Games, Design and Play: A Detailed Approach to Iterative Game Design
If you like book Games, Design and Play: A Detailed Approach to Iterative Game Design here is the list of books you may also like
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Understanding Comics: The Invisible Art
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 co…
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A Theory Of Fun For Game Design
A Theory of Fun for Game Design is not your typical how-to book. It features a novel way of teaching interactive designers how to create and improve their designs to incorporate the highest degree of …
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Level Up!: The Guide to Great Video Game Design
Level Up! The Guide to Great Video Game Design by Rogers, Scott. Published by Wiley,2010, Binding: Paperback
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Ego Is the Enemy
“While the history books are filled with tales of obsessive, visionary geniuses who remade the world in their image with sheer, almost irrational force, I’ve found that history is also made by individ…
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Where Good Ideas Come From: The Natural History of Innovation
The printing press, the pencil, the flush toilet, the battery--these are all great ideas. But where do they come from? What kind of environment breeds them? What sparks the flash of brilliance? How do…
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Blood, Sweat, and Pixels
Developing video games—hero's journey or fool's errand? The creative and technical logistics that go into building today's hottest games can be more harrowing and complex than the games themselves, of…
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Creativity, Inc.: Overcoming the Unseen Forces That Stand in the Way of True Inspiration
“What does it mean to manage well?”
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From Ed Catmull, co-founder (with Steve Jobs and John Lasseter) of Pixar Animation Studios, comes an incisive book about creativity in business—sure to appeal to rea… -
The Design of Everyday Things
The ultimate guide to human-centered design Even the smartest among us can feel inept as we fail to figure out which light switch or oven burner to turn on, or whether to push, pull, or slide a door. …
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The Prince
Machiavelli needs to be looked at as he really was. Hence: Can Machiavelli, who makes the following observations, be Machiavellian as we understand the disparaging term?
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1. So it is that to know the na… -
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Color and Light: A Guide for the Realist Painter (Volume 2) (James Gurney Art)
From New York Times best-selling author of the Dinotopia series, James Gurney, comes a carefully crafted and researched study on color and light in paintings. This art instruction book will accompany …
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The Silmarillion
The Silmarillion is an account of the Elder Days, of the First Age of Tolkien’s world. It is the ancient drama to which the characters in The Lord of the Rings look back, and in whose events some of t…
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Sid Meier's Memoir!: A Life in Computer Games
The life and career of the legendary developer celebrated as the “godfather of computer gaming,” and creator of Civilization.
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Over his four-decade career, Sid Meier has produced some of the world’s mos… -
Deep Work: Rules for Focused Success in a Distracted World
One of the most valuable skills in our economy is becoming increasingly rare. If you master this skill, you'll achieve extraordinary results.
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Deep work is the ability to focus without distraction on a …