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Silent Hill
by Bernard Perron • 2006
Fog, radio static, broken controls: Silent Hill made your own mind the real horror.
3.65
253
Silent Hill Summary
Silent Hill 89%
Fog, radio static, broken controls: Silent Hill made your own mind the real horror.
by Bernard Perron 2006
3.65
253 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 87%
Screenwriting's classic tools applied to games, so story and gameplay pull the same direction.
by Evan Skolnick 2014
3.99
503 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
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 86%
Board games succeed or fail on six forms of involvement. Most designers only account for one.
by Gordon Calleja 2022
3.46
13 ratings
The Visual Story
by Bruce Block • 2021
How to align visual structure with story: seven components, one law, and a shot-by-shot system.
4.67
3
The Visual Story Summary
The Visual Story 86%
How to align visual structure with story: seven components, one law, and a shot-by-shot system.
by Bruce Block 2021
4.67
3 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
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 86%
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
Lost in a Good Game
by Pete Etchells • 2019
The research that clears video games of harm, and the surprising ways they improve our lives.
3.72
752
Lost in a Good Game Summary
Lost in a Good Game 86%
The research that clears video games of harm, and the surprising ways they improve our lives.
by Pete Etchells 2019
3.72
752 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! 86%
The game design manual that puts controls, camera, and characters first, then shows you the rest.
by Scott Rogers 2010
4.09
1k+ ratings
Press Reset
by Jason Schreier • 2021
Why game developers lose their jobs after shipping hit games, and who profits.
4.05
8k+
Press Reset Summary
Press Reset 86%
Why game developers lose their jobs after shipping hit games, and who profits.
by Jason Schreier 2021
4.05
8k+ 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
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 85%
Build games as emotion machines: a systems guide to rules, choices, and difficulty.
by Tynan Sylvester 2013
4.47
517 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 85%
The prototyping-first method that catches design disasters before you write a single line of code.
by Tracy Fullerton 2008
4.11
513 ratings
Reading the Silver Screen
by Thomas C. Foster • 2014
You've seen 1,000 films. A literature professor shows you what your eyes already knew.
3.35
326
Reading the Silver Screen Summary
Reading the Silver Screen 85%
You've seen 1,000 films. A literature professor shows you what your eyes already knew.
by Thomas C. Foster 2014
3.35
326 ratings
The Visual Story
by Bruce Block • 2007
Stop guessing at visual impact. A system for making every frame serve your story deliberately.
4.30
772
The Visual Story Summary
The Visual Story 85%
Stop guessing at visual impact. A system for making every frame serve your story deliberately.
by Bruce Block 2007
4.30
772 ratings
Cinematic Storytelling
by Jennifer Van Sijll • 2005
The hundred visual decisions that tell your story before anyone opens their mouth.
4.01
878
Cinematic Storytelling Summary
Cinematic Storytelling 85%
The hundred visual decisions that tell your story before anyone opens their mouth.
by Jennifer Van Sijll 2005
4.01
878 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 85%
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
The Game Maker's Apprentice
by Jacob Habgood • 2006
Build games without writing code: a visual logic system that teaches design as you go.
3.94
148
The Game Maker's Apprentice Summary
The Game Maker's Apprentice 85%
Build games without writing code: a visual logic system that teaches design as you go.
by Jacob Habgood 2006
3.94
148 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 85%
Games grip you longer than movies because they feed deep needs that daily life starves.
by Scott Rigby 2011
4.00
111 ratings
Indiana Jones and Philosophy
by Dean Kowalski • 2023
Beneath the fedora: a philosophy seminar on heroism, faith, aging, and who really owns the past.
3.71
21
Indiana Jones and Philosophy Summary
Indiana Jones and Philosophy 85%
Beneath the fedora: a philosophy seminar on heroism, faith, aging, and who really owns the past.
by Dean Kowalski 2023
3.71
21 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 85%
Two coders, one lake house, and the game that turned office workers into after-hours warriors.
by David Kushner 2003
4.30
20k+ ratings
Documentary Storytelling
by Sheila Curran Bernard • 2010
From research to final cut: the craft rules for making nonfiction films that grip like fiction.
4.00
148
Documentary Storytelling Summary
Documentary Storytelling 85%
From research to final cut: the craft rules for making nonfiction films that grip like fiction.
by Sheila Curran Bernard 2010
4.00
148 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 85%
Postwar Germany rejected war games and invented a genre where elegance matters more than conquest.
by Stewart Woods 2012
3.78
137 ratings
Making Movies
by Sidney Lumet • 1995
How a director keeps a movie from dying the death of a thousand compromises.
4.29
10k+
Making Movies Summary
Making Movies 85%
How a director keeps a movie from dying the death of a thousand compromises.
by Sidney Lumet 1995
4.29
10k+ ratings
Directing the Documentary by Michael Rabiger (1992-01-01) Paperback
by Michael Rabiger • 1987
From research to final cut: the documentary director's craft, where ethics and story meet the lens.
4.21
336
Directing the Documentary by Michael Rabiger (1992-01-01) Paperback Summary
Directing the Documentary by Michael Rabiger (1992-01-01) Paperback 85%
From research to final cut: the documentary director's craft, where ethics and story meet the lens.
by Michael Rabiger 1987
4.21
336 ratings
Cinema Speculation
by Quentin Tarantino • 2022
How a child snuck into adult movies in 1970s Los Angeles and came out a filmmaker.
4.04
15k+
Cinema Speculation Summary
Cinema Speculation 85%
How a child snuck into adult movies in 1970s Los Angeles and came out a filmmaker.
by Quentin Tarantino 2022
4.04
15k+ ratings
Film Directing Shot by Shot
by Steven D. Katz • 1991
Storyboards, staging patterns, and the cut: a director's visual grammar from script to screen.
4.00
2k+
Film Directing Shot by Shot Summary
Film Directing Shot by Shot 85%
Storyboards, staging patterns, and the cut: a director's visual grammar from script to screen.
by Steven D. Katz 1991
4.00
2k+ ratings
The Art of The Fellowship of the Ring
by Gary Russell • 2002
The sketches, designs, and stories behind the film that made Tolkien's world real.
4.61
208k+
The Art of The Fellowship of the Ring Summary
The Art of The Fellowship of the Ring 85%
The sketches, designs, and stories behind the film that made Tolkien's world real.
by Gary Russell 2002
4.61
208k+ ratings
Screenwriting Is Filmmaking
by Brian Dunnigan • 2020
Write screenplays that think like a camera: the craft of making films from the page up.
3.33
3
Screenwriting Is Filmmaking Summary
Screenwriting Is Filmmaking 85%
Write screenplays that think like a camera: the craft of making films from the page up.
by Brian Dunnigan 2020
3.33
3 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 85%
Three transformations in four decades, and each one rewarded strategy over creative genius.
by Joost van Dreunen 2020
4.13
213 ratings
There's No Going Back
by David M. Stewart • 2025
Punk rock, Haitian activism, and radical trust: how a Corman pupil built an unlikely Oscar career.
3.76
21
There's No Going Back Summary
There's No Going Back 85%
Punk rock, Haitian activism, and radical trust: how a Corman pupil built an unlikely Oscar career.
by David M. Stewart 2025
3.76
21 ratings
Your Move
by Jonathan Kay • 2019
Board games expose the spite, irrationality, and self-deception economics ignores.
3.57
324
Your Move Summary
Your Move 85%
Board games expose the spite, irrationality, and self-deception economics ignores.
by Jonathan Kay 2019
3.57
324 ratings
Hitchcock/Truffaut
by François Truffaut • 1985
A bomb under the table, a document nobody cares about: Hitchcock decodes suspense for Truffaut.
4.47
10k+
Hitchcock/Truffaut Summary
Hitchcock/Truffaut 85%
A bomb under the table, a document nobody cares about: Hitchcock decodes suspense for Truffaut.
by François Truffaut 1985
4.47
10k+ ratings
Play Anything
by Ian Bogost • 2016
Real fun needs rules, not freedom. The philosopher's case against chasing happiness.
3.17
572
Play Anything Summary
Play Anything 85%
Real fun needs rules, not freedom. The philosopher's case against chasing happiness.
by Ian Bogost 2016
3.17
572 ratings
Pixar Storytelling
by Dean Movshovitz • 2017
Pixar's narrative playbook: what makes a concept rich, a character stick, and an ending feel earned.
3.95
903
Pixar Storytelling Summary
Pixar Storytelling 85%
Pixar's narrative playbook: what makes a concept rich, a character stick, and an ending feel earned.
by Dean Movshovitz 2017
3.95
903 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 85%
Your player's brain is a flawed, distracted survival machine. Good UX starts there.
by Celia Hodent 2017
4.29
231 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 85%
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
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 84%
Design the feeling first. A four-step cycle that turns a rough prototype into a hit.
by Joe Slack 2017
3.71
82 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 84%
Visualize your game's economy, simulate rival strategies, and nail the balance before you ship.
by Ernest Adams 2012
4.12
185 ratings
Analyser un film, de l'émotion à l'interprétation
by Laurent Jullier • 2012
Great films work on you before you understand them. The method for closing that gap.
3.33
21
Analyser un film, de l'émotion à l'interprétation Summary
Analyser un film, de l'émotion à l'interprétation 84%
Great films work on you before you understand them. The method for closing that gap.
by Laurent Jullier 2012
3.33
21 ratings
This is esports (and How to Spell it) – LONGLISTED FOR THE WILLIAM HILL SPORTS BOOK AWARD 2020
by Paul "ReDeYe" Chaloner • 2020
Esports started in 1980, runs on modder-built games, and won't push pros out at 25.
4.10
158
This is esports (and How to Spell it) – LONGLISTED FOR THE WILLIAM HILL SPORTS BOOK AWARD 2020 Summary
This is esports (and How to Spell it) – LONGLISTED FOR THE WILLIAM HILL SPORTS BOOK AWARD 2020 84%
Esports started in 1980, runs on modder-built games, and won't push pros out at 25.
by Paul "ReDeYe" Chaloner 2020
4.10
158 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 84%
One award. Half a million sales per winner. How German critics made board games art.
by James Wallis 2022
4.15
219 ratings
Directors Tell the Story
by Bethany Rooney • 2011
A working director's guide to running a set, shaping performances, and surviving the edit room.
4.47
74
Directors Tell the Story Summary
Directors Tell the Story 84%
A working director's guide to running a set, shaping performances, and surviving the edit room.
by Bethany Rooney 2011
4.47
74 ratings
Defiance of the Fall 7
by TheFirstDefier • 2022
Zac Atwood battles factions and cosmic horror in a System-run realm to sever Earth's karmic fate.
4.40
8k+
Defiance of the Fall 7 Summary
Defiance of the Fall 7 84%
Zac Atwood battles factions and cosmic horror in a System-run realm to sever Earth's karmic fate.
by TheFirstDefier 2022
4.40
8k+ ratings
Across the Board
by Tim Clare • 2024
Dice, boards, and cards: our oldest tools for connection, and what they reveal about being human.
3.83
472
Across the Board Summary
Across the Board 84%
Dice, boards, and cards: our oldest tools for connection, and what they reveal about being human.
by Tim Clare 2024
3.83
472 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 84%
Most educational games fail because they forget the play. The design framework that fixes that.
by George Kalmpourtzis 2018
4.31
45 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 84%
Game music bends to the player. The craft, technology, and business behind interactive scores.
by Winifred Phillips 2014
4.21
175 ratings
In the Blink of an Eye
by Walter Murch • 1995
An editor discovers, not assembles. The audience's blink reveals where every cut belongs.
4.21
9k+
In the Blink of an Eye Summary
In the Blink of an Eye 84%
An editor discovers, not assembles. The audience's blink reveals where every cut belongs.
by Walter Murch 1995
4.21
9k+ 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 84%
Designing a board game is designing an emotion. The craft of mechanics, pacing, and playtesting.
by Mike Selinker 2011
4.06
645 ratings
Moral Combat
by Patrick M. Markey • 2017
Crime fell as gaming rose. The evidence never held, and the outrage is a recycled panic.
4.18
173
Moral Combat Summary
Moral Combat 84%
Crime fell as gaming rose. The evidence never held, and the outrage is a recycled panic.
by Patrick M. Markey 2017
4.18
173 ratings
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