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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! 93%
The game design manual that puts controls, camera, and characters first, then shows you the rest.
by Scott Rogers 2010
4.09
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 92%
Build games as emotion machines: a systems guide to rules, choices, and difficulty.
by Tynan Sylvester 2013
4.47
517 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 92%
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 91%
Build games without writing code: a visual logic system that teaches design as you go.
by Jacob Habgood 2006
3.94
148 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 91%
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 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 91%
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 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
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 91%
A repeatable design loop that turns raw ideas into tested, publishable games, no genius required.
by Justin Gary 2018
4.01
184 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 91%
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 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 91%
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
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 90%
Screenwriting's classic tools applied to games, so story and gameplay pull the same direction.
by Evan Skolnick 2014
3.99
503 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 90%
Visualize your game's economy, simulate rival strategies, and nail the balance before you ship.
by Ernest Adams 2012
4.12
185 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 90%
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
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 90%
Game tools are an unmeasured productivity drain. A UX method for fixing what studios overlook.
by David Lightbown 2015
4.13
16 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 90%
Why game developers lose their jobs after shipping hit games, and who profits.
by Jason Schreier 2021
4.05
8k+ 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 90%
Most educational games fail because they forget the play. The design framework that fixes that.
by George Kalmpourtzis 2018
4.31
45 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 90%
Designing a board game is designing an emotion. The craft of mechanics, pacing, and playtesting.
by Mike Selinker 2011
4.06
645 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 90%
The programming patterns that make game code resilient to change, and the ones that don't.
by Robert Nystrom 2011
4.49
2k+ 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 90%
The step-by-step playbook for designing learning games that slash training time and boost retention.
by Sharon Boller 2017
3.95
42 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 90%
Why most badges fail: the motivation design that turns app users into players.
by Gabe Zichermann 2011
3.65
490 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 89%
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
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 89%
Three transformations in four decades, and each one rewarded strategy over creative genius.
by Joost van Dreunen 2020
4.13
213 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 89%
Design the feeling first. A four-step cycle that turns a rough prototype into a hit.
by Joe Slack 2017
3.71
82 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 89%
Your player's brain is a flawed, distracted survival machine. Good UX starts there.
by Celia Hodent 2017
4.29
231 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 89%
Board games succeed or fail on six forms of involvement. Most designers only account for one.
by Gordon Calleja 2022
3.46
13 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 89%
Games grip you longer than movies because they feed deep needs that daily life starves.
by Scott Rigby 2011
4.00
111 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 89%
Fog, radio static, broken controls: Silent Hill made your own mind the real horror.
by Bernard Perron 2006
3.65
253 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 89%
Game music bends to the player. The craft, technology, and business behind interactive scores.
by Winifred Phillips 2014
4.21
175 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 89%
The research that clears video games of harm, and the surprising ways they improve our lives.
by Pete Etchells 2019
3.72
752 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 88%
Why developers build ugly interfaces, and the constraint system that fixes them.
by Adam Wathan 2018
4.65
2k+ 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 88%
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
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 88%
Your pattern library is not a design system. Shared language and team practices close the gap.
by Alla Kholmatova 2017
4.13
608 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 88%
Real fun needs rules, not freedom. The philosopher's case against chasing happiness.
by Ian Bogost 2016
3.17
572 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 88%
Postwar Germany rejected war games and invented a genre where elegance matters more than conquest.
by Stewart Woods 2012
3.78
137 ratings
HTML and CSS
by Jon Duckett • 2011
HTML and CSS are the web's building blocks. This visual guide shows you how to lay them.
4.30
5k+
HTML and CSS Summary
HTML and CSS 88%
HTML and CSS are the web's building blocks. This visual guide shows you how to lay them.
by Jon Duckett 2011
4.30
5k+ 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 88%
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
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 88%
A shared visual language of components and tokens that makes design scale without the mess.
by DesignBetter.co 2019
3.92
153 ratings
Console Wars
by Blake J. Harris • 2014
A toy exec and a blue hedgehog briefly unseated Nintendo. The real fight was inside the company.
3.97
12k+
Console Wars Summary
Console Wars 88%
A toy exec and a blue hedgehog briefly unseated Nintendo. The real fight was inside the company.
by Blake J. Harris 2014
3.97
12k+ 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 88%
Why leaderboards backfire and points stop working: designing motivation that comes from within.
by Kevin Werbach 2012
3.75
1k+ ratings
The Multiplayer Classroom
by Lee Sheldon • 2011
Your syllabus is a game design document. Here is how to write it, no computers required.
3.83
224
The Multiplayer Classroom Summary
The Multiplayer Classroom 88%
Your syllabus is a game design document. Here is how to write it, no computers required.
by Lee Sheldon 2011
3.83
224 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 88%
How Apple's engineers really worked: no sudden genius, just relentless demos and decisive taste.
by Ken Kocienda 2018
4.05
5k+ 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 88%
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
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 88%
Games satisfy us more than reality does. That gap is a blueprint for a better world.
by Jane McGonigal 2010
3.79
8k+ 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 88%
Board games expose the spite, irrationality, and self-deception economics ignores.
by Jonathan Kay 2019
3.57
324 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 88%
Chemistry meets web design: a method for building reusable component systems from the ground up.
by Brad Frost 2016
4.00
1k+ 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 88%
$80 million and seven years for a game that never shipped: the unraveling of Blizzard Entertainment.
by Jason Schreier 2024
4.16
7k+ ratings
Learn CSS in One Day and Learn It Well (Includes HTML5)
by Jamie Chan • 2015
Zero CSS to real web pages in one day: hands-on project that teaches layout and style.
4.06
142
Learn CSS in One Day and Learn It Well (Includes HTML5) Summary
Learn CSS in One Day and Learn It Well (Includes HTML5) 88%
Zero CSS to real web pages in one day: hands-on project that teaches layout and style.
by Jamie Chan 2015
4.06
142 ratings
Smashing WordPress
by Thord Daniel Hedengren • 2010
Take WordPress beyond blogging with themes, custom post types, and the loop for any site.
3.76
247
Smashing WordPress Summary
Smashing WordPress 88%
Take WordPress beyond blogging with themes, custom post types, and the loop for any site.
by Thord Daniel Hedengren 2010
3.76
247 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 88%
What if your toaster had an opinion? A field guide to design that argues.
by Bruce M. Tharp 2019
4.36
25 ratings
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