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 dierent 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 eectively to establish and manipulate
the probability of dierent events and outcomes is a fundamental aspect in
countless games. is book clearly explains many dice-based games whose
study would greatly benet 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
Level design is an oen overlooked area in game design, so, by explaining
good level design practices in general terms and not bound to any specic
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 Inuential Games of All Time,
Focal Press (2009).
A great read that analyzes several classic games and how they aected the
evolution of dierent 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 dierent genres and
the underlying data-driven structures that make them work.
Salen, Katie and Eric Zimmerman, Rules of Play: Game Design Fundamentals, MIT
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
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.