A curated list of books and other media read, consumed, or cited during my course. This is for assignments, self-directed study, research, etc.

Bookmarks

Please see my gamedev pinboard, as URLs will mostly end up there.

Cited bibliography

  1. “UK Copyright Law. Copyright, Designs and Patents Act 1988 :: The UK Copyright Service.” n.d. UK Copyright Service. Available at: https://copyrightservice.co.uk/copyright/uk_law_summary [accessed 18 Aug 2021].
  2. “Gretel & Hansel.” n.d. Box Office Mojo. Available at: https://www.boxofficemojo.com/release/rl3842541057/ [accessed 18 Aug 2021].
  3. “The Walking Dead: A Telltale Games Series.” n.d. Metacritic. Available at: https://www.metacritic.com/game/playstation-3/the-walking-dead-a-telltale-games-series [accessed 18 Aug 2021].
  4. HERMANO, Ma Alessandra L. and Rosanne SOMERSON (eds.). 2013. The Art of Critical Making: Rhode Island School of Design on Creative Practice. Hoboken, New Jersey: John Wiley & Sons.
  5. “Telltale Community.” n.d. Telltale Community. Available at: https://community.telltale.com/categories [accessed 18 Aug 2021].
  6. “Understanding Customer Journey Touchpoints.” n.d. Qualtrics. Available at: https://www.qualtrics.com/uk/experience-management/customer/customer-journey-touchpoints/ [accessed 18 Aug 2021].
  7. “Mild Cognitive Impairment (MCI) - Patient Information Leaflet.” n.d. Cumbria, Northumberland, Tyne and Wear NHS Foundation Trust. Available at: https://www.cntw.nhs.uk/resource-library/mild-cognitive-impairment/ [accessed 18 Aug 2021].
  8. “Blindness and Vision Loss.” 2017. nhs.uk. Available at: https://www.nhs.uk/conditions/vision-loss/ [accessed 18 Aug 2021].
  9. “Colour Vision Deficiency (Colour Blindness).” 2017. nhs.uk. Available at: https://www.nhs.uk/conditions/colour-vision-deficiency/ [accessed 18 Aug 2021].
  10. “Deafblindness - Symptoms.” 2018. nhs.uk. Available at: https://www.nhs.uk/conditions/deafblindness/symptoms/ [accessed 18 Aug 2021].
  11. “Chooseco Llc v. Netflix, Inc.” 2020.
  12. “Week 4: Sam Lanyon from Concept Shed: Co-Creative Design & Development Practice GDD730 20/21 Part-Time Study Block S3.” n.d. Available at: https://flex.falmouth.ac.uk/courses/913/pages/week-4-sam-lanyon-from-concept-shed [accessed 18 Aug 2021].
  13. “Liam Neeson (Visual Voices Guide).” n.d. Behind The Voice Actors. Available at: https://www.behindthevoiceactors.com/Liam-Neeson/ [accessed 9 Aug 2021].
  14. “Royalty Free Music and Sound Effects \Textbar Epidemic Sound.” n.d. Available at: https://www.epidemicsound.com/ [accessed 9 Aug 2021].
  15. “Screenwriting Tips: How to Write a Logline - 2021.” n.d. MasterClass. Available at: https://www.masterclass.com/articles/screenwriting-tips-how-to-write-a-logline [accessed 28 Jul 2021].
  16. “Game Data Crunch: Data Is Delicious.” n.d. Available at: https://www.gamedatacrunch.com/ [accessed 6 Oct 2021].
  17. “GDC Talk: How To Explain Your Game To An Asshole - a Post on Tom Francis’ Blog.” n.d. Available at: https://www.pentadact.com/2012-03-17-gdc-talk-how-to-explain-your-game-to-an-asshole/ [accessed 28 Jul 2021].
  18. “Interruptions at Work Are Killing Your Focus, Productivity, and Motivation.” 2018. RescueTime Blog. Available at: https://blog.rescuetime.com/interruptions-at-work/ [accessed 29 Jul 2021].
  19. “Inside Roald Dahl’s Writing Hut.” n.d. Available at: https://www.roalddahl.com/blog/2017/may/inside-roald-dahls-writing-hut [accessed 29 Jul 2021].
  20. “Proof on the Balance of Probabilities: What This Means in Practice.” n.d. Practical Law. Available at: http://uk.practicallaw.thomsonreuters.com/2-500-6576?transitionType=Default&contextData=(sc.Default)&firstPage=true [accessed 19 Jul 2021].
  21. “The Clark Tank! - YouTube.” n.d. Available at: https://www.youtube.com/playlist?list=PLUPKuAVC8PO7uIGiDCHUZGDNYAyRmW6NC [accessed 6 Oct 2021].
  22. “History of SWOT Analysis.” n.d. Available at: http://www.cymeon.com/swot-history [accessed 19 Jul 2021].
  23. “SWOT Analysis: – How to Develop a Strategy For Success.” n.d. Available at: http://www.mindtools.com/pages/article/newTMC_05.htm [accessed 19 Jul 2021].
  24. “Best Practices for Recording Your Remote Pitch Deck.” n.d. Loom. Available at: https://www.loom.com/blog/remote-pitch-deck-best-practices [accessed 1 Jul 2021].
  25. “Digitise Your Pitch Events - Tips and Advice for How to Move Online during the COVID-19 Pandemic.” 2020. UK Business Angels Association. Available at: https://ukbaa.org.uk/digitise-your-pitch-events-tips-and-advice-for-how-to-move-online-during-the-covid-19-pandemic/ [accessed 1 Jul 2021].
  26. “Wayra UK - We Scale Startups.” n.d. Available at: https://www.wayra.uk/ [accessed 1 Jul 2021].
  27. “Web Summit.” 2021. Wikipedia. Available at: https://en.wikipedia.org/w/index.php?title=Web_Summit&oldid=1022833752 [accessed 1 Jul 2021].
  28. “Microsoft Teams \Textbar Group Chat, Team Chat & Collaboration.” n.d. Available at: https://www.microsoft.com/en-gb/microsoft-teams/group-chat-software [accessed 20 Aug 2021].
  29. “Twine / An Open-Source Tool for Telling Interactive, Nonlinear Stories.” 2009. Available at: https://twinery.org/ [accessed 10 Jun 2021].
  30. “Home Page - Games For Change.” n.d. Available at: https://www.gamesforchange.org/ [accessed 18 May 2021].
  31. “Disco Elysium.” n.d. Available at: https://discoelysium.com [accessed 8 Aug 2021].
  32. “Re-Hearsed: A Disco Elysium Fanwork by Apepers.” n.d. itch.io. Available at: https://apepers.itch.io/re-hearsed-a-disco-elysium-fanwork [accessed 8 Aug 2021].
  33. “Sokpop Collective: Patreon Earnings + Statistics + Graphs + Rank.” n.d. Graphtreon. Available at: https://graphtreon.com/creator/sokpop [accessed 18 May 2021].
  34. “SugarCube v2 Documentation.” n.d. Available at: https://www.motoslave.net/sugarcube/2/docs/ [accessed 8 Aug 2021].
  35. “Apache Cordova.” n.d. Available at: https://cordova.apache.org/ [accessed 8 Aug 2021].
  36. “Nintendo Switch™ Family - Nintendo - Official Site.” n.d. Nintendo. Available at: https://www.nintendo.com/switch/ [accessed 24 Sep 2021].
  37. “Week 5: Art Direction for Indie Games: Game Development IGD720 20/21 Part-Time Study Block S2.” n.d. Available at: https://flex.falmouth.ac.uk/courses/921/pages/week-5-art-direction-for-indie-games?module_item_id=49323 [accessed 26 Feb 2021].
  38. “Steam Store.” 2003. Available at: https://store.steampowered.com/ [accessed 29 Sep 2021].
  39. DORAN, Amanda-Jane (ed.). 1990. The Punch Cartoon Album: 150 Years of Classic Cartoons. London: Grafton Books.
  40. “Art Deco City, Sparth.” n.d. ArtStation. Available at: https://www.artstation.com/artwork/nABg4 [accessed 22 Feb 2021].
  41. BRUNETTI, Ivan (ed.). 2006. An Anthology of Graphic Fiction, Cartoons, & True Stories. New Haven: Yale University Press.
  42. “Steam :: Steamworks Development :: Data Deep Dive: How Are New Releases on Steam Performing?” 2020. Available at: https://store.steampowered.com/news/group/4145017/view/2117195691992645418 [accessed 29 Sep 2021].
  43. ANDERSON, Linda (ed.). 2006. Creative Writing: a Workbook with Readings. New York: Routledge.
  44. “Topic: Week 4: Challenge Activity – Narrative Design Document.” n.d. Available at: https://flex.falmouth.ac.uk/courses/921/discussion_topics/19925 [accessed 17 Feb 2021].
  45. “Houdini \Textbar 3D Procedural Software for Film, TV & Gamedev \Textbar SideFX.” n.d. Available at: https://www.sidefx.com/products/houdini/ [accessed 16 Feb 2021].
  46. “How to Estimate Steam Video Game Sales?” n.d. Video Game Insights. Available at: https://vginsights.com [accessed 30 Sep 2021].
  47. “Popular Tags on Steam.” n.d. Available at: https://store.steampowered.com/tag/browse/#global_492 [accessed 30 Sep 2021].
  48. “Agile Delivery - Service Manual - GOV.UK.” n.d. Available at: https://www.gov.uk/service-manual/agile-delivery [accessed 27 Nov 2020].
  49. “Independent Games Summit: Failure Workshop 2021.” n.d. Available at: https://www-gdcvault-com.ezproxy.falmouth.ac.uk/play/1027458/Independent-Games-Summit-Failure-Workshop [accessed 30 Sep 2021].
  50. “Falmouth University.” n.d. Available at: https://realworks.careercentre.me/resources/elearning/hub.aspx?id=798&Referral=Action&Programme=The%20Art%20of%20the%20Approach&ProgrammeID=MENFakVHZzFUWVYyK0dDZWsxemZpUT090&TaskId=70737 [accessed 3 Dec 2020].
  51. “Video Game Industry Statistics and Facts. Games-Stats.com.” n.d. Available at: https://games-stats.com/ [accessed 30 Sep 2021].
  52. ALLEN, DAVID. 2015. GETTING THINGS DONE: the Art of Stress-Free Productivity. Place of publication not identified: PIATKUS Books.
  53. ADAMS, Ernest. 2014. Fundamentals of Game Design. Third edition. Berkeley, CA: New Riders.
  54. ADOLFSSON, Mattias. n.d. “Mattias Adolfsson.” Available at: https://mattiasadolfsson.com/ [accessed 22 Feb 2021].
  55. ASUNCION, Jennison. 2015. “(99+) Why Implementing Swipe Gestures Causes A Mobile Accessibility Issue \Textbar LinkedIn.” Available at: https://www.linkedin.com/pulse/why-implementing-swipe-gestures-causes-mobile-issue-jennison-asuncion/ [accessed 18 Aug 2021].
  56. ATLASSIAN. n.d. “How to Run a Blameless Postmortem.” Atlassian. Available at: https://www.atlassian.com/incident-management/postmortem/blameless [accessed 20 Aug 2021].
  57. BAKER, Chris. 2016. “The 4 Years of Self-Imposed Crunch That Went into Stardew Valley.” Available at: /view/news/267563/The_4_years_of_selfimposed_crunch_that_went_into_Stardew_Valley.php [accessed 17 May 2021].
  58. BEARDSHAW, Joel. 2020. “Three Free Tools to Level up Your Prototyping.” GamesIndustry.biz. Available at: https://www.gamesindustry.biz/articles/2020-04-08-three-free-tools-to-level-up-your-prototyping [accessed 8 Aug 2021].
  59. BECK, Kent and Mike BEEDLE. 2015. “Agile Manifesto for Software Development.” Agile Alliance. Available at: https://www.agilealliance.org/agile101/the-agile-manifesto/ [accessed 13 Oct 2020].
  60. BELKER, Loren B., Jim MCCORMICK and Gary S. TOPCHIK. 2012. The First-Time Manager. 6th ed. New York: AMACOM, American Management Association.
  61. BIRDWELL, Ken. 1999. “The Cabal: Valve’s Design Process For Creating Half-Life.” Gamasutra. Available at: https://www.gamasutra.com/view/feature/131815/the_cabal_valves_design_process_.php [accessed 27 Jun 2021].
  62. BIRKETT, Jake. 2018. “You Are Spending Too Long Making Your Game - YouTube.” Available at: https://www.youtube.com/watch?v=XmIFaAU0mJg [accessed 29 Sep 2021].
  63. BIRKETT, Jake. 2015. “Grey Alien Games » Blog Archive » How to Estimate How Many Sales a Steam Game Has Made.” Available at: https://greyaliengames.com/blog/how-to-estimate-how-many-sales-a-steam-game-has-made/ [accessed 29 Sep 2021].
  64. BIRKETT, Jake. 2018. “Grey Alien Games » Blog Archive » Using Steam Reviews to Estimate Sales.” Available at: https://greyaliengames.com/blog/using-steam-reviews-to-estimate-sales/ [accessed 29 Sep 2021].
  65. BLOCK, Jack. 1995. “A Contrarian View of the Five-Factor Approach to Personality Description.” Psychological Bulletin 117(2), [online], 187–215. Available at: http://doi.apa.org/getdoi.cfm?doi=10.1037/0033-2909.117.2.187 [accessed 30 May 2021].
  66. BOLTER, Jay David and Richard GRUSIN. 2003. Remediation: Understanding New Media. 6. Nachdr. Cambridge, Mass.: MIT Press.
  67. BRACKEN, Mike. 2015. “Building on the Steel Thread - Government Digital Service.” Available at: https://gds.blog.gov.uk/2015/07/24/building-on-the-steel-thread/ [accessed 27 Nov 2020].
  68. BROWN, Tom B. et al. 2020. “Language Models Are Few-Shot Learners.” arXiv:2005.14165 [cs]. Available at: http://arxiv.org/abs/2005.14165 [accessed 30 Sep 2020].
  69. BYCER, Josh. 2019. “The Roguelike Debate – Roguelikes vs Roguelites.” Available at: https://www.gamasutra.com/blogs/JoshBycer/20191125/354673/The_Roguelike_Debate__Roguelikes_vs_Roguelites.php [accessed 30 Jan 2021].
  70. CARLESS, Simon. 2021. “Estimating Steam/Console Sales: Two Hot Methods!” Available at: https://newsletter.gamediscover.co/p/estimating-steamconsole-sales-two [accessed 30 Sep 2021].
  71. CARLESS, Simon. 2021. “Steam Sales for ’the Other 50%’ - a Return!” Available at: https://newsletter.gamediscover.co/ [accessed 18 May 2021].
  72. CARLESS, Simon. 2020. “Steam: the New ’Wishlists to First Week Sales’ Expectations.” Available at: https://newsletter.gamediscover.co/p/steam-the-new-wishlists-to-first [accessed 29 Sep 2021].
  73. CASEN, Sarah. 2016. “White Boxing Your Game.” Available at: https://www.gamasutra.com/blogs/SaraCasen/20160713/276970/White_Boxing_Your_Game.php [accessed 27 Nov 2020].
  74. CAYANAN, Raymond. 2013. “Pixar’s RenderMan Turns 25 (Exclusive).” fxguide. Available at: https://www.fxguide.com/fxfeatured/pixars-renderman-turns-25/ [accessed 15 Nov 2020].
  75. CHESHIRE, Tom. 2011. “In Depth: How Rovio Made Angry Birds a Winner (and What’s next).” Wired UK. Available at: https://www.wired.co.uk/article/how-rovio-made-angry-birds-a-winner [accessed 28 Oct 2020].
  76. CLARK, Brian. 2019. “How to Use the ’Rule of Three’ to Create Engaging Content.” Copyblogger. Available at: https://copyblogger.com/rule-of-three/ [accessed 18 Aug 2021].
  77. COLEMAN, Terry. 1999. “GameSpot’s: The Sid Meier Legacy.” Available at: https://web.archive.org/web/19991103090659/http://www.gamespot.com/features/sidlegacy/interview12.html [accessed 27 Oct 2020].
  78. COLLECTIVE, Sokpop. n.d. “Sokpop Collective.” Available at: https://sokpop.co/ [accessed 18 May 2021].
  79. COOK, Robert L., Loren CARPENTER and Ed CATMULL. 1987. Proceedings of SIGGRAPH ’87: 14th Annual Conference. Association for Computing Machinery.
  80. COSTIKYAN, Greg. 2015. Uncertainty in Games.
  81. COURSERA. n.d. “Story and Narrative Development for Video Games.” Coursera. Available at: https://www.coursera.org/learn/video-game-story [accessed 18 May 2021].
  82. CREMADES, Alejandro I. n.d. “How To Position The Team In A Pitch Deck.” Alejandro Cremades. Available at: https://alejandrocremades.com/how-to-position-the-team-in-a-pitch-deck/ [accessed 16 Aug 2021].
  83. CSIKSZENTMIHALYI, Mihaly. 2013. Creativity: the Psychology of Discovery and Invention. First Harper Perennial modern classics edition. New York: Harper Perennial Modern Classics.
  84. DAHL, Roald. 1988. “How Do You Keep the Story’s Momentum Going?” Roald Dahl on writing. Available at: https://www.roalddahl.com/create-and-learn/write/roald-dahl-on-writing [accessed 21 Oct 2020].
  85. DAM, Rikke Friis and Teo Yu SIANG. n.d. “Learn How to Use the Best Ideation Methods: SCAMPER.” The Interaction Design Foundation. Available at: https://www.interaction-design.org/literature/article/learn-how-to-use-the-best-ideation-methods-scamper [accessed 13 Oct 2020].
  86. DATTA, Sudip and Mai ISKANDAR-DATTA. 2014. “Upper-Echelon Executive Human Capital and Compensation: Generalist vs Specialist Skills: Upper-Echelon Executive Credentials and Compensation.” Strategic Management Journal 35(12), [online], 1853–66. Available at: http://doi.wiley.com/10.1002/smj.2267 [accessed 14 Nov 2020].
  87. DAVIS, Richard H. 2015. The Bhagavad Gita: a Biography. Princeton: Princeton University Press.
  88. DEMARCO, Tom and Timothy R. LISTER. 1999. Peopleware: Productive Projects and Teams. 2nd ed. New York, NY: Dorset House Pub.
  89. DHAWAN, Erica. 2021. Digital Body Language: How to Build Trust and Connection, No Matter the Distance. First edition. New York: St. Martin’s Press.
  90. DIVITA, Joe. n.d. “Twitch Mute Metallica’s Livestream Performance at BlizzCon Video Game Conference.” Loudwire. Available at: https://loudwire.com/twitch-mute-metallica-blizzcon-2021/ [accessed 19 Jul 2021].
  91. DIAS, Bruno. 2018. “Slay the Spire Is a Brilliant Genre Mash-up with Third-Act Problems.” PC Gamer. Available at: https://www.pcgamer.com/slay-the-spire-is-a-brilliant-genre-mash-up-with-third-act-problems/ [accessed 30 Jan 2021].
  92. DOUGLAS, Nick and Adam J. KURTZ. 2017. “An Artist Explains What ‘Great Artists Steal’ Really Means.” Lifehacker. Available at: https://lifehacker.com/an-artist-explains-what-great-artists-steal-really-me-1818808264 [accessed 6 Oct 2020].
  93. ENGINE, Godot. n.d. “Godot Engine - Free and Open Source 2D and 3D Game Engine.” Godot Engine. Available at: https://godotengine.org/ [accessed 17 May 2021].
  94. EVANS-THIRLWELL, Edwin. 2020. “Demaking in the Year of next Gen.” Eurogamer. Available at: https://www.eurogamer.net/articles/2020-10-02-the-power-of-demakes-in-the-year-of-next-gen [accessed 6 Oct 2020].
  95. FALMOUTH. n.d. “Falmouth University Courses and Modules - GDD730 - Co-Creative Design & Development Practice.” Available at: https://falmouth.akarisoftware.com/index.cfm/page/module/moduleId/93154 [accessed 20 Aug 2021].
  96. FALMOUTH, University. n.d. “Week 2: Introduction: Game Development IGD720 20/21 Part-Time Study Block S2.” Available at: https://flex.falmouth.ac.uk/courses/921/pages/week-2-introduction?module_item_id=47064 [accessed 30 Jan 2021].
  97. FORSTER, E. M. 1985. Aspects of the Novel. San Diego: Harcourt Brace Jovanovich.
  98. FRAY, Andrew. 2014. “Innovating In Your Pants.” Andrew Fray. Available at: https://andrewfray.wordpress.com/2014/07/04/innovating-in-your-pants/ [accessed 29 Jul 2021].
  99. FUGARO, Marco. 2020. “Marcofugaro/Three-Projected-Material.” Available at: https://github.com/marcofugaro/three-projected-material [accessed 15 Nov 2020].
  100. FUNRETRO, EasyRetro former. n.d. “Improve Your Team with Fun Sprint Retrospectives.” EasyRetro former FunRetro. Available at: https://easyretro.io/ [accessed 1 Jul 2021].
  101. GAMES, Supergiant. 2020. “Hades.” Available at: https://www.supergiantgames.com/games/hades/ [accessed 7 Dec 2020].
  102. GODIN, Seth. 2009. “Authenticity.” Seth’s Blog. Available at: https://seths.blog/2009/02/authenticity/ [accessed 3 Dec 2020].
  103. GONZALEZ VIVO, Patricio. 2015. “The Book of Shaders.” The Book of Shaders. Available at: https://thebookofshaders.com/00/ [accessed 15 Nov 2020].
  104. GOOGLE. n.d. “Gaming ‘Crafting Fatigue’ - Google Search.” Available at: https://www.google.com/search?q=gaming+%22crafting+fatigue%22 [accessed 18 May 2021].
  105. GOSLIN, Austen. 2018. “Black Mirror: Bandersnatch Is Fun, but Doesn’t Quite Work as a Movie or a Game.” Polygon. Available at: https://www.polygon.com/2018/12/28/18159087/netflix-black-mirror-bandersnatch-interactive-film-game [accessed 18 Aug 2021].
  106. GURNEY, James. 2010. Color and Light: a Guide for the Realist Painter. Kansas City, Mo. : London: Andrews McMeel ; Simon & Schuster [distributor].
  107. HACURA, Lukasz. 2021. “How To Pitch A Video Game- GameCareerGuide.com.” gamecareerguide. Available at: https://gamecareerguide.com/features/2028/how_to_pitch_a_video_.php [accessed 28 Jul 2021].
  108. HARDWICK, George. n.d. “Watch ’23. Audience Engagement - EPIC Openings’ \Textbar Microsoft Stream.” REALworks. Available at: https://web.microsoftstream.com/video/27a0ce73-eb77-4d22-bcce-5cb97d7e6db7 [accessed 18 Aug 2021].
  109. HARRIS, Tristan, Aza RASKIN and Randima FERNANDO. 2018. “Center for Humane Technology.” Center for Humane Technology. Available at: https://www.humanetech.com/ [accessed 29 Oct 2020].
  110. HERRING, Phoebe. n.d. “Week 10: Phoebe Herring on Freelance: Co-Creative Design & Development Practice GDD730 20/21 Part-Time Study Block S3.” Available at: https://flex.falmouth.ac.uk/courses/913/pages/week-10-phoebe-herring-on-freelance?module_item_id=54820 [accessed 16 Aug 2021].
  111. HEUSSNER, Tobias. 2015. The Game Narrative Toolbox. New York: Focal Press/Taylor & Francis Group.
  112. HILL-WHITTALL, Richard. 2015. The Indie Game Developer Handbook. Burlington, MA: Focal Press.
  113. HOROWITZ, Sara and Toni Sciarra POYNTER. 2012. The Freelancer’s Bible: Everything You Need to Know to Have the Career of Your Dreams on Your Terms. New York: Workman Publishing Co.
  114. HOWLETT, Elizabeth C. et al. 1988. “Booksearch: Abridgements and Retellings of Classics.” The English Journal 77(8), [online], 72. Available at: https://www.jstor.org/stable/818247?origin=crossref [accessed 18 Aug 2021].
  115. HUNTER, Michael R. 2017. “Why Authenticity Is Essential to a Personal Brand.” PersonalBrand.com. Available at: https://personalbrand.com/authenticity/ [accessed 3 Dec 2020].
  116. ISBISTER, Katherine. 2017. How Games Move Us: Emotion by Design. First MIT Press paperback edition. Cambridge, Massachusetts London, England: The MIT Press.
  117. IVAN, Tom. 2020. “Who Is Mark Cerny, the Man behind PS5?” VGC. Available at: https://www.videogameschronicle.com/features/who-is-mark-cerny/ [accessed 6 Feb 2021].
  118. JAUK, Emanuel, Mathias BENEDEK, Beate DUNST and Aljoscha C. NEUBAUER. 2013. “The Relationship between Intelligence and Creativity: New Support for the Threshold Hypothesis by Means of Empirical Breakpoint Detection.” Intelligence 41(4), [online], 212–21. Available at: https://linkinghub.elsevier.com/retrieve/pii/S016028961300024X [accessed 28 Sep 2020].
  119. JONES, Ali. 2019. “Slay the Spire PC Review – the Best Solo Deck-Builder Yet.” PCGamesN. Available at: https://www.pcgamesn.com/slay-the-spire/pc-review [accessed 30 Jan 2021].
  120. KASTELLE, Tim. 2011. “Tools Don’t Solve Problems, People Do.” Tim Kastelle. Available at: https://timkastelle.org/blog/2011/02/tools-dont-solve-problems-people-do/ [accessed 13 Oct 2020].
  121. KATKOFF, Michail. 2020. “6 Steps to Pitch Perfect.” ironSource LevelUp. Available at: https://medium.com/ironsource-levelup/6-steps-to-pitch-perfect-1faed1b8a747 [accessed 18 Aug 2021].
  122. KATZENBACH, Jon R and Douglas K SMITH. 2015. The Wisdom of Teams: Creating the High-Performance Organization.
  123. KAWASAKI, Guy. 2015. “The Only 10 Slides You Need in Your Pitch.” Guy Kawasaki. Available at: https://guykawasaki.com/the-only-10-slides-you-need-in-your-pitch/ [accessed 1 Jul 2021].
  124. KAYE, Jessica. 2019. “5 Ways to Market Your Audiobook Without Ads.” Jane Friedman. Available at: https://www.janefriedman.com/5-ways-to-market-audiobooks/ [accessed 18 Aug 2021].
  125. KELLY, Kevin. 2008. “1,000 True Fans.” The Technium. Available at: https://kk.org/thetechnium/1000-true-fans/ [accessed 5 Jul 2021].
  126. KLEON, Austin. 2012. Steal like an Artist: 10 Things Nobody Told You about Being Creative. New York: Workman Pub. Co. Available at: https://austinkleon.com/steal/.
  127. KLEPEK, Patrick. 2019. “How ’Slime Rancher’ Made a Ton of Money And Stuck to 40-Hour Workweeks.” Available at: https://www.vice.com/en/article/d3ba3m/how-slime-rancher-made-a-ton-of-money-and-stuck-to-40-hour-workweeks [accessed 30 Sep 2021].
  128. KNAPP, Jake, John ZERATSKY and Braden KOWITZ. 2016. Sprint: How to Solve Big Problems and Test New Ideas in Just Five Days. London New York Toronto: Bantam Press.
  129. KNEZOVIC, Andrea. 2020. “Mobile Game Launch Strategy: How to Launch Your Game?” Udonis. Available at: https://www.blog.udonis.co/mobile-marketing/mobile-games/mobile-game-launch-strategy [accessed 9 Aug 2021].
  130. KOHLER, Chris. 2017. “The Puzzle Of A Lifetime.” Kotaku. Available at: https://kotaku.com/the-puzzle-of-a-lifetime-1821235999 [accessed 17 May 2021].
  131. KOSTER, Raph. 2013. “Playing with ‘Game.’” Raph’s Website. Available at: https://www.raphkoster.com/2013/04/16/playing-with-game/ [accessed 12 Oct 2020].
  132. KOSTER, Raph. 2005. A Theory of Fun for Game Design. Scottsdale, AZ: Paraglyph Press.
  133. KOSTER, Raph. 2012. “A Theory Of Fun - 10 Years Later.” Available at: https://www.raphkoster.com/gaming/gdco12/Koster_Raph_Theory_Fun_10.pdf [accessed 12 Oct 2020].
  134. KRAMARZEWSKI, Adam and Ennio De NUCCI. 2018. Practical Game Design. Available at: http://sbiproxy.uqac.ca/login?url=https://international.scholarvox.com/book/88856838 [accessed 9 Aug 2021].
  135. LENCIONI, Patrick. 2002. The Five Dysfunctions of a Team: a Leadership Fable. 1st ed. San Francisco: Jossey-Bass.
  136. LEUPOLD, Tom. 2004. “Spot On: Games Get Political.” GameSpot. Available at: https://www.gamespot.com/articles/spot-on-games-get-political/1100-6104371/ [accessed 12 Oct 2020].
  137. LIN, Yi-Wen. n.d. “Sketches \Textbar Yi-Wen Lin.” Available at: http://yiwenl.github.io/Sketches/ [accessed 22 Feb 2021].
  138. LIONBRIDGE. 2020. “Narrative Game Design for Every Audience.” lionbridge. Available at: https://www.lionbridge.com/blog/gaming/designing-winning-game-narrative-every-audience/ [accessed 28 Jan 2021].
  139. LOBB, Iain. 2021. “Week 1: Lecture – The Indie Games Industry: Indie Game Start-Up IGD740 21/22 Part-Time Study Block S1.” Available at: https://flex.falmouth.ac.uk/courses/924/pages/week-1-lecture-the-indie-games-industry?module_item_id=57427 [accessed 24 Sep 2021].
  140. MACKLIN, Colleen and John SHARP. 2016. Games, Design and Play: a Detailed Approach to Iterative Game Design. First edition. Boston, MA ; San Francisco, CA: Addison-Wesley.
  141. MARHULETS, Wlad. 2020. Gamedev: 10 Steps to Making Your First Game Successful. 1st ed. Unfold Publishing.
  142. MARTIN, Liam. 2013. “The Walking Dead Game Sells 8.5 Million.” Digital Spy. Available at: http://www.digitalspy.com/videogames/a448947/the-walking-dead-sells-85-million-episodes-25-of-sales-on-mobile/ [accessed 18 Aug 2021].
  143. MATHISON, James. 2017. “I Can’t Stop Dreaming of Eudaimonia.” Medium. Available at: https://medium.com/@jsmathison/i-cant-stop-dreaming-of-eudaimonia-84d9059b551c [accessed 18 Nov 2020].
  144. MCCLOUD, Scott. 2017. Understanding Comics. Reprint. New York: William Morrow, an imprint of Harper Collins Publishers.
  145. MCENTEE, Chris. 2012. “Rational Design: The Core of Rayman Origins.” Available at: https://gamasutra.com/view/feature/167214/rational_design_the_core_of_.php [accessed 18 May 2021].
  146. MCHUGH, Alex. 2018. “What Is a Roguelike?” Green Man Gaming Blog. Available at: https://www.greenmangaming.com/blog/what-is-a-roguelike/ [accessed 7 Dec 2020].
  147. MCKEOWN, Greg. 2014. Essentialism: the Disciplined Pursuit of Less.
  148. MCLEAN-FOREMAN, John. 2002. “Conversations From GDC Europe: Mark Cerny, Jonty Barnes, Jason Kingsley.” Available at: https://www.gamasutra.com/view/feature/131368/conversations_from_gdc_europe_.php [accessed 6 Feb 2021].
  149. MEGACRIT. 2017. “Slay The Spire.” Available at: https://www.megacrit.com/ [accessed 30 Nov 2020].
  150. MEIER, Sid and Jennifer Lee NOONAN. 2020. Sid Meier’s Memoir! a Life in Computer Games. First edition. New York: W.W. Norton & Company.
  151. MICHALKO, Michael. 1991. Thinkertoys: a Handbook of Business Creativity for the ’90s. Berkeley, Calif: Ten Speed Press.
  152. MICHALKO, Michael. 2006. Thinkpak: Instructions for Using the Brainstorming Card Deck. Revised. Berkeley: Ten Speed Press.
  153. MITCHELL, Ian. 2018. “Scrubbing Sprint Zero.” Scrum.org. Available at: https://www.scrum.org/resources/blog/scrubbing-sprint-zero [accessed 10 Jun 2021].
  154. MURRAY, James. 2020. “Eudaimonia Machine—Is This the Blueprint for the Virtual Workplace?” Workfront. Available at: https://www.workfront.com/blog/eudaimonia-machine-blueprint-virtual-workplace [accessed 18 Nov 2020].
  155. MUSIL, Juergen, Angelika SCHWEDA, Dietmar WINKLER and Stefan BIFFL. 2010. “Synthesized Essence: What Game Jams Teach about Prototyping of New Software Products.” In Proceedings of the 32nd ACM/IEEE International Conference on Software Engineering - ICSE ’10. 183. Available at: http://portal.acm.org/citation.cfm?doid=1810295.1810325 [accessed 17 Dec 2020].
  156. NHS, Royal Berkshire. 2020. “Unilateral Hearing Loss.” Available at: https://www.royalberkshire.nhs.uk/patient-information-leaflets/audiology%20paediatric%20unilateral%20hearing%20loss.
  157. NARRATION, Audiobook, PRODUCTION and Marketing Tips With Derek Doepker \textbar The Creative Penn SAYS. 2020. “Book Marketing: 16 Ways To Market Your Audiobook \Textbar The Creative Penn.” Available at: https://www.thecreativepenn.com/2020/04/22/market-your-audiobook/ [accessed 18 Aug 2021].
  158. NEWPORT, Cal. 2016. Deep Work: Rules for Focused Success in a Distracted World. London: Piatkus.
  159. NEWTON, Richard. 2009. The Project Manager: Mastering the Art of Delivery. 2nd ed. Harlow, England ; New York: Financial Times/Prentice Hall.
  160. NORDINE, Michael and Michael NORDINE. 2017. “‘Mosaic’: Steven Soderbergh Reveals Plot Details About His Mysterious ‘Branching Narrative’ Project at HBO.” IndieWire. Available at: https://www.indiewire.com/2017/08/mosaic-steven-soderbergh-plot-branching-narrative-hbo-1201868064/ [accessed 18 Aug 2021].
  161. O’TOOLE, Garson. 2013. “Good Artists Copy; Great Artists Steal.” Quote Investigator - Tracing Quotations. Available at: https://quoteinvestigator.com/2013/03/06/artists-steal/ [accessed 6 Oct 2020].
  162. ORKIN, Jeff. 2003. “Goal-Oriented Action Planning (GOAP).” Available at: http://alumni.media.mit.edu/ jorkin/goap.html [accessed 27 Oct 2020].
  163. ORLOWSKI, Jeff. 2020. “The Social Dilemma” [docudrama]. Available at: https://www.thesocialdilemma.com/ [accessed 29 Oct 2020].
  164. PEPERS, Alexei. 2021. “Disco Elysium Twine Macros Source.” Available at: https://github.com/apepers/DiscoElysiumTwineMacros [accessed 8 Aug 2021].
  165. PETTY, Geoff. 1997. “Creativity.” How to be better at creativity. Available at: http://geoffpetty.com/creativity/ [accessed 6 Oct 2020].
  166. PITTENGER, David J. 1993. “The Utility of the Myers-Briggs Type Indicator.” Review of Educational Research 63(4), [online], 467–88. Available at: http://journals.sagepub.com/doi/10.3102/00346543063004467 [accessed 30 May 2021].
  167. POLACK, Trent. 2018. “A Guide to Systems-Based Game Development.” Gamasutra. Available at: https://www.gamasutra.com/blogs/TrentPolack/20180104/312480/A_Guide_to_SystemsBased_Game_Development.php [accessed 3 Nov 2020].
  168. PRESS, The MIT. n.d. “Remediation \Textbar The MIT Press.” Available at: https://mitpress.mit.edu/books/remediation [accessed 1 Oct 2020].
  169. PROSPERI, Louis J, Jeffrey A BARNES and IMAGINEERS (GROUP). 2016. The Imagineering Pyramid: Using Disney Theme Park Design Principles to Develop and Promote Your Creative Ideas.
  170. PROSPERI, Louis J, Bob MCLAIN and THEME PARK PRESS. 2018. The Imagineering Process: Using the Disney Theme Park Design Process to Bring Your Creative Ideas to Life.
  171. RAMOS, Jeff. 2019. “Slay the Spire Is My Favorite Game to Lose.” Polygon. Available at: https://www.polygon.com/reviews/2019/2/12/18220317/slay-the-spire-review-pc [accessed 30 Jan 2021].
  172. RASMUSSON, Jonathan. n.d. “Iterations.” Agile In A Nutshell. Available at: http://www.agilenutshell.com/iterations [accessed 26 Nov 2020].
  173. RIES, Eric. 2019. The Lean Startup: How Constant Innovation Creates Radically Successful Businesses. London: Penguin Business.
  174. ROGERS, Scott. 2014. Level up! the Guide to Great Video Game Design. 2. ed. Chichester: Wiley.
  175. RUBIN, Peter. 2018. “How the Surprise New Interactive ’Black Mirror’ Came Together.” Wired. Available at: https://www.wired.com/story/black-mirror-bandersnatch-interactive-episode/ [accessed 10 Jun 2021].
  176. SCHELL, Jesse. 2019. The Art of Game Design: a Book of Lenses. Third edition. Boca Raton: Taylor & Francis, a CRC title, part of the Taylor & Francis imprint, a member of the Taylor & Francis Group, the academic division of T&F Informa, plc.
  177. SCHREINER, Tim. 2002. “Combat Oriented AI.” Artificial Intelligence in Game Design. Available at: https://web.archive.org/web/20020802175520/http://ai-depot.com/GameAI/Design.html [accessed 30 Sep 2020].
  178. SCOTT, Kevin. 2020. “Microsoft Teams up with OpenAI to Exclusively License GPT-3 Language Model.” The Official Microsoft Blog. Available at: https://blogs.microsoft.com/blog/2020/09/22/microsoft-teams-up-with-openai-to-exclusively-license-gpt-3-language-model/ [accessed 30 Sep 2020].
  179. SHARP, John. 2015. Works of Game: on the Aesthetics of Games and Art. Cambridge, Massachusetts: The MIT Press.
  180. SHUNYA, Acharya. 2020. Sovereign Self: Claim Your Inner Joy and Freedom with the Empowering Wisdom of the Vedas, Upanishads, and Bhagavad Gita. Boulder: Sounds True.
  181. SICART, Miguel. 2014. Play Matters. Cambridge, Massachusetts London: MIT Press.
  182. SINEK, Simon and Simon SINEK. 2015. Commencer Par Pourquoi. Available at: http://banq.pretnumerique.ca/accueil/isbn/9782924412701 [accessed 2 Jul 2021].
  183. SKOLNICK, Evan. 2014. Video Game Storytelling: What Every Developer Needs to Know about Narrative Techniques. Berkeley: Watson-Guptill.
  184. SMITH, Adam. 2017. “Slay The Spire Made Me Fall in Love with Deck-Building.” RockPaperShotgun. Available at: https://www.rockpapershotgun.com/slay-the-spire-deck-building [accessed 30 Jan 2021].
  185. SNYDER, Thomas F. F. and Andre LYMAN. 2001. “United States Patent: 6252604 - Method of Animating an Image by Squiggling the Edges of Image Features.” Available at: https://patft.uspto.gov/netacgi/nph-Parser?Sect1=PTO1&Sect2=HITOFF&d=PALL&p=1&u=%2Fnetahtml%2FPTO%2Fsrchnum.htm&r=1&f=G&l=50&s1=6252604.PN.&OS=PN/6252604&RS=PN/6252604 [accessed 18 May 2021].
  186. SOUCHAL, Francois. 1968. Art of the Early Middle Ages. First English language edition. New York / London: Harry N. Abrams, Inc.
  187. STAFF, WIRED. n.d. “Metallica Rips Napster.” Wired. Available at: https://www.wired.com/2000/04/metallica-rips-napster/ [accessed 19 Jul 2021].
  188. STROMBERG, Joseph. 2014. “Why the Myers-Briggs Test Is Totally Meaningless.” Vox. Available at: https://www.vox.com/2014/7/15/5881947/myers-briggs-personality-test-meaningless [accessed 30 May 2021].
  189. SWINK, Steve. 2009. Game Feel: a Game Designer’s Guide to Virtual Sensation. Amsterdam ; Boston: Morgan Kaufmann Publishers/Elsevier.
  190. SYLVESTER, Tynan. 2013. Designing Games: a Guide to Engineering Experiences. First edition. Sebastopol, CA: O’Reilly.
  191. TAYLOR, Mollie. 2021. “Indie Dev Leaves Industry ’Indefinitely’ Thanks to Exploitation of Steam’s Refund Policy.” PC Gamer. Available at: https://www.pcgamer.com/uk/indie-dev-leaves-industry-indefinitely-thanks-to-exploitation-of-steams-refund-policy/ [accessed 24 Sep 2021].
  192. TECHNOLOGIES, Unity. n.d. “Unity - Manual: Audio Spatializer SDK.” Available at: https://docs.unity3d.com/Manual/AudioSpatializerSDK.html [accessed 18 Aug 2021].
  193. TECHNOLOGIES, Unity. n.d. “Unity Real-Time Development Platform \Textbar 3D, 2D VR & AR Engine.” Available at: https://unity.com/ [accessed 10 Jun 2021].
  194. TEKINBAŞ, Katie Salen and Eric ZIMMERMAN. 2003. Rules of Play: Game Design Fundamentals. Cambridge, Mass: MIT Press.
  195. TORRALBA, Antonio. 2016. “Advances in Computer Vision.” Available at: http://6.869.csail.mit.edu/fa16/lecture/lecture11stereoHomogenousCoord.pdf [accessed 15 Nov 2020].
  196. TUCKMAN, Bruce W. 1965. “Developmental Sequence in Small Groups.” Psychological Bulletin 63(6), [online], 384–99. Available at: http://content.apa.org/journals/bul/63/6/384 [accessed 10 Jun 2021].
  197. UYS, Juan. 2021. “Contumacious Commuter by Juan Uys.” itch.io. Available at: https://opyate.itch.io/contumacious-commuter [accessed 17 May 2021].
  198. UYS, Juan. 2020. “Randomised SCAMPER.” Available at: https://juanuys.com/scamper [accessed 13 Oct 2020].
  199. UYS, Juan. 2020. “Juan Uys’s SMART Goals.” Available at: https://juanuys.com/ [accessed 18 May 2021].
  200. UYS, Juan. 2021. “IGD 720: Week 1 — Reflecting on the Skills Audit.” Available at: https://juanuys.com/ [accessed 17 May 2021].
  201. UYS, Juan. 2021. “Juanuys/Ccgdd.” GitHub. Available at: https://github.com/juanuys/ccgdd [accessed 18 May 2021].
  202. VALERIS, Monique and Sara TARDIFF. 2019. “25 Stunning Examples of Art Deco Architecture.” ELLE Decor. Available at: https://www.elledecor.com/life-culture/travel/g12242834/art-deco-architecture/ [accessed 22 Feb 2021].
  203. VOGEL, Jeff. 2020. “The Bottom Feeder: Getting Sweet Patron Money On the Modern Internet.” The Bottom Feeder. Available at: https://jeff-vogel.blogspot.com/2020/02/getting-sweet-patron-money-on-modern.html [accessed 27 Jul 2021].
  204. VOGLER, Christopher and Michele MONTEZ. 2020. The Writer’s Journey: Mythic Structure for Writers. Fourth edition. Studio City: Michael Wiese Productions.
  205. WEHLE, David. n.d. “No Time, No Budget, No Problem: Finishing ’The First Tree’” 43.
  206. WOOD, Austin. 2019. “Telltale Games Has Been Acquired by a New Company, so Series like The Wolf Among Us Could Return.” gamesradar. Available at: https://www.gamesradar.com/uk/telltale-games-has-been-acquired-by-a-new-company-so-series-like-the-wolf-among-us-could-return/ [accessed 18 Aug 2021].
  207. YU, Derek. 2010. “Finishing a Game” [Tumblr]. Make Games. Available at: https://makegames.tumblr.com/post/1136623767/finishing-a-game [accessed 29 Sep 2021].
  208. YÁÑEZ-GÓMEZ, Rosa, Daniel CASCADO-CABALLERO and José-Luis SEVILLANO. 2017. “Academic Methods for Usability Evaluation of Serious Games: a Systematic Review.” Multimedia Tools and Applications 76(4), [online], 5755–84. Available at: http://link.springer.com/10.1007/s11042-016-3845-9 [accessed 14 Nov 2020].
  209. ZER0, Divided by. 2021. “db0/Godot-Card-Game-Framework.” Available at: https://github.com/db0/godot-card-game-framework [accessed 17 May 2021].
  210. ZUKOWSKI, Chris. 2019. “How Steam Users See Your Game.” Game Developer. Available at: https://www.gamedeveloper.com/business/how-steam-users-see-your-game [accessed 6 Oct 2021].
  211. BONO, Edward de. n.d. “Six Thinking Hats – De Bono Group.” Available at: https://www.debonogroup.com/services/core-programs/six-thinking-hats/ [accessed 21 Jun 2021].
  212. JS.FOUNDATION, JS Foundation-. n.d. “JQuery Mobile.” Available at: https://jquerymobile.com/ [accessed 8 Aug 2021].
  213. DONGEN, Joost van. 2018. “The Challenge of Finding Enough Playtesters.” Gamasutra. Available at: https://www.gamasutra.com/blogs/JoostVanDongen/20180904/325770/The_challenge_of_finding_enough_playtesters.php [accessed 11 Nov 2020].
  214. ACADEMY OF INTERACTIVE ARTS & SCIENCES. 2012. “D.I.C.E. Summit 2002 - Mark Cerny.” Available at: https://www.youtube.com/watch?v=QOAW9ioWAvE [accessed 6 Feb 2021].
  215. BRACE YOURSELF GAMES. 2020. “Clark Tank DEEP DIVE \Textbar How to Make Video Game Hooks: Part 2.” Available at: https://www.youtube.com/watch?v=F-8N0DuHwJo [accessed 6 Oct 2021].
  216. BRACE YOURSELF GAMES. 2018. “How to Consistently Make Profitable Indie Games.” Available at: https://www.youtube.com/watch?v=LlAc5sBtGkc [accessed 29 Sep 2021].
  217. BRACE YOURSELF GAMES. 2020. “Clark Tank DEEP DIVE \Textbar How to Make Video Game Hooks: Part 1.” Available at: https://www.youtube.com/watch?v=NOb-PdYwkwk [accessed 6 Oct 2021].
  218. GDC. 2016. “How to Survive in Gamedev for Eleven Years Without a Hit.” Available at: https://www.youtube.com/watch?v=JmwbYl6f11c [accessed 28 Oct 2020].
  219. GDC. 2019. “2014 Vs. 2018: The Shape of Financial Success Before and After the Indiepocalypse.” Available at: https://www.youtube.com/watch?v=sIqz5xmQKnc [accessed 24 Sep 2021].
  220. GDC. 2018. “Slime Rancher: A Preemptive Postmortem.” Available at: https://www.youtube.com/watch?v=gyDOrNbvFN8 [accessed 30 Sep 2021].
  221. GDC. 2016. “What Do We Mean When We Say Indiepocalypse?” Available at: https://www.youtube.com/watch?v=r30CIneO534 [accessed 24 Sep 2021].
  222. GDC. 2017. “How to Make and Self-Publish a Game in 12 Months.” Available at: https://www.youtube.com/watch?v=4tbPbMRcMFQ&t=337s [accessed 18 May 2021].
  223. GDC. 2018. “Let’s Be Realistic: A Deep Dive into How Games Are Selling on Steam.” Available at: https://www.youtube.com/watch?v=WycVOCbeKqQ [accessed 29 Sep 2021].
  224. GDC. 2018. “Marketing on Zero Budget.” Available at: https://www.youtube.com/watch?v=l3QnovWYvwo [accessed 6 Oct 2021].
  225. GDC. n.d. “30 Things I Hate About Your Game Pitch.” Available at: https://www.youtube.com/watch?v=4LTtr45y7P0 [accessed 28 Jul 2021].
  226. GDC. n.d. “Forging Honor: Providing a Coherent Vision for a New IP.” Available at: https://www.youtube.com/watch?v=SN8RjXYjJe4 [accessed 28 Jul 2021].
  227. GDC. n.d. “Put Your Name on Your Game, a Talk by Bennett Foddy and Zach Gage.” Available at: https://www.youtube.com/watch?v=N4UFC0y1tY0 [accessed 16 Aug 2021].
  228. GDC. 2019. “All Choice No Consequence: Efficiently Branching Narrative.” Available at: https://www.youtube.com/watch?v=TEa9aSDHawA&t=1288s [accessed 18 Aug 2021].
  229. GDC. 2017. “The Gamer’s Brain: How Neuroscience and UX Can Impact Design.” Available at: https://www.youtube.com/watch?v=XIpDLa585ao [accessed 29 Jan 2021].
  230. GDC. 2019. “Making Games That Stand Out and Survive.” Available at: https://www.youtube.com/watch?v=DTvBgmNL-p0 [accessed 6 Oct 2021].
  231. GAME MAKER’S TOOLKIT. 2019. “How Games Get Balanced.” Available at: https://www.youtube.com/watch?v=WXQzdXPTb2A [accessed 18 May 2021].
  232. GAME MAKER’S TOOLKIT. 2016. “How Jonathan Blow Designs a Puzzle.” Available at: https://www.youtube.com/watch?v=2zK8ItePe3Y [accessed 21 Jun 2021].
  233. INDIE GAMES COLLECTIVE. 2015. “The Triforce of Game Design - Iain Lobb.” Available at: https://www.youtube.com/watch?v=Gn6QWyRnNNA&t=603s [accessed 18 May 2021].
  234. INDIECADE. 2014. “Indiecade East 2014: State of the Union - Bennett Foddy (Keynote).” Available at: https://www.youtube.com/watch?v=7XfCT3jhEC0 [accessed 24 Sep 2021].
  235. JONAS TYROLLER. 2019. “Watch This Before Making Your Next Indie Game!” Available at: https://www.youtube.com/watch?v=3Kzu5FdplV0 [accessed 24 Sep 2021].
  236. SPACECOW. 2020. “How I Finished My Indie Game (Even When I Hated It).” Available at: https://www.youtube.com/watch?v=zoG-uwWaJJM [accessed 18 May 2021].
  237. STANFORD ALUMNI. 2014. “Developing a Growth Mindset with Carol Dweck.” Available at: https://www.youtube.com/watch?v=hiiEeMN7vbQ [accessed 29 Jan 2021].
  238. STANFORD GRADUATE SCHOOL OF BUSINESS. n.d. “Ed Catmull, Pixar: Keep Your Crises Small.” Available at: https://www.youtube.com/watch?v=k2h2lvhzMDc [accessed 20 Aug 2021].
  239. TELLING TALES WITH CARL ASHMORE. n.d. “Roald Dahl Interview and Short Film - Pebble Mill at One 1982.” Available at: https://www.youtube.com/watch?v=nQkz_X1Rg60 [accessed 29 Jul 2021].
  240. UNITY. 2018. “Best Practices for Fast Game Design in Unity - Unite LA.” Available at: https://www.youtube.com/watch?v=NU29QKag8a0 [accessed 6 Feb 2021].
  241. WILL SCHODER. 2016. “Every Story Is the Same.” Available at: https://www.youtube.com/watch?v=LuD2Aa0zFiA&feature=youtu.be [accessed 19 Feb 2021].
  242. MEDIAXSTANFORD. 2017. “Elements of Art Direction.” Available at: https://www.youtube.com/watch?v=NwXThTYbZY4&feature=youtu.be [accessed 25 Feb 2021].

Other reading

This list might have some overlap with the cited bibliography.

Copyright © 2002-2021 Juan Uys, (source code for this website). Updates via RSS or Twitter.