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Game Design Books
Showing 1-50 of 1,752
The Art of Game Design: A Book of Lenses (Paperback)
by (shelved 374 times as game-design)
avg rating 4.39 — 3,404 ratings — published 2008
A Theory Of Fun For Game Design (Paperback)
by (shelved 274 times as game-design)
avg rating 3.90 — 3,453 ratings — published 2004
Rules of Play: Game Design Fundamentals (Mit Press)
by (shelved 201 times as game-design)
avg rating 3.99 — 1,012 ratings — published 2003
Level Up!: The Guide to Great Video Game Design (Paperback)
by (shelved 153 times as game-design)
avg rating 4.09 — 1,133 ratings — published 2010
Game Design Workshop: A Playcentric Approach to Creating Innovative Games (Paperback)
by (shelved 145 times as game-design)
avg rating 4.11 — 511 ratings — published 2008
Game Feel (Morgan Kaufmann Game Design Books)
by (shelved 134 times as game-design)
avg rating 3.91 — 380 ratings — published 2008
Challenges for Game Designers (Paperback)
by (shelved 109 times as game-design)
avg rating 3.99 — 308 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 — 8,343 ratings — published 2010
Designing Games: A Guide to Engineering Experiences (Paperback)
by (shelved 94 times as game-design)
avg rating 4.47 — 507 ratings — published 2013
Game Mechanics: Advanced Game Design (Paperback)
by (shelved 81 times as game-design)
avg rating 4.12 — 183 ratings — published 2012
The Design of Everyday Things (Paperback)
by (shelved 80 times as game-design)
avg rating 4.15 — 47,501 ratings — published 1988
Blood, Sweat, and Pixels (Kindle Edition)
by (shelved 73 times as game-design)
avg rating 4.20 — 24,365 ratings — published 2017
Characteristics of Games (Hardcover)
by (shelved 70 times as game-design)
avg rating 4.12 — 241 ratings — published 2012
Homo Ludens: A Study of the Play Element in Culture (Paperback)
by (shelved 63 times as game-design)
avg rating 3.99 — 2,987 ratings — published 1938
The Kobold Guide to Board Game Design (Paperback)
by (shelved 60 times as game-design)
avg rating 4.06 — 641 ratings — published 2011
Flow: The Psychology of Optimal Experience (Paperback)
by (shelved 51 times as game-design)
avg rating 4.11 — 88,391 ratings — published 1990
An Architectural Approach to Level Design (Paperback)
by (shelved 46 times as game-design)
avg rating 4.31 — 135 ratings — published 2014
The Gamer's Brain: How Neuroscience and UX Can Impact Video Game Design (Hardcover)
by (shelved 45 times as game-design)
avg rating 4.29 — 226 ratings — published
Game Programming Patterns (Paperback)
by (shelved 45 times as game-design)
avg rating 4.48 — 1,580 ratings — published 2011
Designing Virtual Worlds (Paperback)
by (shelved 45 times as game-design)
avg rating 4.02 — 174 ratings — published 2003
Fundamentals of Game Design (Paperback)
by (shelved 41 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 38 times as game-design)
avg rating 3.93 — 135 ratings — published 2013
Uncertainty in Games (Playful Thinking)
by (shelved 37 times as game-design)
avg rating 3.53 — 364 ratings — published 2013
How Games Move Us: Emotion by Design (Playful Thinking)
by (shelved 36 times as game-design)
avg rating 3.59 — 488 ratings — published 2016
Video Game Storytelling: What Every Developer Needs to Know about Narrative Techniques (Paperback)
by (shelved 36 times as game-design)
avg rating 4.00 — 499 ratings — published 2014
Advanced Game Design: A Systems Approach (Paperback)
by (shelved 34 times as game-design)
avg rating 4.30 — 83 ratings — published
100 Principles of Game Design (CD-ROM)
by (shelved 34 times as game-design)
avg rating 4.10 — 40 ratings — published 2012
A Pattern Language: Towns, Buildings, Construction (Center for Environmental Structure Series)
by (shelved 34 times as game-design)
avg rating 4.42 — 5,436 ratings — published 1977
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 — 20,084 ratings — published 2003
Chris Crawford on Game Design (Paperback)
by (shelved 32 times as game-design)
avg rating 3.74 — 185 ratings — published 2003
Building Blocks of Tabletop Game Design: An Encyclopedia of Mechanisms (Paperback)
by (shelved 31 times as game-design)
avg rating 4.50 — 119 ratings — published 2019
Spelunky (Boss Fight Books, #11)
by (shelved 31 times as game-design)
avg rating 4.44 — 1,706 ratings — published 2015
The Ultimate Guide to Video Game Writing and Design (Paperback)
by (shelved 30 times as game-design)
avg rating 3.61 — 344 ratings — published 2006
The Well-Played Game: A Player's Philosophy (Hardcover)
by (shelved 30 times as game-design)
avg rating 4.01 — 164 ratings — published 1978
Persuasive Games: The Expressive Power of Videogames (Hardcover)
by (shelved 30 times as game-design)
avg rating 3.84 — 358 ratings — published 2007
Educational Game Design Fundamentals: A Journey to Creating Intrinsically Motivating Learning Experiences (Paperback)
by (shelved 27 times as game-design)
avg rating 4.31 — 45 ratings — published
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 4.03 — 179 ratings — published 2018
The Game Narrative Toolbox (Focal Press Game Design Workshops)
by (shelved 27 times as game-design)
avg rating 3.99 — 105 ratings — published 2015
Level Design: Concept, Theory, and Practice (Paperback)
by (shelved 27 times as game-design)
avg rating 3.73 — 51 ratings — published 2009
Extra Lives: Why Video Games Matter (Hardcover)
by (shelved 27 times as game-design)
avg rating 3.52 — 3,706 ratings — published 2010
Man, Play and Games (Paperback)
by (shelved 27 times as game-design)
avg rating 3.85 — 549 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 — 135 ratings — published 2005
Half-Real: Video Games Between Real Rules and Fictional Worlds (Hardcover)
by (shelved 26 times as game-design)
avg rating 3.89 — 361 ratings — published 2005
What Video Games Have to Teach Us About Learning and Literacy (Paperback)
by (shelved 24 times as game-design)
avg rating 3.90 — 1,330 ratings — published 2003
Character Development and Storytelling for Games (Game Development Series)
by (shelved 24 times as game-design)
avg rating 3.65 — 86 ratings — published 2004
The Grasshopper: Games, Life and Utopia (Paperback)
by (shelved 23 times as game-design)
avg rating 4.07 — 575 ratings — published 1978
Understanding Comics: The Invisible Art (Paperback)
by (shelved 22 times as game-design)
avg rating 4.00 — 131,663 ratings — published 1993
The Art of Computer Game Design (Paperback)
by (shelved 21 times as game-design)
avg rating 3.79 — 145 ratings — published 1984
Emotional Design: Why We Love (or Hate) Everyday Things
by (shelved 21 times as game-design)
avg rating 3.95 — 5,488 ratings — published 2003
Critical Play: Radical Game Design (Hardcover)
by (shelved 21 times as game-design)
avg rating 3.92 — 157 ratings — published 2009
“Humor. Two unconnected things are suddenly united by a paradigm
shift. It is hard to describe, but we all know it when it happens.
Weirdly, it causes us to make a barking noise.”
― The Art of Game Design: A Book of Lenses
shift. It is hard to describe, but we all know it when it happens.
Weirdly, it causes us to make a barking noise.”
― The Art of Game Design: A Book of Lenses
“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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