Collection of my favourite professional books, mostly about game design and UX.
The ‘bible’ of game design by Jesse Schell. Fundamental and practical guide, must read for any designer. LinkA fun, well-illustrated, and easy-to-read game design book by Scott Rogers, making it especially useful for beginners. LinkA highly practical game design book by Brenda Romero and Ian Schreiber, featuring a series of ‘challenges’ to reinforce the material. LinkA solid collection of diverse game design principles, perfect for use as a reference book to tackle specific design challenges. LinkAn older yet valuable book that provides a comprehensive overview of the most essential theoretical game design concepts. LinkAn excellent game design book that focuses on the creative process, playtesting, and prototyping. LinkA book on the game production process by the Lead Game Designer of the Uncharted series. LinkA book about the various constraints you must overcome to bring your new ideas to life. LinkAn excellent theoretical game design book co-authored by Richard Garfield, the creator of Magic: The Gathering. LinkAn excellent book on game system design, covering balancing, tuning, and the testing process. LinkAn excellent book on designing game systems and gameplay loops. LinkOne of the few books that provides an in-depth exploration of game balance as a subject. LinkA classic game design book by Raph Koster that explores the concept of ‘fun.’ LinkOne of my favourite game design books—an absolute must-read for anyone designing real-time character controls. LinkA 500-page book dedicated entirely to cameras! It covers everything from designing and implementing cameras to exploring 2D, 3D, and other types of camera systems, authored by a developer of Metroid Prime. LinkA book that reimagines fundamental animation principles specifically for games. Pretty useful when working on the ‘Character’ aspect of 3C. LinkThe best book on game UX I’ve read to date—highly recommended. LinkAn excellent overview of the core pillars of player motivation: Autonomy, Competence, and Relatedness. LinkA rare book on behavioral design that explores principles potentially applicable to game design. LinkA great collection of ‘dark patterns’ commonly used in UX design. LinkA rare and unique book that covers the art direction process for games and movies, from developing an artistic style to managing an art team. LikeA classic book not just about comics, but also exploring the principles of visual communication. LinkA book that explores how classical art principles can be applied to game design. LinkA book that applies classical art principles to establish a framework for interactive narrative. LinkA great theoretical framework that explains what worldbuilding is and how it works, drawing on theories from J.R.R. Tolkien himself. LinkA book that explores how we perceive characters in games, from NPCs to the player’s immersion as the main character. LinkA short yet intriguing book about the nature of emotions in games. LinkAn older study on levels of immersion in games, using D&D as a case example. LinkA good overview of how the worldbuilding process in video games works in practice. LinkOne of the best books on level design I’ve come across, packed with practical knowledge. However, the author’s use of ‘German English’ can occasionally make it challenging to read. LinkA rare book on applying architectural theory to level design. LinkAn essential study on how people mentally construct images of space. A must-read for level designers. LinkA foundational book on the language of architecture. LinkA book with quite a unique perspective on the application of architectural theory in game design. LinkA classic book on architectural patterns, offering common solutions to various challenges in designing buildings and environments. LinkA classic book exploring universal principles that explain why certain places feel good, even when built without formal architectural knowledge. LinkA truly unique book that focuses on smaller yet essential architectural elements often overlooked. LinkA book about the architectural and environmental archetypes that our brains naturally find appealing. LinkOne of the best books on interior design principles, though the language can be quite dry. LinkA book that explores how someone’s personality is reflected in their living environment. It could be particularly useful for environmental storytelling. LinkThis book explores how signs and navigation systems are designed for physical spaces. Can be useful for level design, especially when working on real-world locations. LinkA book that explores how our brain navigates and processes spatial environments. LinkA book that explains how our brain creates ‘cognitive maps’ to navigate through space. LinkA unique book that explores the principles behind creating ‘imaginative’ maps, often used in game design. LinkA good collection of essential design principles. LinkA strong collection of essential human factors applicable to UX design. LinkAnother excellent collection of human factors in UX design. LinkA comprehensive list of human factors, both cognitive and physical, and their impact on design. LinkA must-read for any designer working on anything ‘interactive,’ from a teapot to a video game. LinkA book about the nature of complexity and how to address it in design. LinkA book that explores how to address users’ emotional processing when designing interactive experiences. LinkA short book about the nature of user experience when interacting with technology. LinkOne of the best books on applying cognitive psychology principles to UI design. LinkAn older book on Human-Computer Interaction, but it includes important metrics that are difficult to find elsewhere. LinkA foundational book on various aspects of Human-Computer Interaction, including key human factors metrics. LinkSo far, the best book I’ve found on the subject of motion sickness. LinkIn-depth research on how high-level motor skills are acquired and trained. This can be especially useful when working in genres that demand high player skills, such as FPS or fighting games. LikeA book that examines human error’s evolution, from individual mistakes to systemic failures. LinkA book on UI design by an author with 50 years of experience. While some parts may feel outdated, the depth and quality of its content are invaluable. LinkA book that explores the creation of UI design systems using the ‘Atomic Design’ methodology. LinkA classic book on information architecture. LinkA book about designing microinteractions—small, single use-case features within the UI. LinkA classic book on the fundamental principles of complex data visualisation. LinkA classic book on statistical data visualisation, including graphs, charts, and tables. LinkA fundamental book that explores various aspects of branding. LinkA branding book that focuses on emotionally engaging your audience through interactions with your brand. LinkOne of the best books on branding fundamentals, strategy, and process. LinkA solid overview of common procedural generation approaches in game and level design, as well as narrative. Link