100 Best Game Design Books of All Time
We've researched and ranked the best game design books in the world, based on recommendations from world experts, sales data, and millions of reader ratings. Learn more
Ryan HooverAlthough it's about gaming, the learnings and tactics in the book can be applied to any product. It's really about psychology and how people think. (Source)
Katherine IsbisterThis book is written by a very respected game design practitioner and academic, and it is one of the classics. (Source)
The book discusses the impact of designing in a multidimensional landscape, where computer science, environmental design, and storytelling all play a role in creating an interactive game design. For the professional game developer to the interested young gamer, this updated... more
Tom ChatfieldToday we are seeing a new form of it, but in order to really understand it properly, we need to begin with this really deep evolutionary hold that games have on us. (Source)
Jesper BylundOne of the most important books I’ve ever read is A Theory of Fun by Raph Koster. It creatively describes how “fun” is created and what it is. Which might sound trivial, but as a designer and developer of tools, this is by far the most important design principle I’ve discovered. Basically, why would you do anything if it wasn’t fun? Thankfully, this book describes how to make anything fun. (Source)
Expansion on themes
Touch and touch screen controls
AR enabled games & incorporating real-world camera in to your game
Motion controls
Designing an app icon
Real world level design
Voice over for games and much more...
"Level Up! "covers the entire video game creation process. Readers will learn how to develop marketable ideas, learn what perils and pitfalls await them during a game's pre-production, production and post-production stages. Rogers' also provides creative ideas to serve... more
As pop culture, games are as important as film or television--but game design has yet to develop a theoretical framework or critical vocabulary. In Rules of Play Katie Salen and Eric Zimmerman present a much-needed primer for this emerging field. They offer a unified model for looking at all kinds of games, from board games and sports to computer and video games. As active participants in game culture, the authors have written Rules of Play as a... more
The understanding of how game designers create feel, and affect feel are only partially understood by most in the field and tends to be... more
Master the craft of game design so you can create that elusive combination of challenge, competition, and interaction that players seek. This design workshop begins with an examination of the fundamental elements of game design; then puts you to work in prototyping, playtesting and redesigning your own games with exercises that teach essential design skills.
Workshop exercises require no background in programming or artwork, releasing you from the intricacies of electronic game production, so you can develop a working understanding of the essentials of game...
moreMarius Ciuchete Pauneval(ez_write_tag([[250,250],'theceolibrary_com-large-mobile-banner-2','ezslot_5',164,'0','1'])); Question: Was there a moment, specifically, when something you read in a book helped you? Answer: Yes there was. In fact, I can remember two separate sentences from two different books: The first one comes from “The Design of Everyday Things” by Don Norman. It says: “great design will help... (Source)
Grey BakerI mainly read to decompress and change my state of mind, so it’s hard to point to an insight I read that helped me. Reading fiction has pulled me out of a bad mood more times than I can count, though, and always reenergises me to attack problems that had stumped me again. That said, I read and loved Norman Norman’s “The Design of Everyday Things”, and it’s helped me think through design problems... (Source)
Kaci LambeThese three books are about how people actually use design in their lives. They helped me understand this very basic idea: There are no dumb users, only bad designers. Take the time to create based on how your design will be interacted with. Test it. Iterate. That's how you become a good designer. (Source)
Xi-Wei YeoIf you’re into gamification, like myself and my team, I highly, highly recommend Reality is Broken, by Jane McGonigal, Actionable Gamification by Yu-Kai Chou, and Gamify: How Gamification Motivates People to do Extraordinary Things, by Biran Birke. Jane McGonigal is essentially the Martha Stewart of gamification (sans prison sentence), and Yu-Kai Chou is doing great things in the field,... (Source)
Bogdana ButnarI thought I might put my money where my mouth is. I keep whining that young people are not in touch with some essential books on advertising that have helped me shape the way I practise my trade today, but I never did anything about it. So I am starting here the ultimate books to read list. I will add to it as I get suggestions and as more good books get written. (Source)
Austin KleonWhile re-reading Mihaly Csikszentmihalyi’s wonderful book Flow: The Psychology of Optimal Experience, I came across this passage on working crossword puzzles. I think he could just as well be talking about making blackout poems: "There is much to be said in favor of this popular pastime, which in its best form resembles the ancient riddle contests. It is inexpensive and portable, its challenges... (Source)
Tom ChatfieldThe notion of flow is the idea that there is a state that is characterised by complete immersion in an activity, by a constant response to stimuli, and a perfect match between your ability and the challenge in front of you. (Source)
Don't have time to read the top Game Design books of all time? Read Shortform summaries.
Shortform summaries help you learn 10x faster by:
- Being comprehensive: you learn the most important points in the book
- Cutting out the fluff: you focus your time on what's important to know
- Interactive exercises: apply the book's ideas to your own life with our educators' guidance.
The first popular work to combine the spiritual and psychological insights of modern psychoanalysis with the archetypes of world mythology, the book creates a roadmap for navigating the frustrating path of contemporary life. Examining heroic myths in the light of modern psychology, it considers not only the patterns and stages of mythology but also its relevance to our lives today--and to the life of any person seeking a fully realized existence.
Myth, according to Campbell, is the projection of a culture's dreams onto a large screen; Campbell's book, like Star Wars, the...
Darren Aronofsky[I'm] totally part of his cult. Because I believe in that hero’s journey. (Source)
Kyle RussellBook 28 Lesson: Embedded in human psychology (and the resulting symbolism we find compelling) is a wish for our struggles to be meaningful, for our suffering to have value, for our effort to pay off for ourselves and those we love - and to then be recognized for it. https://t.co/lWgr4k7d8Y (Source)
"You must read this book." — Neil Gaiman
Praised throughout the cartoon industry by such luminaries as Art Spiegelman, Matt Groening, and Will Eisner, Scott McCloud's Understanding Comics is a seminal examination of comics art: its rich history, surprising technical components, and major cultural significance. Explore the secret world between the panels, through the lines, and within the hidden symbols of a powerful but misunderstood... more
Austin KleonUnsolicited, but here’s my advice for visual thinkers (and others) who want to be better writers: [...] Cartoonists, because their work demands work from two disciplines (writing/art, poetry/design, words/pictures), are highly instructive when it comes to visual people learning to write, writers learning to make art, etc. (Check out Scott McCloud’s Understanding Comics for more.) (Source)
Will BrookerUnderstanding Comics is a book about how comics work, told in comic form. It’s very accessible, it’s for the general reader and is about comics in general, not just superhero comics. It explores areas like pacing and editing – how motion can be created through static panels on a page, and how arranging those panels in different ways, or drawing in different styles, or combining text and image,... (Source)
In clear and approachable prose, design pro Tynan Sylvester also looks at the day-to-day process necessary to keep your project on track, including how to work with a team, and how to avoid creative dead ends. Packed with examples, this... more
Games have much in common with other software, but also a number of unique... more
This book provides a language of this kind. It will enable making a design for almost any kind of building, or any part of the built environment. ‘Patterns,’ the units of this language, are answers to design problems: how high should a window sill be?; how many stories should a building... more
Patrick CollisonParticularly great. (Source)
Liz Lambert[The author] is a writer and a thinker about architecture and about how we build. (Source)
Tom ChatfieldIt’s a book about the way that play precedes culture, and is a distinct and very complicated human phenomenon, which the author sees as giving rise to much that we think of as civilisation… (Source)
Some of the biggest problems facing the world—war, hunger, poverty, and environmental degradation—are essentially system... more
Tobi Lütke[Tobi Lütke recommended this book on the podcast "The Knowledge Project".] (Source)
Kate RaworthIt was a real revelation for me to discover such a different approach to thinking and analysing challenges. (Source)
Mira KirshenbaumA nice overview of how initial conditions lead to patterns that determine what the relationship feels like to the people in it (Source)
Alexis OhanianMade [my co-founder and I] think, 'Well, if these guys could do it, why can’t we?' (Source)
Duncan Jones@dannyodwyer I cant wait to see this. The book is fascinating, and I remember watching with bulging fan-boy eyes during those halcyon days! (Source)
Chris OliverMasters of Doom. Many of us started our careers in programming because we wanted to make games. This book covers the story of John Romero and John Carmack as they created ID software making Doom, Quake, and many other games we grew up playing as kids. It's truly inspiring for any software developer. (Source)
Aaron Greenberg@vickyfloresn @kingdiarmuid Great book! (Source)
Cliff Bleszinski@dizcrowell Book is great. @jasonschreier (Source)
Anoop AnthonyA journalistic masterpiece about the grueling production journeys of some of today's most successful video games. Having worked in video game development for about three years, I know that making video games is one of the hardest jobs in the world. Video games are fun when you play them, but creating AAA titles involves long hard hours, vast budgets, and herculean team efforts. Video game... (Source)
Don't have time to read the top Game Design books of all time? Read Shortform summaries.
Shortform summaries help you learn 10x faster by:
- Being comprehensive: you learn the most important points in the book
- Cutting out the fluff: you focus your time on what's important to know
- Interactive exercises: apply the book's ideas to your own life with our educators' guidance.
In Game Mechanics: Advanced Game Design, you'll... more
• Aspiring game writers and designers must have this complete bible
There are other books about creating video games out there.
Sure, they cover the basics. But The Ultimate Guide to Video Game Writing and Design goes way beyond the basics. The authors, top game designers, focus on creating games that are an involving, emotional experience for the gamer. Topics include integrating story into the game, writing the game script, putting together the game bible, creating the design document, and working on original... more
Spelunky is Boss Fight's first autobiographical book: the story of a game's creation as told by its creator. Using his own game as a vehicle, Derek Yu discusses such wide-ranging topics as... more
Why do some products capture widespread attention while others flop? What makes us engage with certain products out of sheer habit? Is there a pattern underlying how technologies hook us?
Nir Eyal answers these questions (and many more) by explaining the Hook Model—a four-step process embedded into the products of many successful companies to subtly encourage customer behavior. Through consecutive “hook cycles,” these products reach their ultimate goal of bringing users back again and again without... more
Matt MullenwegHooked gives you the blueprint for the next generation of products. Read Hooked or the company that replaces you will. (Source)
Tee-Ming ChewHooked: How to Build Habit-Forming Products by Nir Eyal. It changed the way I think about product and helps you to be hyper focused on what matters rather than what is cool for your users. (Source)
Irina MarinescuAlready a classic about how to build successful products. Also, retention is a priority goal for any Product Manager, but you can't have retention if you are not setting a good engagement rate. It was a great starting point for me as part of my first startup and continues to help me today as acquired knowledge about user behavior. (Source)
Katherine IsbisterThis book is probably the book that launched the tremendous interest in games for learning. (Source)
From Ed Catmull, co-founder (with Steve Jobs and John Lasseter) of Pixar Animation Studios, comes an incisive book about creativity in business—sure to appeal to readers of Daniel Pink, Tom Peters, and Chip and Dan Heath. Creativity, Inc. is a book for managers who want to lead their employees to new heights, a manual for anyone who strives for originality, and the first-ever, all-access trip into the nerve center of Pixar Animation—into the meetings, postmortems, and “Braintrust” sessions where some of the most successful films in... more
Mark ZuckerbergThis book is written by the founder of Pixar and is about his experience building a culture that fosters creativity. His theory is that people are fundamentally creative, but many forces stand in the way of people being able to do their best work. I love reading first-hand accounts about how people build great companies like Pixar and nurture innovation and creativity. This should be inspiring to... (Source)
Timothy FerrissNo matter your circumstances, storytelling and creativity are two 'meta-skills' that can take your business and life to the next level. Ed is a master. (Source)
Ezra KleinAn amazing, amazing book. (Source)
Everything a player needs to create heroic characters for the world’s greatest roleplaying game
The Player’s Handbook® is the essential reference for every Dungeons & Dragons® roleplayer. It contains rules for character creation and advancement, backgrounds and skills, exploration and combat, equipment, spells, and much more.
Use this book to create exciting characters from among the most iconic D&D® races and classes.
Dungeons & Dragons immerses you in a world of adventure. Explore ancient ruins and deadly dungeons. Battle monsters... more
Most people believe that the best way to motivate is with rewards like money—the carrot-and-stick approach. That's a mistake, says Daniel H. Pink (author of To Sell Is Human: The Surprising Truth About Motivating Others). In this provocative and persuasive new book, he asserts that the secret to high performance and satisfaction-at work, at school, and at home—is the deeply human need to direct our own lives, to learn and create new things, and to do better... more
Tobi Lütke[Tobi Lütke recommended this book in an interview in "The Globe and Mail."] (Source)
David Heinemeier HanssonTakes some of those same ideas about motivations and rewards and extrapolates them in a little bit. (Source)
Mike BenkovichI'd recommend a sprinkling of business books followed by a heap of productivity and behavioural psychology books. The business books will help you with principals and the psychological books help with everything else in your life. Building your own business can really f!@# you up psychologically. (Source)
David PapineauThe overall argument of the book is that in utopia, where humans have all their material needs satisfied at the push of a button, what we would do would be play games. (Source)
Nigel WarburtonSuits thinks games are the highest intrinsic good and he’s found a light-hearted way of getting to that conclusion – by using arguments and considering counter-examples. (Source)
Don't have time to read the top Game Design books of all time? Read Shortform summaries.
Shortform summaries help you learn 10x faster by:
- Being comprehensive: you learn the most important points in the book
- Cutting out the fluff: you focus your time on what's important to know
- Interactive exercises: apply the book's ideas to your own life with our educators' guidance.
Designing Virtual Worlds brings a rich,... more
In this 3rd edition, Steve returns with fresh perspective to reexamine the principles that made Don’t Make Me Think a classic-–with updated examples and a new chapter on mobile usability. And it’s still short, profusely illustrated…and best of all–fun to read.
If you’ve read it before, you’ll rediscover what made Don’t Make Me Think so essential to Web... more
Chris GowardHere are some of the books that have been very impactful for me, or taught me a new way of thinking: [...] Don't Make Me Think. (Source)
Nicolae AndronicI’m a technical guy. I studied the IT field and did software development for a long time until I discovered the business world. So the path for me is to slowly adapt from the clear, technical world, to the fuzzy, way more complex, business world. All the books that I recommend help this transition. “Don’t Make Me Think” - Steve Krug: for seeing software with the eyes of the user. (Source)
Nick GanjuAbout usability and making software and user interfaces that are friendly to people. (Source)
Jane McGonigalIt’s basically a book about games, but then it turns out it’s about the meaning of life. (Source)
Tom Critchlow@fkpxls Also it made me think of analogies to finite and infinite games. Have you read that book? If not you might enjoy it! (Source)
Kevin KellyGave me a mathematical framework for my own spirituality. (Source)
The game UX accounts for the whole experience players have with a video game, from first... more
Intended as the text for a college... more
Discover an exercise-driven, non-technical approach to game design without the need for programming or artistic expertise using Game Design Workshop, Third Edition.
Author Tracy Fullerton demystifies the creative process with a clear and accessible analysis of the formal and dramatic systems of game design. Examples of popular games, illustrations of design techniques, and refined exercises strengthen your understanding of how game systems function and give you the skills and tools necessary to create a compelling and engaging... more
The problem is language. We still don't know how to talk about game design. We can't share our visions. We forget what works (and doesn't). We don't learn from history. It's too hard to improve.
The breakthrough starts here. A Game Design Vocabulary gives us the complete game design framework we... more
With increasingly sophisticated video games being consumed by an enthusiastic and expanding audience, the pressure is on game developers like never before to deliver exciting stories and engaging characters. With Video Game Storytelling, game writer and producer Evan Skolnick provides a comprehensive yet easy-to-follow guide to storytelling basics and how they can be applied at every stage of the development process—by all members of the team. This clear, concise reference pairs relevant examples from top games and other media... more
Don't have time to read the top Game Design books of all time? Read Shortform summaries.
Shortform summaries help you learn 10x faster by:
- Being comprehensive: you learn the most important points in the book
- Cutting out the fluff: you focus your time on what's important to know
- Interactive exercises: apply the book's ideas to your own life with our educators' guidance.
— John Romero, co-founder of id Software and CEO of Loot Drop, Inc.
"Solarski’s methodology here is to show us the artistic techniques that every artist should know, and then he transposes them to the realm of video games to show how they should be used to create a far more... more
Written by a game developer and professor trained in architecture, An Architectural Approach to Level Design is one of the first books to integrate architectural and spatial design theory with the field of level design. It explores the principles of level design through the context and history of architecture, providing information useful to both academics and game development professionals.
Understand Spatial Design Principles for Game Levels in... more
With all the whiz, bang, pop, and shimmer of a glowing arcade. The Ultimate History of Video Games reveals everything you ever wanted to know and more about the unforgettable games that changed the world, the visionaries who made them, and the fanatics who played them. From the arcade to television and from the PC to the handheld device, video games have entraced kids at heart for nearly 30 years. And author and gaming historian Steven L. Kent has been there to record the craze from the very beginning.
This engrossing book... more
In this classic study, Caillois defines play as a free and voluntary activity that occurs in a pure space, isolated and protected from the rest of life. Play is uncertain, since the outcome may not be foreseen, and it is governed by rules that provide a level playing field for all participants. In its most basic form, play consists of... more
Don't have time to read the top Game Design books of all time? Read Shortform summaries.
Shortform summaries help you learn 10x faster by:
- Being comprehensive: you learn the most important points in the book
- Cutting out the fluff: you focus your time on what's important to know
- Interactive exercises: apply the book's ideas to your own life with our educators' guidance.
Before the Internet was commonplace, William Gibson showed us the Matrix—a world within the world, the representation of every byte of data in cyberspace. Henry Dorsett Case was the sharpest data-thief in the Matrix, until an ex-employer crippled his nervous system. Now a new employer has recruited him for a last-chance run against an unthinkably... more
Adam Savage[This series] changed my life. (Source)
Mark Pitcavage@jamesjhare Neuromancer is a fascinating book--but it was especially fascinating when it was first published; it was mind-blowing. (Source)
Pia Mancini@Fede_Bada amazing book (Source)
Rise of the Videogame Zinesters is a call to arms for anyone who's ever dreamed of making their own... more
Written by a team of instructors at a top games school in the U.S., " Game Design Principles" is the first one-stop reference book for seasoned designers or beginning design students to turn to when the going gets tough, or any time they need a little... more
Darren AronofskyIt’s the Bible for screenwriters. I think it’s the best book on how to write a screenplay ever written. It helped me get through so many roadblocks as a writer. (Source)
Videogames are an expressive medium, and a persuasive medium; they represent how real and imagined systems work, and they invite players to interact with those systems and form judgments about them. In this innovative analysis, Ian Bogost examines the way videogames mount arguments and influence players. Drawing on the 2,500-year history of rhetoric, the study of persuasive expression,... more
Until recently, Bissell was somewhat reluctant to admit to his passion for games. In this, he is not alone. Millions of adults spend hours every week playing video... more
This is a book that students of architecture will want to keep in the studio and in their backpacks. It is also a book they may want to keep out of view of their professors, for it expresses in clear and simple language things that tend to be murky and abstruse in the classroom. These 101 concise lessons in design, drawing, the creative process, and presentation--from the basics of "How to Draw a Line" to the complexities of... more
Don't have time to read the top Game Design books of all time? Read Shortform summaries.
Shortform summaries help you learn 10x faster by:
- Being comprehensive: you learn the most important points in the book
- Cutting out the fluff: you focus your time on what's important to know
- Interactive exercises: apply the book's ideas to your own life with our educators' guidance.
Minecraft is the one game that children, parents, and teaches all agree on. It’s great fun and a wonderful teaching tool. The Ultimate Unofficial Encyclopedia for Minecrafters reveals expert tricks of the trade for gamers. This exciting book will cover everything players need to know about mining, farming, building, villagers, the Nether, and more! Young gamers will be surprised... more
·A foreword by Valve founder Gabe Newell
·Hundreds of art, design, preproduction, and other art pieces crammed into the book
·Over a dozen key members of Valve's staff interviewed
·Officially approved by Valve
·Behind City 17 and other locations
·The development of the Source engine
·A rogue's gallery of beasts, characters, and monstrosities
·Key weapons development revelations
·A tour of many of the game's locations, from inception to completion
·Filled with art,... more
Benjamin HumphreyEssentially a reference book for product designers, the universal principles is a smartly curated and neatly presented guide to the key terms you'll come across as a designer, with examples and diagrams. A beautiful book. (Source)
Of course! But how?!
We all learn and educate others in our own unique ways. Successful educational games adapt to the particular learning needs of their players and facilitate the learning objectives of their designers.
Educational Game Design Fundamentals embarks on a journey to explore the necessary aspects to create games that are both fun and help players learn. This book examines the art of educational game design through various perspectives and presents real examples that will help readers... more
This book includes more than 80 games to help you break down barriers, communicate better, and generate new ideas, insights, and strategies. The authors have identified tools and techniques from some of the world's most innovative professionals, whose teams collaborate and make great things happen. This book is the result: a unique collection of games that encourage... more
Ola OlusogaSkimmed in the past, rereading. It has great examples of frameworks that help move you from fuzzy ideas to tangible output. (Source)
This is the... more
Michael OkudaEdward Tufte's classic book, The Visual Display of Quantitative Information is a fascinating, surprisingly readable treatise for anyone interested in infographics. When I hired artists for the Star Trek graphics dept, I sometimes asked them to read it.https://t.co/cK4GQqBDxp (Source)
Don't have time to read the top Game Design books of all time? Read Shortform summaries.
Shortform summaries help you learn 10x faster by:
- Being comprehensive: you learn the most important points in the book
- Cutting out the fluff: you focus your time on what's important to know
- Interactive exercises: apply the book's ideas to your own life with our educators' guidance.
Xi-Wei YeoIf you’re into gamification, like myself and my team, I highly, highly recommend Reality is Broken, by Jane McGonigal, Actionable Gamification by Yu-Kai Chou, and Gamify: How Gamification Motivates People to do Extraordinary Things, by Brian Birke. Jane McGonigal is essentially the Martha Stewart of gamification (sans prison sentence), and Yu-Kai Chou is doing great things in the field,... (Source)
What does the city's form actually mean to the people who live there? What can the city planner do to make the city's image more vivid and memorable to the city dweller? To answer these questions, Mr. Lynch, supported by studies of Los Angeles, Boston, and Jersey City, formulates a new criterion -- imageability -- and shows its potential value as a guide for the building and rebuilding of cities. The wide scope of this study leads to an original and vital method for the evaluation of city form. The architect, the planner, and... more
As relevant as when it was first published in 1968, groundbreaking director and cofounder of the Royal Shakespeare Company Peter Brook draws on a life in love with the stage to explore the issues facing a theatrical performance—of any scale. He describes important developments in theatre from the last century, as well as smaller scale events, from productions by... more
Michael BillingtonOne reason why this book resonates is that things we take for granted now – that theatre should be a shared experience, that it should be communal – were things that Brook was writing about. (Source)
This is a renaissance moment for video games -- in the variety of genres they represent, and the range of emotional territory they cover. But how do games create emotion? In How Games Move Us, Katherine Isbister takes the reader on a timely and novel exploration of the design techniques that evoke strong emotions for players. She counters arguments that games are creating a generation of isolated,... more
"Game Design, Second Edition" offers a behind-the-scenes look at how a game gets designed and developed-from the day the idea is born to the day the box hits the shelves. This new edition offers information on the latest techniques and development models, interviews with 12 top game designers, document templates that can be used during product development, and numerous industry resources. It is a practical guide that covers everything from the fundamentals of game design, to the trade-offs in the development process, to the deals a publisher makes to get a game on the shelves. No matter...
moreDon't have time to read the top Game Design books of all time? Read Shortform summaries.
Shortform summaries help you learn 10x faster by:
- Being comprehensive: you learn the most important points in the book
- Cutting out the fluff: you focus your time on what's important to know
- Interactive exercises: apply the book's ideas to your own life with our educators' guidance.
Animation is one of the hottest areas of filmmaking today--and the master animator who bridges the old generation and the new is Richard Williams. During his fifty years in the business, Williams has been one of the true innovators, winning three Academy Awards and serving as the link between Disney's golden age of animation by hand and the new computer animation exemplified by Toy Story.
Perhaps even more important, though, has been his dedication in... more
Sutton-Smith focuses on play theories rooted in seven... more
He writes, “There is one timeless way of building. It is thousands of years old, and the same today as it has always been. The great traditional buildings of the past, the villages and tents and temples in which man feels at home, have always been made by people who were very close to the center of this way. It is not... more
The Atari Video Computer System dominated the home video game market so completely that "Atari" became the generic term for a video game console. The Atari VCS was affordable and offered the flexibility of changeable cartridges. Nearly a thousand of these were created, the most significant of which established new techniques, mechanics, and even entire genres. This book offers a detailed and accessible study of this influential video game console from both computational and cultural... more
of your own and want to learn how to produce them
professionally?
Longtime game designer Justin Gary has the answers
you seek. After twenty years in the gaming industry,
creating such games as Solforge, Ascension, and the
World of Warcraft Miniatures Game, Justin is now
sharing all his secrets in Think Like a Game Designer.
Best of all, Justin’s secrets are really simple, practical,
and common sense steps you can take yourself. Justin
will walk you through each step and provide... more
Don't have time to read the top Game Design books of all time? Read Shortform summaries.
Shortform summaries help you learn 10x faster by:
- Being comprehensive: you learn the most important points in the book
- Cutting out the fluff: you focus your time on what's important to know
- Interactive exercises: apply the book's ideas to your own life with our educators' guidance.
Filled with examples from popular games and the real experiences of gamers themselves, Glued to Games gets to the heart of... more
The Invisible Game covers the necessary mental development of eSport players. The book helps to prepare the players' minds for the challenges, both on the map and in real life.
We overestimate the power of our daily thoughts, and we forget the potential of our inner wisdom. This book guides you with honest life... more
Begin by building classic games like Hangman, Guess the Number, and Tic-Tac-Toe, and then work your way up to more advanced games, like a text-based treasure hunting game and an animated collision-dodging game with sound effects. Along the way, you'll learn key programming and math concepts that will help you take your game programming to the next level.
Learn how to:
-Combine loops,... more
Don't have time to read the top Game Design books of all time? Read Shortform summaries.
Shortform summaries help you learn 10x faster by:
- Being comprehensive: you learn the most important points in the book
- Cutting out the fluff: you focus your time on what's important to know
- Interactive exercises: apply the book's ideas to your own life with our educators' guidance.