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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 90%
Behind the scenes of Destiny, Diablo, and Stardew Valley: chaos, crunch, and last-minute saves.
by Jason Schreier 2017
4.20
25k+ 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 90%
Build games without writing code: a visual logic system that teaches design as you go.
by Jacob Habgood 2006
3.94
148 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 89%
A repeatable design loop that turns raw ideas into tested, publishable games, no genius required.
by Justin Gary 2018
4.01
184 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! 89%
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 89%
Why game developers lose their jobs after shipping hit games, and who profits.
by Jason Schreier 2021
4.05
8k+ 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
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 88%
The prototyping-first method that catches design disasters before you write a single line of code.
by Tracy Fullerton 2008
4.11
513 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 88%
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
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 88%
Two coders, one lake house, and the game that turned office workers into after-hours warriors.
by David Kushner 2003
4.30
20k+ 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 88%
Design the feeling first. A four-step cycle that turns a rough prototype into a hit.
by Joe Slack 2017
3.71
82 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 88%
Three transformations in four decades, and each one rewarded strategy over creative genius.
by Joost van Dreunen 2020
4.13
213 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
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 88%
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
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 88%
Screenwriting's classic tools applied to games, so story and gameplay pull the same direction.
by Evan Skolnick 2014
3.99
503 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 87%
Designing a board game is designing an emotion. The craft of mechanics, pacing, and playtesting.
by Mike Selinker 2011
4.06
645 ratings
The Kickstarter Handbook
by Don Steinberg • 2012
Your Kickstarter succeeds on 30 days, a video, and the crowd you build beforehand. The playbook.
3.74
133
The Kickstarter Handbook Summary
The Kickstarter Handbook 87%
Your Kickstarter succeeds on 30 days, a video, and the crowd you build beforehand. The playbook.
by Don Steinberg 2012
3.74
133 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
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
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 87%
A videogame's rules are arguments. Learning to read them changes how you see every screen.
by Ian Bogost 2007
3.84
360 ratings
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 87%
Fog, radio static, broken controls: Silent Hill made your own mind the real horror.
by Bernard Perron 2006
3.65
253 ratings
Start Small, Stay Small
by Rob Walling • 2010
Stop building products for everyone. Pick a niche, build an audience, and market before you code.
3.95
2k+
Start Small, Stay Small Summary
Start Small, Stay Small 87%
Stop building products for everyone. Pick a niche, build an audience, and market before you code.
by Rob Walling 2010
3.95
2k+ 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 87%
Most educational games fail because they forget the play. The design framework that fixes that.
by George Kalmpourtzis 2018
4.31
45 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 87%
Real fun needs rules, not freedom. The philosopher's case against chasing happiness.
by Ian Bogost 2016
3.17
572 ratings
Punk Rock Etiquette
by Travis Nichols • 2008
Start a band with nothing, record for pennies, survive the road without a label.
3.75
123
Punk Rock Etiquette Summary
Punk Rock Etiquette 87%
Start a band with nothing, record for pennies, survive the road without a label.
by Travis Nichols 2008
3.75
123 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
Game Programming Patterns
by Robert Nystrom • 2011
The programming patterns that make game code resilient to change, and the ones that don't.
4.49
2k+
Game Programming Patterns Summary
Game Programming Patterns 87%
The programming patterns that make game code resilient to change, and the ones that don't.
by Robert Nystrom 2011
4.49
2k+ 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 87%
Game tools are an unmeasured productivity drain. A UX method for fixing what studios overlook.
by David Lightbown 2015
4.13
16 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
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 86%
Visualize your game's economy, simulate rival strategies, and nail the balance before you ship.
by Ernest Adams 2012
4.12
185 ratings
Everything I Know
by Paul Jarvis • 2013
Your creative work isn't a startup. Build it small enough to support a life you love.
3.72
802
Everything I Know Summary
Everything I Know 86%
Your creative work isn't a startup. Build it small enough to support a life you love.
by Paul Jarvis 2013
3.72
802 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
Gamers at Work
by Morgan Ramsay • 2012
Atari, EA, Blizzard, Valve: the founders reveal the near-death moments behind gaming's biggest hits.
3.69
138
Gamers at Work Summary
Gamers at Work 86%
Atari, EA, Blizzard, Valve: the founders reveal the near-death moments behind gaming's biggest hits.
by Morgan Ramsay 2012
3.69
138 ratings
Rebel Without a Crew, or How a 23-Year-Old Filmmaker with $7,000 Became a Hollywood Player
by Robert Rodríguez • 1995
$7,000, no crew: a 23-year-old's diary of shooting a feature in Mexico and breaking into Hollywood.
4.19
6k+
Rebel Without a Crew, or How a 23-Year-Old Filmmaker with $7,000 Became a Hollywood Player Summary
Rebel Without a Crew, or How a 23-Year-Old Filmmaker with $7,000 Became a Hollywood Player 86%
$7,000, no crew: a 23-year-old's diary of shooting a feature in Mexico and breaking into Hollywood.
by Robert Rodríguez 1995
4.19
6k+ 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
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 86%
Board games expose the spite, irrationality, and self-deception economics ignores.
by Jonathan Kay 2019
3.57
324 ratings
Our Noise
by John Cook • 2009
When the majors came knocking, Merge Records bet everything on handshakes and artistic freedom.
4.05
1k+
Our Noise Summary
Our Noise 86%
When the majors came knocking, Merge Records bet everything on handshakes and artistic freedom.
by John Cook 2009
4.05
1k+ 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 86%
One language, one portfolio, one interview strategy: the sequence that turns learners into hires.
by John Sonmez 2017
4.02
1k+ 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 86%
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
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 86%
Why most badges fail: the motivation design that turns app users into players.
by Gabe Zichermann 2011
3.65
490 ratings
Your Music and People
by Derek Sivers • 2020
Be helpful, specific, and too weird to ignore. The considerate way to market your music.
4.40
612
Your Music and People Summary
Your Music and People 86%
Be helpful, specific, and too weird to ignore. The considerate way to market your music.
by Derek Sivers 2020
4.40
612 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 86%
Game music bends to the player. The craft, technology, and business behind interactive scores.
by Winifred Phillips 2014
4.21
175 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 86%
Games grip you longer than movies because they feed deep needs that daily life starves.
by Scott Rigby 2011
4.00
111 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
The Path of Least Resistance
by Robert Fritz • 1989
Problem solving oscillates. Creating resolves. Your underlying structure decides which you live.
4.06
2k+
The Path of Least Resistance Summary
The Path of Least Resistance 86%
Problem solving oscillates. Creating resolves. Your underlying structure decides which you live.
by Robert Fritz 1989
4.06
2k+ ratings
Every Tool's a Hammer
by Adam Savage • 2019
A master maker's playbook: prototype in cardboard, plan in lists, and let obsession drive the work.
4.18
11k+
Every Tool's a Hammer Summary
Every Tool's a Hammer 86%
A master maker's playbook: prototype in cardboard, plan in lists, and let obsession drive the work.
by Adam Savage 2019
4.18
11k+ 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 86%
Games satisfy us more than reality does. That gap is a blueprint for a better world.
by Jane McGonigal 2010
3.79
8k+ 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 86%
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
How Not to Make a Short Film
by Roberta Marie Munroe • 2009
The Sundance programmer's playbook for making a short film that festivals actually want to see.
3.67
492
How Not to Make a Short Film Summary
How Not to Make a Short Film 86%
The Sundance programmer's playbook for making a short film that festivals actually want to see.
by Roberta Marie Munroe 2009
3.67
492 ratings
Play Nice
by Jason Schreier • 2024
$80 million and seven years for a game that never shipped: the unraveling of Blizzard Entertainment.
4.16
7k+
Play Nice Summary
Play Nice 86%
$80 million and seven years for a game that never shipped: the unraveling of Blizzard Entertainment.
by Jason Schreier 2024
4.16
7k+ ratings
Feck Perfuction
by James Victore • 2019
Perfection kills more work than criticism ever did. A designer's guide to making things anyway.
4.04
2k+
Feck Perfuction Summary
Feck Perfuction 86%
Perfection kills more work than criticism ever did. A designer's guide to making things anyway.
by James Victore 2019
4.04
2k+ ratings
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