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HTML5 Game Development from the Ground Up with Construct 2 by Roberto Dillon

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237
Appendix B: Selected
Bibliography for
Further Study
T
    development literature has grown signicantly
during the last few years, and, among the many good books available
today, I recommend the following to the serious student who wants to gain
an in-depth knowledge of all the dierent facets of game design.
Books are listed in alphabetical order by author.
Adams, Ernest, Fundamentals of Game Design, New Raiders (2009, second edition).
A step-by-step approach written in a very clear style that covers all impor-
tant areas, from storytelling and character development to balancing and
user interfaces.
Adams, Ernest, Game Mechanics: Advanced Game Design, New Raiders (2012).
A more advanced text introducing design patterns and detailing aspects
such as game balancing, economies, and progression.
Brathwaite, Brenda and Ian Schreiber, Challenges for Game Designers, Cengage
Learning (2008).
An excellent collection of exercises to build up (board) game prototypes
aimed at understanding the core concepts and constraints of game making.
Csikszentmihalyi, Mihaly, Flow: e Psychology of Optimal Experience, Harper
Perennial Modern Classics (2008).
e concept of “ow” is central to many discussions in game design cir-
cles. is book explains ow and its broad implications in terms accessible
to the layman.
Dillon, Roberto, On the Way to Fun: An Emotion-Based Approach to Successful
Game Design, A K Peters/CRC Press (2010).
is is the book that introduced the 6-11 framework. Besides a detailed
analysis of the theoretical model, it also includes several case studies you can
use to practice your analytical skills.
Dillon, Roberto, e Golden Age of Video Games: e Birthplace of a Multibillion
Dollar Industry, A K Peters/CRC Press (2011).
238  ◾    Appendix B: Selected Bibliography for Further Study
If you want to know more about how it all began and which games were
the most groundbreaking and inspirational in the 8 and 16 bits era, this is a
good starting point.
Fullerton, Tracy, Game Design Workshop: A Playcentric Approach to Creating
Innovative Games, Morgan Kaufmann/CRC Press (2008, second edition).
A comprehensive introduction to all the dierent phases needed to build
up a game, from conceptualization to playtesting and much more. e book
stresses the importance of adopting a proper iterative process through the
teaching of design fundamentals and hands-on exercises.
Knizia, Reiner, Dice Games Properly Explained, Blue Terrier Press (2010).
Understanding how to use dice eectively to establish and manipulate
the probability of dierent events and outcomes is a fundamental aspect in
countless games. is book clearly explains many dice-based games whose
study would greatly benet the skills of any game designer.
Koster, Raph, A eory of Fun for Game Design, Paraglyph Press (2004).
A simple but delightful read to remind us all about what really matters for
making games fun.
Kremers, Rudolf, Level Design: Concept, eory, and Practice, A K Peters/CRC
Press (2009).
Level design is an oen overlooked area in game design, so, by explaining
good level design practices in general terms and not bound to any specic
development tool, this book lls an important void.
Loguidice, Bill and Matt Barton, Vintage Games: An Insider Look at the History of
Grand e Auto, Super Mario, and the Most Inuential Games of All Time,
Focal Press (2009).
A great read that analyzes several classic games and how they aected the
evolution of dierent genres. Lots of insights and inspirational material here!
Moore, Michael, Basics of Game Design, A K Peters/CRC Press (2011).
A comprehensive introduction carefully explaining dierent genres and
the underlying data-driven structures that make them work.
Salen, Katie and Eric Zimmerman, Rules of Play: Game Design Fundamentals, MIT
Press (2003).
A slightly more scholarly book dissecting games in terms of three funda-
mental concepts, namely, rules, play, and culture.
Schell, Jesse, e Art of Game Design: A Book of Lenses, Morgan Kaufmann/CRC
Press (2008).
A modern classic outlining a set of “lenses” to look through for an in-
depth understanding of games.
Swink, Steve, Game Feel: A Game Designer’s Guide to Virtual Sensation, Morgan
Kaufmann/CRC Press (2008).
An extremely fascinating discussion of the game feel model of interac-
tivity, a very helpful perspective for creating more engaging and immersive
experiences in our games.

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