
Hacking: The Art of Exploitation, 2nd Edition
Jon Erickson
4.7 on Amazon
19 HN comments

Bitcoin: Hard Money You Can't F*ck With: Why Bitcoin Will Be the Next Global Reserve Currency
Jason A. Williams and Jessica Walker
4.8 on Amazon
19 HN comments

Grokking Algorithms: An Illustrated Guide for Programmers and Other Curious People
Aditya Bhargava
4.6 on Amazon
18 HN comments

The Effective Engineer: How to Leverage Your Efforts In Software Engineering to Make a Disproportionate and Meaningful Impact
Edmond Lau and Bret Taylor
4.5 on Amazon
18 HN comments

About Face: The Essentials of Interaction Design
Alan Cooper , Robert Reimann , et al.
4.5 on Amazon
18 HN comments

The Web Application Hacker's Handbook: Finding and Exploiting Security Flaws
Dafydd Stuttard and Marcus Pinto
4.6 on Amazon
17 HN comments

The Art of Game Design: A Book of Lenses, Third Edition
Jesse Schell
4.7 on Amazon
17 HN comments

Think Bayes: Bayesian Statistics in Python
Allen B. Downey
? on Amazon
15 HN comments

Mastering Bitcoin: Programming the Open Blockchain
Andreas M. Antonopoulos
4.7 on Amazon
15 HN comments

Working in Public: The Making and Maintenance of Open Source Software
Nadia Eghbal
4.6 on Amazon
15 HN comments

Rocket Surgery Made Easy: The Do-It-Yourself Guide to Finding and Fixing Usability Problems
Steve Krug
4.5 on Amazon
14 HN comments

Software Engineering
Ian Sommerville
4.3 on Amazon
14 HN comments

The Making of Prince of Persia: Journals 1985-1993--Illustrated Edition
Jordan Mechner
4.8 on Amazon
13 HN comments

Python Machine Learning: Machine Learning and Deep Learning with Python, scikit-learn, and TensorFlow 2, 3rd Edition
Sebastian Raschka and Vahid Mirjalili
4.5 on Amazon
12 HN comments

Life 3.0: Being Human in the Age of Artificial Intelligence
Max Tegmark, Rob Shapiro, et al.
4.5 on Amazon
12 HN comments
ThomPeteonDec 6, 2010
http://artofgamedesign.com/bio/
If you think this talk http://g4tv.com/videos/44277/DICE-2010-Design-Outside-the-Bo...
is good you should really read the book. Great stuff.
rsotoonDec 27, 2011
rsotoonNov 5, 2017
Flight of the buffalo: An excellent book about leadership.
Moneyball: I'm not into novels, so this might be the closest thing to it. It's a fantastic book about thinking creatively and working with what you have. It's about baseball, but even if you don't like it, it's quite entertaining and insightful.
corylonDec 11, 2011
miracle_rayonJan 9, 2015
ijkonSep 1, 2013
- Rules of Play http://mitpress.mit.edu/books/rules-play
- Challenges for Game Designers http://books.google.com/books/about/Challenges_for_Game_Desi...
- The Art of Game Design http://artofgamedesign.com/
davidwparkeronDec 27, 2011
* The Art of Game Design by Jesse Schell. Probably one of the best books I've read, even for people who don't want to make games, it was really good.
* Business Model Generation by Osterwalder and Pigneur. One of the better business books I've read through. Also one of the most creative.
And I finally read:
* The C Programming Language by K&R. 'nuff said.
VSergeonOct 26, 2012
I disagree strongly with the advice consisting of: "start hacking and see what happens". For any kind of product design, starting something without any kind of direction is the surest way to go nowhere.
DaFrankeronSep 22, 2014
But I'm nitpicky; the distinguishing feature of games isn't interactivity, otherwise every fun activity with interactivity would be a game, and I'm not sure conversations are normally included when we speak of "games" in this way. Games have rules, and often some kind of goal, and other things. The Art of Game Design (a book by Jesse Schell) kind of roughly approximates it by describing games as a kind of activity involving problem-solving and fun. If I'm not taking actions specifically chosen towards achieving a result ("problem-solving"), then I don't feel like I'm playing a game, even if there's some interactivity.
So I'd say that the key towards quality game experiences lies more in the region of providing options to the player (actions they can take) that have an effect on the game world (resulting conversation, successful quicktime scene, dead goblin, shiny new sword, whatever!) where which option is taken lands the player in a different distance from various desirable goals ("solution" being what the player did to get there).
But there's still a lot of fuzzyness, and it's still very hard to even judge what parts of what games are quality experiences for who and when, and especially why. You have it completely right that we can't just say it's "real sandbox simulation, autonomous agents and language-capable AI", and that lasting choices aren't the One True Way.
unotionOct 30, 2016
The author should remember his insightful caption under Phil Collins' picture:
> Step One is a positive attitude. You have to believe you can escape!
I'm not denying that making games is complex. The things I've written for games are indeed complex and challenging. But once you start writing essays about how difficult and impossible everything is, you're not headed to a happy place.
Boiling things down to their essence, and eliminating the fancy alien hats in the articles example is crucial. Developing a mastery for how to succeed takes time and experience, but it can happen.
If you're interested in game design, here is something that will inspire you and fill you with ideas of how you can succeed. The book below took me forever to read the first time. That's because every few pages I couldn't resist putting it down and working on my designs because I was so overwhelmed with inspiration from its amazing wisdom. The book is the Art of Game Design, and it's one of my most prized books.
https://www.amazon.com/Art-Game-Design-Lenses-Second/dp/1466...
Another vitally important book about chasing your dream without getting bogged down in complexity and unhappy places is The Alchemist. It's a short parable, full of life changing wisdom, a little like The Old Man and the Sea.
https://www.amazon.com/Alchemist-Paulo-Coelho/dp/0061122416
The alchemist is available on audible too, but you'll want it in text as well.
TerrettaonFeb 24, 2021
Two little books that can help:
1. From A Theory of Fun book blurb:
“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 fun. As the book shows, designing for fun is all about making interactive products like games highly entertaining, engaging, and addictive.”
https://smile.amazon.com/gp/product/1932111972/
2. See also The Art of Game Design:
”Over 100 sets of questions, or different lenses, for viewing a game’s design. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again.“
https://smile.amazon.com/Art-Game-Design-Lenses-Third/dp/113...
sgentleonFeb 14, 2012
I'd like to quote from a really fantastic book, The Art of Game Design by Jesse Schell, a section called "Waiting for Mendeleev":
Unfortunately, at present, there is no “unified theory of game design,” no simple formula that shows us how to make good games. So what can we do?
We are in a position something like the ancient alchemists. In the time before Mendeleev discovered the periodic table, showing how all the fundamental elements were interrelated, alchemists relied on a patchwork quilt of rules of thumb about how different chemicals could combine. These were necessarily incomplete, sometimes incorrect, and often semi-mystical, but by using these rules, the alchemists were able to accomplish surprising things, and their pursuit of the truth eventually led to modern chemistry. [...]
I wish we had one all-seeing lens. We don’t. So, instead of discarding the many imperfect ones we do have, it is wisest to collect and use as wide a variety of them as possible, for as we will see, game design is more art than science, more like cooking than chemistry, and we must admit the possibility that our Mendeleev will never come.
knesonJan 7, 2012
- The Art of Game Design by Jesse Schell: http://amzn.to/zFOiEk
It's pretty comprehensive, but I found it a bit "heads in the cloud" and not very hands on. The lenses give you some hands-on approach if you apply them though. If you are looking for a book with very specific "how-to-do-this-or-that" then it may not be your thing.
I like to pair this book with David Perry on Game Design: http://amzn.to/ytXF7G
That monster tomb is all hands-on and You can use it more like a cheatsheet:"OK I need a villain. Let me turn to the 'villain archetypes' section and pick one at random. OK he needs a weapon. Let me turn to the 'rifles' section and pick one at random" and so on.
I also really liked "Level Up!: The Guide to Great Video Game Design" by Scott Rogers: http://amzn.to/xuVjWU
It is the book I recommend to budding game developers because it is sort of like "Art of Game Design" lite. It covers most of the same topics but don't go into such an intellectual depth which is a GOOD thing for people just wrapping their heads around what game design is. Once they finish that, I move them to Schell's book.
Cheers
unotionNov 23, 2010
Another book which I did find truly transformative include "The Art of Game Design" by Jessie Schell. Also Anathem, by Neal Stephenson, is also a very worthwhile mind-broadening scientific read. A New Kind of Science by Wolfram is also quite a bit of fun.
But by far my most prized techie book is Genetic Programming, by the legendary John Koza (if you're not a Lisp person like I wasn't when I read this, then you really need to read it!). Braid and all of the books I mentioned have something in common: They are all fat, heavy, meaty, thought-provoking tomes.
unotionSep 1, 2013
I've been developing games independently now for several years. Easily the most difficult part is the design. Merely implementing the game-- if only that was my biggest challenge!
KineticLensmanonJuly 28, 2017
* Who are the likely players?
* What are their motivations for playing?
* What are their objectives in the game?
* What does the game world look like?
* What are the mechanics by which the player interacts with the world to achieve those objectives?
* What makes the objectives, world and mechanics compelling to the player?
Not to start with the development stack…
[1] The Art of Game Design, by Jesse Schell
emsyonSep 22, 2014