I have always loved game design – I love doing it, reading about it, thinking about it, and helping others do it. As you can see in the list, I’ve learned that sometimes what helps game designers most is getting inspiration from other fields. I hope these books help you as much as they helped me.
Christopher Alexander was arguably the greatest genius of the twentieth century. This, his most famous book, is a guide to the way the human mind and body relate to the spaces around it. If you are making games that involve rooms, terrain, or locations, this book will provide a wealth of insights, especially if your games are social. Will Wright read this book, and it inspired him to create Sim City. I read it and suddenly understood how to layout Toontown. What will happen when you read it?
You can use this book to design a house for yourself with your family; you can use it to work with your neighbors to improve your town and neighborhood; you can use it to design an office, or a workshop, or a public building. And you can use it to guide you in the actual process of construction. After a ten-year silence, Christopher Alexander and his colleagues at the Center for Environmental Structure are now publishing a major statement in the form of three books which will, in their words, "lay the basis for an entirely new approach to architecture,…
All game designers struggle with what it means to be creative, and whether they are doing it properly. What It Is and its companion book, Picture This are very personal guides to what it means to be a creative person, and are full of inspirational stories and very practical tips to create your best work and not get in your own way.
"Deliciously drawn (with fragments of collage worked into each page), insightful and bubbling with delight in the process of artistic creation. A+" -Salon
How do objects summon memories? What do real images feel like? For decades, these types of questions have permeated the pages of Lynda Barry's compositions, with words attracting pictures and conjuring places through a pen that first and foremost keeps on moving. What It Is demonstrates a tried-and-true creative method that is playful, powerful, and accessible to anyone with an inquisitive wish to write or to remember. Composed of completely new material, each page of Barry's first…
If your goal is to create board games, you really should read this book. If your goal is to create video games, you should also be creating boardgames. You get so much more game design experience creating a board game, because you can iterate so much more. Creating board games is a secret shortcut to becoming an experienced game designer, and this is the best book I know on how to do it well.
Pull up a chair and see how the world's top game designers roll. You want your games to be many things: Creative. Innovative. Playable. Fun. If you're a designer, add "published" to that list.
The Kobold Guide to Board Game Design gives you an insider's view on how to make a game that people will want to play again and again. Author Mike Selinker (Betrayal at House on the Hill) has invited some of the world's most talented and experienced game designers to share their secrets on game conception, design, development, and presentation. In these pages, you'll learn about storyboarding,…
A tremendous amount of what makes a great videogame happens at the millisecond level. In this realm that is invisible to most, tiny changes make for enormous differences in the way a game feels. If you would master the secret rules that make for a game that people can’t put down because it just feels so good to play, you are wise to read this book.
"Game Feel" exposes "feel" as a hidden language in game design that no one has fully articulated yet. The language could be compared to the building blocks of music (time signatures, chord progressions, verse) - no matter the instruments, style or time period - these building blocks come into play. Feel and sensation are similar building blocks where game design is concerned. They create the meta-sensation of involvement with a game.
The understanding of how game designers create feel, and affect feel are only partially understood by most in the field and tends to be overlooked as a method or…
I’m going to tell you a secret. The working title for my own book was Understanding Entertainment, because I was so inspired by reading Understanding Comics. This book will help you understand the strange relationship between visual art and storytelling that is central to videogame design. The book hardly mentions video games, but when you read it, the applications to games will be obvious to you. More importantly, this book is one of the best “explainers” you’ll ever encounter. If you can make a game tutorial that is 1/10 as lucid as Understanding Comics, you will have done your game a great service. I’m such a huge fan that I not only got Scott to sign my copy, I persuaded his whole family to sign it, too.
The bestselling international classic on storytelling and visual communication "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 art form.
The Art of Game Design guides you through the design process step-by-step, helping you to develop new and innovative games that will be played again and again. It explains the fundamental principles of game design and demonstrates how tactics used in classic board, card, and athletic games also work in top-quality video games.
Good game design happens when you view your game from as many perspectives as possible, and I present over 100 sets of questions to ask yourself as you build, play, and change your game until you finalize your design. Whatever your role may be in video game development, an understanding of the principles of game design will make you better at what you do.