8 books
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1 voter
Game Design Books
Showing 1-50 of 1,693
The Art of Game Design: A Book of Lenses (Paperback)
by (shelved 368 times as game-design)
avg rating 4.39 — 3,387 ratings — published 2008
A Theory Of Fun For Game Design (Paperback)
by (shelved 268 times as game-design)
avg rating 3.90 — 3,443 ratings — published 2004
Rules of Play: Game Design Fundamentals (Mit Press)
by (shelved 199 times as game-design)
avg rating 3.99 — 1,013 ratings — published 2003
Level Up!: The Guide to Great Video Game Design (Paperback)
by (shelved 151 times as game-design)
avg rating 4.09 — 1,125 ratings — published 2010
Game Design Workshop: A Playcentric Approach to Creating Innovative Games (Paperback)
by (shelved 143 times as game-design)
avg rating 4.10 — 509 ratings — published 2008
Game Feel (Morgan Kaufmann Game Design Books)
by (shelved 133 times as game-design)
avg rating 3.91 — 379 ratings — published 2008
Challenges for Game Designers (Paperback)
by (shelved 108 times as game-design)
avg rating 3.99 — 306 ratings — published 2008
Reality is Broken: Why Games Make Us Better and How They Can Change the World (Paperback)
by (shelved 97 times as game-design)
avg rating 3.79 — 8,334 ratings — published 2010
Designing Games: A Guide to Engineering Experiences (Paperback)
by (shelved 93 times as game-design)
avg rating 4.47 — 492 ratings — published 2013
Game Mechanics: Advanced Game Design (Paperback)
by (shelved 80 times as game-design)
avg rating 4.13 — 181 ratings — published 2012
The Design of Everyday Things (Paperback)
by (shelved 78 times as game-design)
avg rating 4.15 — 47,162 ratings — published 1988
Blood, Sweat, and Pixels (Kindle Edition)
by (shelved 69 times as game-design)
avg rating 4.20 — 24,086 ratings — published 2017
Characteristics of Games (Hardcover)
by (shelved 69 times as game-design)
avg rating 4.13 — 239 ratings — published 2012
Homo Ludens: A Study of the Play Element in Culture (Paperback)
by (shelved 62 times as game-design)
avg rating 3.99 — 2,952 ratings — published 1938
The Kobold Guide to Board Game Design (Paperback)
by (shelved 60 times as game-design)
avg rating 4.06 — 637 ratings — published 2011
Flow: The Psychology of Optimal Experience (Paperback)
by (shelved 49 times as game-design)
avg rating 4.11 — 87,683 ratings — published 1990
An Architectural Approach to Level Design (Paperback)
by (shelved 45 times as game-design)
avg rating 4.31 — 133 ratings — published 2014
Game Programming Patterns (Paperback)
by (shelved 45 times as game-design)
avg rating 4.48 — 1,562 ratings — published 2011
Designing Virtual Worlds (Paperback)
by (shelved 45 times as game-design)
avg rating 4.03 — 175 ratings — published 2003
The Gamer's Brain: How Neuroscience and UX Can Impact Video Game Design (Hardcover)
by (shelved 44 times as game-design)
avg rating 4.30 — 223 ratings — published
Fundamentals of Game Design (Paperback)
by (shelved 40 times as game-design)
avg rating 3.90 — 167 ratings — published 2006
A Game Design Vocabulary: Exploring the Foundational Principles Behind Good Game Design (Game Design/Usability)
by (shelved 37 times as game-design)
avg rating 3.93 — 135 ratings — published 2013
How Games Move Us: Emotion by Design (Playful Thinking)
by (shelved 36 times as game-design)
avg rating 3.59 — 483 ratings — published 2016
Uncertainty in Games (Playful Thinking)
by (shelved 36 times as game-design)
avg rating 3.53 — 363 ratings — published 2013
Video Game Storytelling: What Every Developer Needs to Know about Narrative Techniques (Paperback)
by (shelved 35 times as game-design)
avg rating 4.00 — 496 ratings — published 2014
A Pattern Language: Towns, Buildings, Construction (Center for Environmental Structure Series)
by (shelved 34 times as game-design)
avg rating 4.42 — 5,391 ratings — published 1977
100 Principles of Game Design (CD-ROM)
by (shelved 33 times as game-design)
avg rating 4.10 — 40 ratings — published 2012
Masters of Doom: How Two Guys Created an Empire and Transformed Pop Culture (Paperback)
by (shelved 33 times as game-design)
avg rating 4.29 — 19,946 ratings — published 2003
Advanced Game Design: A Systems Approach (Paperback)
by (shelved 32 times as game-design)
avg rating 4.29 — 80 ratings — published
Chris Crawford on Game Design (Paperback)
by (shelved 32 times as game-design)
avg rating 3.73 — 184 ratings — published 2003
Building Blocks of Tabletop Game Design: An Encyclopedia of Mechanisms (Paperback)
by (shelved 31 times as game-design)
avg rating 4.49 — 116 ratings — published 2019
Spelunky (Boss Fight Books, #11)
by (shelved 31 times as game-design)
avg rating 4.44 — 1,690 ratings — published 2015
The Well-Played Game: A Player's Philosophy (Hardcover)
by (shelved 30 times as game-design)
avg rating 4.01 — 168 ratings — published 1978
Persuasive Games: The Expressive Power of Videogames (Hardcover)
by (shelved 30 times as game-design)
avg rating 3.84 — 360 ratings — published 2007
The Ultimate Guide to Video Game Writing and Design (Paperback)
by (shelved 29 times as game-design)
avg rating 3.61 — 345 ratings — published 2006
Think Like A Game Designer: The Step-by-Step Guide to Unlocking Your Creative Potential (Kindle Edition)
by (shelved 27 times as game-design)
avg rating 4.04 — 168 ratings — published 2018
The Game Narrative Toolbox (Focal Press Game Design Workshops)
by (shelved 27 times as game-design)
avg rating 4.00 — 106 ratings — published 2015
Extra Lives: Why Video Games Matter (Hardcover)
by (shelved 27 times as game-design)
avg rating 3.52 — 3,703 ratings — published 2010
Educational Game Design Fundamentals: A Journey to Creating Intrinsically Motivating Learning Experiences (Paperback)
by (shelved 26 times as game-design)
avg rating 4.31 — 45 ratings — published
Level Design: Concept, Theory, and Practice (Paperback)
by (shelved 26 times as game-design)
avg rating 3.73 — 51 ratings — published 2009
Man, Play and Games (Paperback)
by (shelved 26 times as game-design)
avg rating 3.85 — 546 ratings — published 1958
The Game Design Reader: A Rules of Play Anthology (Mit Press)
by (shelved 26 times as game-design)
avg rating 4.06 — 136 ratings — published 2005
Half-Real: Video Games Between Real Rules and Fictional Worlds (Hardcover)
by (shelved 26 times as game-design)
avg rating 3.90 — 359 ratings — published 2005
What Video Games Have to Teach Us About Learning and Literacy (Paperback)
by (shelved 24 times as game-design)
avg rating 3.89 — 1,327 ratings — published 2003
Character Development and Storytelling for Games (Game Development Series)
by (shelved 23 times as game-design)
avg rating 3.64 — 86 ratings — published 2004
The Grasshopper: Games, Life and Utopia (Paperback)
by (shelved 22 times as game-design)
avg rating 4.07 — 571 ratings — published 1978
Understanding Comics: The Invisible Art (Paperback)
by (shelved 22 times as game-design)
avg rating 4.00 — 130,803 ratings — published 1993
The Art of Computer Game Design (Paperback)
by (shelved 21 times as game-design)
avg rating 3.80 — 144 ratings — published 1984
Emotional Design: Why We Love (or Hate) Everyday Things
by (shelved 21 times as game-design)
avg rating 3.95 — 5,455 ratings — published 2003
Critical Play: Radical Game Design (Hardcover)
by (shelved 21 times as game-design)
avg rating 3.92 — 157 ratings — published 2009
“It’s a truism in the game industry that a well-designed game should be playable immediately, with no instruction whatsoever.”
― Reality is Broken: Why Games Make Us Better and How They Can Change the World
― Reality is Broken: Why Games Make Us Better and How They Can Change the World
“Fail Faster.
This is our credo. It is our mantra. It is our goal with every waking second of every day.
Fail Faster.
Your ideas can't be precious. Your ego can't need protecting. Every failure is an opportunity for betterment. Every failure is another chance to get it right.
Fail Faster, because failing is how we get it right”
―
This is our credo. It is our mantra. It is our goal with every waking second of every day.
Fail Faster.
Your ideas can't be precious. Your ego can't need protecting. Every failure is an opportunity for betterment. Every failure is another chance to get it right.
Fail Faster, because failing is how we get it right”
―
The following shelves are listed as duplicates of this shelf:
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