Gamedev Reading
Discover the best books for game developers with our curated Gamedev Reading list. Level up your skills with top resources on game design, programming, and industry insights.
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Theory of Fun for Game Design
by Raph Koster
Discusses the essential elements in creating a successful game, how playing games and learning are connected, and what makes a game boring or fun.
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ID: 0679404694
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Snow Crash
by Neal Stephenson
The “brilliantly realized” (The New York Times Book Review) breakthrough novel from visionary author Neal Stephenson, a modern classic that predicted the metaverse and inspired generations of Silicon Valley innovators Hiro lives in a Los Angeles where franchises line the freeway as far as the eye can see. The only relief from the sea of logos is within the autonomous city-states, where law-abiding citizens don’t dare leave their mansions. Hiro delivers pizza to the mansions for a living, defending his pies from marauders when necessary with a matched set of samurai swords. His home is a shared 20 X 30 U-Stor-It. He spends most of his time goggled in to the Metaverse, where his avatar is legendary. But in the club known as The Black Sun, his fellow hackers are being felled by a weird new drug called Snow Crash that reduces them to nothing more than a jittering cloud of bad digital karma (and IRL, a vegetative state). Investigating the Infocalypse leads Hiro all the way back to the beginning of language itself, with roots in an ancient Sumerian priesthood. He’ll be joined by Y.T., a fearless teenaged skateboard courier. Together, they must race to stop a shadowy virtual villain hell-bent on world domination.
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ID: 0262240459
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ID: 0262195364
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Ender's Game
by Orson Scott Card
Child hero Ender Wiggin must fight a desperate battle against a deadly alien race if mankind is to survive.
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Understanding Comics
by Scott McCloud
Praised throughout the cartoon industry by such luminaries as Art Spiegelman, Matt Groening, and Will Eisner, this innovative comic book provides a detailed look at the history, meaning, and art of comics and cartooning.
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ID: 0060953500
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ID: 1559705981
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ID: 0316360074
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ID: 0743299515
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ID: 0970475500
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Zen and the Art of Motorcycle Maintenance
by Robert M. Pirsig
"The real cycle you're working on is a cycle called 'yourself.'" One of the most important and influential books of the past half-century, Robert M. Pirsig's Zen and the Art of Motorcycle Maintenance is a powerful, moving, and penetrating examination of how we live and a meditation on how to live better. The narrative of a father on a summer motorcycle trip across America's Northwest with his young son, it becomes a profound personal and philosophical odyssey into life's fundamental questions. A true modern classic, it remains at once touching and transcendent, resonant with the myriad confusions of existence and the small, essential triumphs that propel us forward.
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The Ultimate History of Video Games
by Steve L. Kent
Traces the history and development of video games, providing information on the first games, influential developers, how the games have changed over the years, and the most popular games.
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ID: 0262524201
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ID: 0761537082
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Masters of Doom
by David Kushner
Masters of Doom is the amazing true story of the Lennon and McCartney of video games: John Carmack and John Romero. Together, they ruled big business. They transformed popular culture. And they provoked a national controversy. More than anything, they lived a unique and rollicking American Dream, escaping the broken homes of their youth to co-create the most notoriously successful game franchises in history—Doom and Quake—until the games they made tore them apart. Americans spend more money on video games than on movie tickets. Masters of Doom is the first book to chronicle this industry’s greatest story, written by one of the medium’s leading observers. David Kushner takes readers inside the rags-to-riches adventure of two rebellious entrepreneurs who came of age to shape a generation. The vivid portrait reveals why their games are so violent and why their immersion in their brilliantly designed fantasy worlds offered them solace. And it shows how they channeled their fury and imagination into products that are a formative influence on our culture, from MTV to the Internet to Columbine. This is a story of friendship and betrayal, commerce and artistry—a powerful and compassionate account of what it’s like to be young, driven, and wildly creative. “To my taste, the greatest American myth of cosmogenesis features the maladjusted, antisocial, genius teenage boy who, in the insular laboratory of his own bedroom, invents the universe from scratch. Masters of Doom is a particularly inspired rendition. Dave Kushner chronicles the saga of video game virtuosi Carmack and Romero with terrific brio. This is a page-turning, mythopoeic cyber-soap opera about two glamorous geek geniuses—and it should be read while scarfing down pepperoni pizza and swilling Diet Coke, with Queens of the Stone Age cranked up all the way.”—Mark Leyner, author of I Smell Esther Williams
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True Names and the Opening of the Cyberspace Frontier
by Vernor Vinge
A collection of articles and essays about the new frontier of the Internet, especially a direct interface between brain and computer that enables game players of the future to actually experience the world of their fantasies.
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The Player of Games
by Iain M. Banks
The Culture - a human/machine symbiotic society - has thrown up many great Game Players, and one of the greatest is Gurgeh. Jernau Morat Gurgeh. The Player of Games. Master of every board, computer and strategy. Bored with success, Gurgeh travels to the Empire of Azad, cruel and incredibly wealthy, to try their fabulous game...a game so complex, so like life itself, that the winner becomes emperor. Mocked, blackmailed, almost murdered, Gurgeh accepts the game, and with it the challenge of his life - and very possibly his death. Praise for Iain M. Banks: "Poetic, humorous, baffling, terrifying, sexy -- the books of Iain M. Banks are all these things and more" -- NME "An exquisitely riotous tour de force of the imagination which writes its own rules simply for the pleasure of breaking them." -- Time Out
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ID: 0312944926
(Type: books)