19 books
—
4 voters
Game Design Books
Showing 1-50 of 1,825
The Art of Game Design: A Book of Lenses (Paperback)
by (shelved 386 times as game-design)
avg rating 4.38 — 3,434 ratings — published 2008
A Theory Of Fun For Game Design (Paperback)
by (shelved 280 times as game-design)
avg rating 3.90 — 3,487 ratings — published 2004
Rules of Play: Game Design Fundamentals (Mit Press)
by (shelved 203 times as game-design)
avg rating 3.99 — 1,022 ratings — published 2003
Level Up!: The Guide to Great Video Game Design (Paperback)
by (shelved 156 times as game-design)
avg rating 4.08 — 1,145 ratings — published 2010
Game Design Workshop: A Playcentric Approach to Creating Innovative Games (Paperback)
by (shelved 148 times as game-design)
avg rating 4.10 — 514 ratings — published 2008
Game Feel (Morgan Kaufmann Game Design Books)
by (shelved 138 times as game-design)
avg rating 3.90 — 386 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 97 times as game-design)
avg rating 3.79 — 8,381 ratings — published 2010
Designing Games: A Guide to Engineering Experiences (Paperback)
by (shelved 97 times as game-design)
avg rating 4.47 — 524 ratings — published 2013
The Design of Everyday Things (Paperback)
by (shelved 85 times as game-design)
avg rating 4.15 — 48,169 ratings — published 1988
Game Mechanics: Advanced Game Design (Paperback)
by (shelved 82 times as game-design)
avg rating 4.12 — 186 ratings — published 2012
Blood, Sweat, and Pixels (Kindle Edition)
by (shelved 75 times as game-design)
avg rating 4.20 — 24,974 ratings — published 2017
Characteristics of Games (Hardcover)
by (shelved 70 times as game-design)
avg rating 4.11 — 248 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 — 3,066 ratings — published 1938
The Kobold Guide to Board Game Design (Paperback)
by (shelved 61 times as game-design)
avg rating 4.06 — 642 ratings — published 2011
Flow: The Psychology of Optimal Experience (Paperback)
by (shelved 52 times as game-design)
avg rating 4.11 — 89,908 ratings — published 1990
An Architectural Approach to Level Design (Paperback)
by (shelved 46 times as game-design)
avg rating 4.31 — 136 ratings — published 2014
Game Programming Patterns (Paperback)
by (shelved 46 times as game-design)
avg rating 4.49 — 1,598 ratings — published 2011
Designing Virtual Worlds (Paperback)
by (shelved 46 times as game-design)
avg rating 4.03 — 176 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 — 236 ratings — published
Fundamentals of Game Design (Paperback)
by (shelved 42 times as game-design)
avg rating 3.90 — 169 ratings — published 2006
A Game Design Vocabulary: Exploring the Foundational Principles Behind Good Game Design (Game Design/Usability)
by (shelved 40 times as game-design)
avg rating 3.95 — 135 ratings — published 2013
Uncertainty in Games (Playful Thinking)
by (shelved 39 times as game-design)
avg rating 3.53 — 369 ratings — published 2013
Advanced Game Design: A Systems Approach (Paperback)
by (shelved 37 times as game-design)
avg rating 4.28 — 92 ratings — published
Video Game Storytelling: What Every Developer Needs to Know about Narrative Techniques (Paperback)
by (shelved 37 times as game-design)
avg rating 3.99 — 507 ratings — published 2014
100 Principles of Game Design (CD-ROM)
by (shelved 35 times as game-design)
avg rating 4.12 — 43 ratings — published 2012
Masters of Doom: How Two Guys Created an Empire and Transformed Pop Culture (Paperback)
by (shelved 35 times as game-design)
avg rating 4.30 — 20,343 ratings — published 2003
How Games Move Us: Emotion by Design (Playful Thinking)
by (shelved 34 times as game-design)
avg rating 3.58 — 493 ratings — published 2016
A Pattern Language: Towns, Buildings, Construction (Center for Environmental Structure Series)
by (shelved 34 times as game-design)
avg rating 4.42 — 5,495 ratings — published 1977
Persuasive Games: The Expressive Power of Videogames (Hardcover)
by (shelved 32 times as game-design)
avg rating 3.84 — 361 ratings — published 2007
Chris Crawford on Game Design (Paperback)
by (shelved 32 times as game-design)
avg rating 3.74 — 186 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 — 124 ratings — published 2019
Spelunky (Boss Fight Books, #11)
by (shelved 31 times as game-design)
avg rating 4.44 — 1,734 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 Well-Played Game: A Player's Philosophy (Hardcover)
by (shelved 30 times as game-design)
avg rating 4.00 — 168 ratings — published 1978
The Game Narrative Toolbox (Focal Press Game Design Workshops)
by (shelved 29 times as game-design)
avg rating 3.99 — 105 ratings — published 2015
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 — 557 ratings — published 1958
Half-Real: Video Games Between Real Rules and Fictional Worlds (Hardcover)
by (shelved 28 times as game-design)
avg rating 3.89 — 366 ratings — published 2005
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 4.01 — 184 ratings — published 2018
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 — 3,719 ratings — published 2010
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 25 times as game-design)
avg rating 4.08 — 589 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 — 1,331 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
Emotional Design: Why We Love (or Hate) Everyday Things
by (shelved 23 times as game-design)
avg rating 3.95 — 5,543 ratings — published 2003
Introduction to Game Design, Prototyping, and Development: From Concept to Playable Game with Unity and C# (Paperback)
by (shelved 22 times as game-design)
avg rating 4.28 — 112 ratings — published 2014
Understanding Comics: The Invisible Art (Paperback)
by (shelved 22 times as game-design)
avg rating 4.00 — 133,037 ratings — published 1993
Sid Meier's Memoir!: A Life in Computer Games (Hardcover)
by (shelved 21 times as game-design)
avg rating 4.17 — 3,730 ratings — published 2020
“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
― The Art of Game Design: A Book of Lenses
“For many game players, games exist for entertainment, for passing the time, for fun.
They are a diversionary activity, meant for relaxation or distraction—a “not- work” space where players are free to engage in fantasy narratives, amazing feats, and rewarding tasks. But what if certain games have become something more?”
― Critical Play: Radical Game Design
They are a diversionary activity, meant for relaxation or distraction—a “not- work” space where players are free to engage in fantasy narratives, amazing feats, and rewarding tasks. But what if certain games have become something more?”
― Critical Play: Radical Game Design
The following shelves are listed as duplicates of this shelf:
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