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Whale Hunt in the Desert
by Deke Castleman • 2004
Steve Cyr, the Vegas host who hooks whales with comps and psychology until they crash.
3.77
401
Whale Hunt in the Desert Summary
Whale Hunt in the Desert 89%
Steve Cyr, the Vegas host who hooks whales with comps and psychology until they crash.
by Deke Castleman 2004
3.77
401 ratings
Addiction by Design
by Natasha Dow Schüll • 2012
Machine gambling is engineered to dissolve the self. Winning is just a chance to keep playing.
4.18
1k+
Addiction by Design Summary
Addiction by Design 89%
Machine gambling is engineered to dissolve the self. Winning is just a chance to keep playing.
by Natasha Dow Schüll 2012
4.18
1k+ 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 88%
Build games as emotion machines: a systems guide to rules, choices, and difficulty.
by Tynan Sylvester 2013
4.47
517 ratings
The Kobold Guide to Board Game Design
by Mike Selinker • 2011
Designing a board game is designing an emotion. The craft of mechanics, pacing, and playtesting.
4.06
645
The Kobold Guide to Board Game Design Summary
The Kobold Guide to Board Game Design 88%
Designing a board game is designing an emotion. The craft of mechanics, pacing, and playtesting.
by Mike Selinker 2011
4.06
645 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 88%
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
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 87%
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
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 87%
Why most badges fail: the motivation design that turns app users into players.
by Gabe Zichermann 2011
3.65
490 ratings
Unboxed
by Gordon Calleja • 2022
Board games succeed or fail on six forms of involvement. Most designers only account for one.
3.46
13
Unboxed Summary
Unboxed 87%
Board games succeed or fail on six forms of involvement. Most designers only account for one.
by Gordon Calleja 2022
3.46
13 ratings
Game Design Workshop
by Tracy Fullerton • 2008
The prototyping-first method that catches design disasters before you write a single line of code.
4.11
513
Game Design Workshop Summary
Game Design Workshop 87%
The prototyping-first method that catches design disasters before you write a single line of code.
by Tracy Fullerton 2008
4.11
513 ratings
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! 87%
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 Mechanics
by Ernest Adams • 2012
Visualize your game's economy, simulate rival strategies, and nail the balance before you ship.
4.12
185
Game Mechanics Summary
Game Mechanics 87%
Visualize your game's economy, simulate rival strategies, and nail the balance before you ship.
by Ernest Adams 2012
4.12
185 ratings
Walden and Other Writings
by Henry David Thoreau • 1854
How to design tabletop games that feel intuitive, balance hope, and keep every player at the table.
3.95
5k+
Walden and Other Writings Summary
Walden and Other Writings 87%
How to design tabletop games that feel intuitive, balance hope, and keep every player at the table.
by Henry David Thoreau 1854
3.95
5k+ ratings
The Theory of Poker
by David Sklansky • 1983
A professional player reveals the theorem that turned poker from a gamble into a science.
4.02
3k+
The Theory of Poker Summary
The Theory of Poker 87%
A professional player reveals the theorem that turned poker from a gamble into a science.
by David Sklansky 1983
4.02
3k+ ratings
Discursive Design
by Bruce M. Tharp • 2019
What if your toaster had an opinion? A field guide to design that argues.
4.36
25
Discursive Design Summary
Discursive Design 87%
What if your toaster had an opinion? A field guide to design that argues.
by Bruce M. Tharp 2019
4.36
25 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 87%
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
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 87%
A repeatable design loop that turns raw ideas into tested, publishable games, no genius required.
by Justin Gary 2018
4.01
184 ratings
Making and Breaking the Grid
by Timothy Samara • 2003
Build grids like a modernist, break them like a punk. A workshop on the grid's double life.
3.88
4k+
Making and Breaking the Grid Summary
Making and Breaking the Grid 87%
Build grids like a modernist, break them like a punk. A workshop on the grid's double life.
by Timothy Samara 2003
3.88
4k+ ratings
Molly's Game
by Molly Bloom • 2014
Tobey Maguire won millions at her table. Leonardo DiCaprio was a regular. The FBI seized everything.
3.84
25k+
Molly's Game Summary
Molly's Game 87%
Tobey Maguire won millions at her table. Leonardo DiCaprio was a regular. The FBI seized everything.
by Molly Bloom 2014
3.84
25k+ 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 86%
A shared visual language of components and tokens that makes design scale without the mess.
by DesignBetter.co 2019
3.92
153 ratings
Educational Game Design Fundamentals
by George Kalmpourtzis • 2018
Most educational games fail because they forget the play. The design framework that fixes that.
4.31
45
Educational Game Design Fundamentals Summary
Educational Game Design Fundamentals 86%
Most educational games fail because they forget the play. The design framework that fixes that.
by George Kalmpourtzis 2018
4.31
45 ratings
The Board Game Designer's Guide
by Joe Slack • 2017
Design the feeling first. A four-step cycle that turns a rough prototype into a hit.
3.71
82
The Board Game Designer's Guide Summary
The Board Game Designer's Guide 86%
Design the feeling first. A four-step cycle that turns a rough prototype into a hit.
by Joe Slack 2017
3.71
82 ratings
Easy Money
by Ben McKenzie • 2023
The crypto boom was a Ponzi scheme with celebrity marketing, and the bill has arrived.
3.95
4k+
Easy Money Summary
Easy Money 86%
The crypto boom was a Ponzi scheme with celebrity marketing, and the bill has arrived.
by Ben McKenzie 2023
3.95
4k+ ratings
Graphic Design
by Ellen Lupton • 2008
Forget inspiration: how dots, grids, and iteration build the language of professional design.
3.95
2k+
Graphic Design Summary
Graphic Design 86%
Forget inspiration: how dots, grids, and iteration build the language of professional design.
by Ellen Lupton 2008
3.95
2k+ ratings
The Non-Designer's Design Book
by Robin P. Williams • 2011
Good design is not a talent; it is four principles anyone can apply.
4.10
5k+
The Non-Designer's Design Book Summary
The Non-Designer's Design Book 86%
Good design is not a talent; it is four principles anyone can apply.
by Robin P. Williams 2011
4.10
5k+ 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 86%
Why leaderboards backfire and points stop working: designing motivation that comes from within.
by Kevin Werbach 2012
3.75
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 86%
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
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 86%
Your pattern library is not a design system. Shared language and team practices close the gap.
by Alla Kholmatova 2017
4.13
608 ratings
One Little Spark!
by Marty Sklar • 2015
Ten principles from Disney Imagineering that turn ideas into attractions millions love.
3.96
694
One Little Spark! Summary
One Little Spark! 86%
Ten principles from Disney Imagineering that turn ideas into attractions millions love.
by Marty Sklar 2015
3.96
694 ratings
Everybody Wins
by James Wallis • 2022
One award. Half a million sales per winner. How German critics made board games art.
4.15
219
Everybody Wins Summary
Everybody Wins 86%
One award. Half a million sales per winner. How German critics made board games art.
by James Wallis 2022
4.15
219 ratings
Play Optimal Poker
by Andrew Brokos • 2019
Your equilibrium baseline: how to build it for protection, and when to abandon it for profit.
4.17
212
Play Optimal Poker Summary
Play Optimal Poker 86%
Your equilibrium baseline: how to build it for protection, and when to abandon it for profit.
by Andrew Brokos 2019
4.17
212 ratings
Eurogames
by Stewart Woods • 2012
Postwar Germany rejected war games and invented a genre where elegance matters more than conquest.
3.78
137
Eurogames Summary
Eurogames 86%
Postwar Germany rejected war games and invented a genre where elegance matters more than conquest.
by Stewart Woods 2012
3.78
137 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 86%
A videogame's rules are arguments. Learning to read them changes how you see every screen.
by Ian Bogost 2007
3.84
360 ratings
The Gamer's Brain
by Celia Hodent • 2017
Your player's brain is a flawed, distracted survival machine. Good UX starts there.
4.29
231
The Gamer's Brain Summary
The Gamer's Brain 86%
Your player's brain is a flawed, distracted survival machine. Good UX starts there.
by Celia Hodent 2017
4.29
231 ratings
You're My Favorite Client
by Mike Monteiro • 2014
Stop saying 'make the logo bigger' and learn what to ask for instead.
4.26
446
You're My Favorite Client Summary
You're My Favorite Client 86%
Stop saying 'make the logo bigger' and learn what to ask for instead.
by Mike Monteiro 2014
4.26
446 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 86%
The step-by-step playbook for designing learning games that slash training time and boost retention.
by Sharon Boller 2017
3.95
42 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 86%
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
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 86%
Game tools are an unmeasured productivity drain. A UX method for fixing what studios overlook.
by David Lightbown 2015
4.13
16 ratings
Presentation Zen Design
by Garr Reynolds • 2009
Slides packed with text bore audiences. Better visuals, type, and space make them pay attention.
4.19
2k+
Presentation Zen Design Summary
Presentation Zen Design 86%
Slides packed with text bore audiences. Better visuals, type, and space make them pay attention.
by Garr Reynolds 2009
4.19
2k+ ratings
Design Is Storytelling
by Ellen Lupton • 2017
Great design is storytelling: shaping choices, mapping emotions, and turning users into heroes.
3.96
2k+
Design Is Storytelling Summary
Design Is Storytelling 86%
Great design is storytelling: shaping choices, mapping emotions, and turning users into heroes.
by Ellen Lupton 2017
3.96
2k+ ratings
Essential Poker Math, Expanded Edition
by Alton Hardin • 2016
Poker math that wins: equity, odds, bet sizing, and the shortcuts that replace a calculator.
4.19
670
Essential Poker Math, Expanded Edition Summary
Essential Poker Math, Expanded Edition 86%
Poker math that wins: equity, odds, bet sizing, and the shortcuts that replace a calculator.
by Alton Hardin 2016
4.19
670 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 86%
Behind the scenes of Destiny, Diablo, and Stardew Valley: chaos, crunch, and last-minute saves.
by Jason Schreier 2017
4.20
25k+ 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 86%
Chemistry meets web design: a method for building reusable component systems from the ground up.
by Brad Frost 2016
4.00
1k+ ratings
Les Fondamentaux Du Graphisme
by Gavin Ambrose • 2008
For new designers: master typography, branding, process, and production from brief to finish.
3.53
109
Les Fondamentaux Du Graphisme Summary
Les Fondamentaux Du Graphisme 86%
For new designers: master typography, branding, process, and production from brief to finish.
by Gavin Ambrose 2008
3.53
109 ratings
Emotional Design
by Donald A. Norman • 2003
Your brain processes beauty before conscious thought, and good looks make things easier to use.
3.95
6k+
Emotional Design Summary
Emotional Design 86%
Your brain processes beauty before conscious thought, and good looks make things easier to use.
by Donald A. Norman 2003
3.95
6k+ ratings
The Interior Design Handbook
by Frida Ramstedt • 2019
The spatial geometry, layered lighting, and color theory pros use to build a room that works.
4.14
2k+
The Interior Design Handbook Summary
The Interior Design Handbook 86%
The spatial geometry, layered lighting, and color theory pros use to build a room that works.
by Frida Ramstedt 2019
4.14
2k+ ratings
Speculative Everything
by Anthony Dunne • 2013
Most design fixes problems. This design invents fictional worlds to test-drive better ones.
4.12
999
Speculative Everything Summary
Speculative Everything 86%
Most design fixes problems. This design invents fictional worlds to test-drive better ones.
by Anthony Dunne 2013
4.12
999 ratings
Doyle Brunson's Super System
by Doyle Brunson • 2002
The original No Limit bible: why people beat cards, how aggression wins, when to risk everything.
3.96
3k+
Doyle Brunson's Super System Summary
Doyle Brunson's Super System 86%
The original No Limit bible: why people beat cards, how aggression wins, when to risk everything.
by Doyle Brunson 2002
3.96
3k+ ratings
How to use graphic design to sell things, explain things, make things look better, make people laugh, make people cry, and (every once in a while) change the world
by Michael Bierut • 2015
Great logos aren't born from blank slates but from ugly constraints and stubborn clients.
4.32
1k+
How to use graphic design to sell things, explain things, make things look better, make people laugh, make people cry, and (every once in a while) change the world Summary
How to use graphic design to sell things, explain things, make things look better, make people laugh, make people cry, and (every once in a while) change the world 86%
Great logos aren't born from blank slates but from ugly constraints and stubborn clients.
by Michael Bierut 2015
4.32
1k+ ratings
Gambler
by Billy Walters • 2023
His betting system beat every casino in Vegas. An insider trading conviction did what they couldn't.
3.82
4k+
Gambler Summary
Gambler 86%
His betting system beat every casino in Vegas. An insider trading conviction did what they couldn't.
by Billy Walters 2023
3.82
4k+ 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 86%
Why developers build ugly interfaces, and the constraint system that fixes them.
by Adam Wathan 2018
4.65
2k+ ratings
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