15 books
—
3 voters
Game Design Books
Showing 1-50 of 1,811
The Art of Game Design: A Book of Lenses (Paperback)
by (shelved 383 times as game-design)
avg rating 4.39 — 3,424 ratings — published 2008
A Theory Of Fun For Game Design (Paperback)
by (shelved 280 times as game-design)
avg rating 3.90 — 3,473 ratings — published 2004
Rules of Play: Game Design Fundamentals (Mit Press)
by (shelved 204 times as game-design)
avg rating 3.99 — 1,015 ratings — published 2003
Level Up!: The Guide to Great Video Game Design (Paperback)
by (shelved 156 times as game-design)
avg rating 4.09 — 1,136 ratings — published 2010
Game Design Workshop: A Playcentric Approach to Creating Innovative Games (Paperback)
by (shelved 149 times as game-design)
avg rating 4.11 — 512 ratings — published 2008
Game Feel (Morgan Kaufmann Game Design Books)
by (shelved 136 times as game-design)
avg rating 3.91 — 380 ratings — published 2008
Challenges for Game Designers (Paperback)
by (shelved 110 times as game-design)
avg rating 3.99 — 309 ratings — published 2008
Reality is Broken: Why Games Make Us Better and How They Can Change the World (Paperback)
by (shelved 98 times as game-design)
avg rating 3.79 — 8,371 ratings — published 2010
Designing Games: A Guide to Engineering Experiences (Paperback)
by (shelved 95 times as game-design)
avg rating 4.48 — 515 ratings — published 2013
The Design of Everyday Things (Paperback)
by (shelved 84 times as game-design)
avg rating 4.15 — 47,823 ratings — published 1988
Game Mechanics: Advanced Game Design (Paperback)
by (shelved 81 times as game-design)
avg rating 4.12 — 185 ratings — published 2012
Blood, Sweat, and Pixels (Kindle Edition)
by (shelved 75 times as game-design)
avg rating 4.20 — 24,663 ratings — published 2017
Characteristics of Games (Hardcover)
by (shelved 70 times as game-design)
avg rating 4.12 — 244 ratings — published 2012
Homo Ludens: A Study of the Play Element in Culture (Paperback)
by (shelved 65 times as game-design)
avg rating 3.98 — 3,027 ratings — published 1938
The Kobold Guide to Board Game Design (Paperback)
by (shelved 61 times as game-design)
avg rating 4.06 — 641 ratings — published 2011
Flow: The Psychology of Optimal Experience (Paperback)
by (shelved 52 times as game-design)
avg rating 4.11 — 89,167 ratings — published 1990
Game Programming Patterns (Paperback)
by (shelved 47 times as game-design)
avg rating 4.49 — 1,590 ratings — published 2011
An Architectural Approach to Level Design (Paperback)
by (shelved 46 times as game-design)
avg rating 4.32 — 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 4.30 — 230 ratings — published
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
Video Game Storytelling: What Every Developer Needs to Know about Narrative Techniques (Paperback)
by (shelved 38 times as game-design)
avg rating 3.99 — 503 ratings — published 2014
A Game Design Vocabulary: Exploring the Foundational Principles Behind Good Game Design (Game Design/Usability)
by (shelved 38 times as game-design)
avg rating 3.94 — 134 ratings — published 2013
Uncertainty in Games (Playful Thinking)
by (shelved 38 times as game-design)
avg rating 3.53 — 364 ratings — published 2013
Advanced Game Design: A Systems Approach (Paperback)
by (shelved 37 times as game-design)
avg rating 4.30 — 86 ratings — published
How Games Move Us: Emotion by Design (Playful Thinking)
by (shelved 35 times as game-design)
avg rating 3.58 — 491 ratings — published 2016
100 Principles of Game Design (CD-ROM)
by (shelved 34 times as game-design)
avg rating 4.10 — 42 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 — 5,467 ratings — published 1977
Masters of Doom: How Two Guys Created an Empire and Transformed Pop Culture (Paperback)
by (shelved 34 times as game-design)
avg rating 4.30 — 20,219 ratings — published 2003
Persuasive Games: The Expressive Power of Videogames (Hardcover)
by (shelved 32 times as game-design)
avg rating 3.84 — 359 ratings — published 2007
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 — 121 ratings — published 2019
Spelunky (Boss Fight Books, #11)
by (shelved 31 times as game-design)
avg rating 4.44 — 1,717 ratings — published 2015
The Ultimate Guide to Video Game Writing and Design (Paperback)
by (shelved 31 times as game-design)
avg rating 3.61 — 344 ratings — published 2006
The Game Narrative Toolbox (Focal Press Game Design Workshops)
by (shelved 30 times as game-design)
avg rating 3.99 — 105 ratings — published 2015
The Well-Played Game: A Player's Philosophy (Hardcover)
by (shelved 30 times as game-design)
avg rating 4.00 — 168 ratings — published 1978
Educational Game Design Fundamentals: A Journey to Creating Intrinsically Motivating Learning Experiences (Paperback)
by (shelved 28 times as game-design)
avg rating 4.31 — 45 ratings — published
Man, Play and Games (Paperback)
by (shelved 28 times as game-design)
avg rating 3.85 — 554 ratings — published 1958
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 4.02 — 182 ratings — published 2018
Extra Lives: Why Video Games Matter (Hardcover)
by (shelved 27 times as game-design)
avg rating 3.52 — 3,716 ratings — published 2010
Half-Real: Video Games Between Real Rules and Fictional Worlds (Hardcover)
by (shelved 27 times as game-design)
avg rating 3.90 — 362 ratings — published 2005
Level Design: Concept, Theory, and Practice (Paperback)
by (shelved 26 times as game-design)
avg rating 3.73 — 51 ratings — published 2009
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
The Grasshopper: Games, Life and Utopia (Paperback)
by (shelved 24 times as game-design)
avg rating 4.07 — 578 ratings — published 1978
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
Understanding Comics: The Invisible Art (Paperback)
by (shelved 22 times as game-design)
avg rating 4.00 — 132,254 ratings — published 1993
Emotional Design: Why We Love (or Hate) Everyday Things
by (shelved 22 times as game-design)
avg rating 3.95 — 5,512 ratings — published 2003
Introduction to Game Design, Prototyping, and Development: From Concept to Playable Game with Unity and C# (Paperback)
by (shelved 21 times as game-design)
avg rating 4.28 — 112 ratings — published 2014
Sid Meier's Memoir!: A Life in Computer Games (Hardcover)
by (shelved 21 times as game-design)
avg rating 4.18 — 3,673 ratings — published 2020
“You can interact with a refrigerator: open the door and the light inside turns on. Close the door and the little light goes off. But how many people do you see standing in front of their refrigerators, opening and closing the doors, laughing?”
―
―
“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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