.13
608 ratings
The Clean Coder
by Robert C. Martin • 2011
A pro programmer's real job: saying no, keeping promises, staying calm when the build breaks.
4.26
9k+
The Clean Coder Summary
The Clean Coder 90%
A pro programmer's real job: saying no, keeping promises, staying calm when the build breaks.
by Robert C. Martin 2011
4.26
9k+ ratings
Designing Interface Animation
by Val Head • 2016
Make your UI feel fast, smart, and alive. The motion rules for cognitive ease and 60fps performance.
4.16
82
Designing Interface Animation Summary
Designing Interface Animation 90%
Make your UI feel fast, smart, and alive. The motion rules for cognitive ease and 60fps performance.
by Val Head 2016
4.16
82 ratings
Apprenticeship Patterns
by Dave Hoover • 2009
Promotion pulls coders away from code. The patterns for staying in the craft while still advancing.
4.10
963
Apprenticeship Patterns Summary
Apprenticeship Patterns 90%
Promotion pulls coders away from code. The patterns for staying in the craft while still advancing.
by Dave Hoover 2009
4.10
963 ratings
Reality Is Broken
by Jane McGonigal • 2010
Games satisfy us more than reality does. That gap is a blueprint for a better world.
3.79
8k+
Reality Is Broken Summary
Reality Is Broken 90%
Games satisfy us more than reality does. That gap is a blueprint for a better world.
by Jane McGonigal 2010
3.79
8k+ ratings
One Up
by Joost van Dreunen • 2020
Three transformations in four decades, and each one rewarded strategy over creative genius.
4.13
213
One Up Summary
One Up 90%
Three transformations in four decades, and each one rewarded strategy over creative genius.
by Joost van Dreunen 2020
4.13
213 ratings
Practices of an Agile Developer
by Venkat Subramaniam • 2006
Clever code breaks teams; clear code lasts. Daily disciplines that turn a coder into a pro.
3.88
1k+
Practices of an Agile Developer Summary
Practices of an Agile Developer 90%
Clever code breaks teams; clear code lasts. Daily disciplines that turn a coder into a pro.
by Venkat Subramaniam 2006
3.88
1k+ ratings
Design Systems Handbook
by DesignBetter.co • 2019
A shared visual language of components and tokens that makes design scale without the mess.
3.92
153
Design Systems Handbook Summary
Design Systems Handbook 89%
A shared visual language of components and tokens that makes design scale without the mess.
by DesignBetter.co 2019
3.92
153 ratings
The Pragmatic Programmer
by Andy Hunt • 1999
The habits and instincts that turn junior coders into trusted pros: a programmer's survival guide.
4.33
24k+
The Pragmatic Programmer Summary
The Pragmatic Programmer 89%
The habits and instincts that turn junior coders into trusted pros: a programmer's survival guide.
by Andy Hunt 1999
4.33
24k+ ratings
Coders at Work
by Peter Seibel • 2009
Fifteen master programmers on how they think, debug, and design: the craft in their own words.
3.95
5k+
Coders at Work Summary
Coders at Work 89%
Fifteen master programmers on how they think, debug, and design: the craft in their own words.
by Peter Seibel 2009
3.95
5k+ ratings
What Video Games Have to Teach Us About Learning and Literacy
by James Paul Gee • 2003
Video games teach because they have to. The 36 learning principles schools can steal from them.
3.90
1k+
What Video Games Have to Teach Us About Learning and Literacy Summary
What Video Games Have to Teach Us About Learning and Literacy 89%
Video games teach because they have to. The 36 learning principles schools can steal from them.
by James Paul Gee 2003
3.90
1k+ ratings
HTML5 for Web Designers
by Jeremy Keith • 2010
Ditch plugins and browser hacks: native audio, video, and responsive images arrive with HTML5.
3.98
3k+
HTML5 for Web Designers Summary
HTML5 for Web Designers 89%
Ditch plugins and browser hacks: native audio, video, and responsive images arrive with HTML5.
by Jeremy Keith 2010
3.98
3k+ ratings
Testing in Scrum
by Tilo Linz • 2014
Shift from a last-minute quality gate to testing woven into every sprint and commit.
3.72
25
Testing in Scrum Summary
Testing in Scrum 89%
Shift from a last-minute quality gate to testing woven into every sprint and commit.
by Tilo Linz 2014
3.72
25 ratings
Once Upon an Algorithm
by Martin Erwig • 2017
What Hansel and Gretel, Sherlock Holmes, and Groundhog Day can teach you about algorithms.
3.63
265
Once Upon an Algorithm Summary
Once Upon an Algorithm 89%
What Hansel and Gretel, Sherlock Holmes, and Groundhog Day can teach you about algorithms.
by Martin Erwig 2017
3.63
265 ratings
Soft Skills
by John Sonmez • 2014
The developer's playbook for the non-coding half of the career: brand, negotiate, invest.
3.84
3k+
Soft Skills Summary
Soft Skills 89%
The developer's playbook for the non-coding half of the career: brand, negotiate, invest.
by John Sonmez 2014
3.84
3k+ ratings
Atomic Design
by Brad Frost • 2016
Chemistry meets web design: a method for building reusable component systems from the ground up.
4.00
1k+
Atomic Design Summary
Atomic Design 89%
Chemistry meets web design: a method for building reusable component systems from the ground up.
by Brad Frost 2016
4.00
1k+ ratings
Tidy First?
by Kent Beck • 2023
Software cost is coupling, and tidying is an investment: when to do it, when to ship.
3.92
1k+
Tidy First? Summary
Tidy First? 89%
Software cost is coupling, and tidying is an investment: when to do it, when to ship.
by Kent Beck 2023
3.92
1k+ ratings
Creative Selection
by Ken Kocienda • 2018
How Apple's engineers really worked: no sudden genius, just relentless demos and decisive taste.
4.05
5k+
Creative Selection Summary
Creative Selection 89%
How Apple's engineers really worked: no sudden genius, just relentless demos and decisive taste.
by Ken Kocienda 2018
4.05
5k+ ratings
The Nature of Code
by Daniel Shiffman • 2012
Code that breathes: how to build simulations that move, think, and evolve on your screen.
4.57
502
The Nature of Code Summary
The Nature of Code 89%
Code that breathes: how to build simulations that move, think, and evolve on your screen.
by Daniel Shiffman 2012
4.57
502 ratings
Frontend Architecture for Design Systems
by Micah Godbolt • 2015
Forget page-building. Build a design system with modular markup and CSS that scales.
3.33
123
Frontend Architecture for Design Systems Summary
Frontend Architecture for Design Systems 89%
Forget page-building. Build a design system with modular markup and CSS that scales.
by Micah Godbolt 2015
3.33
123 ratings
The Programmer's Brain
by Felienne Hermans • 2021
Syntax slips overnight; complex code confuses you. The cognitive fix no programming class taught.
3.85
416
The Programmer's Brain Summary
The Programmer's Brain 89%
Syntax slips overnight; complex code confuses you. The cognitive fix no programming class taught.
by Felienne Hermans 2021
3.85
416 ratings
Make Your Own Amazing YouTube Videos
by Brett Juilly • 2017
Your smartphone shoots great video. Here is the roadmap from first idea to loyal subscribers.
3.71
14
Make Your Own Amazing YouTube Videos Summary
Make Your Own Amazing YouTube Videos 89%
Your smartphone shoots great video. Here is the roadmap from first idea to loyal subscribers.
by Brett Juilly 2017
3.71
14 ratings
A Common-Sense Guide to Data Structures and Algorithms
by Jay Wengrow • 2017
The algorithm knowledge that turns working code into fast code, explained without the math degree.
4.39
603
A Common-Sense Guide to Data Structures and Algorithms Summary
A Common-Sense Guide to Data Structures and Algorithms 89%
The algorithm knowledge that turns working code into fast code, explained without the math degree.
by Jay Wengrow 2017
4.39
603 ratings
Madly, Deeply
by Alan Rickman • 2022
Systems must evolve, not freeze: automated guardrails, small batches, and teams shaped for change.
3.58
17k+
Madly, Deeply Summary
Madly, Deeply 89%
Systems must evolve, not freeze: automated guardrails, small batches, and teams shaped for change.
by Alan Rickman 2022
3.58
17k+ ratings
Functional Programming in Java
by Venkat Subramaniam • 2013
Cleaner code, less boilerplate, effortless parallelism: the Java 8 lambda and streams playbook.
4.17
226
Functional Programming in Java Summary
Functional Programming in Java 89%
Cleaner code, less boilerplate, effortless parallelism: the Java 8 lambda and streams playbook.
by Venkat Subramaniam 2013
4.17
226 ratings
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