Juan Uys

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. “Deafblindness - Symptoms.” 2018. nhs.uk. Available at: https://www.nhs.uk/conditions/deafblindness/symptoms/ [accessed 18 Aug 2021].
  2. “Microsoft Buys Fallout Creator Bethesda for $7.5bn.” 2020. BBC News. Available at: https://www.bbc.com/news/54233235 [accessed 13 Feb 2022].
  3. “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].
  4. “History of SWOT Analysis.” n.d. Available at: http://www.cymeon.com/swot-history [accessed 19 Jul 2021].
  5. “Disco Elysium.” n.d. Available at: https://discoelysium.com [accessed 8 Aug 2021].
  6. “Gretel & Hansel.” n.d. Box Office Mojo. Available at: https://www.boxofficemojo.com/release/rl3842541057/ [accessed 18 Aug 2021].
  7. “Chooseco Llc v. Netflix, Inc.” 2020.
  8. “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].
  9. “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].
  10. “Twine / An Open-Source Tool for Telling Interactive, Nonlinear Stories.” 2009. Available at: https://twinery.org/ [accessed 10 Jun 2021].
  11. “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].
  12. “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].
  13. 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.
  14. “Nintendo Switch™ Family - Nintendo - Official Site.” n.d. Nintendo. Available at: https://www.nintendo.com/switch/ [accessed 24 Sep 2021].
  15. “The Clark Tank! - YouTube.” n.d. Available at: https://www.youtube.com/playlist?list=PLUPKuAVC8PO7uIGiDCHUZGDNYAyRmW6NC [accessed 6 Oct 2021].
  16. “Understanding Customer Journey Touchpoints.” n.d. Qualtrics. Available at: https://www.qualtrics.com/uk/experience-management/customer/customer-journey-touchpoints/ [accessed 18 Aug 2021].
  17. “Web Summit.” 2021. Wikipedia. Available at: https://en.wikipedia.org/w/index.php?title=Web_Summit&oldid=1022833752 [accessed 1 Jul 2021].
  18. “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].
  19. “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].
  20. “Video Game Industry Statistics and Facts. Games-Stats.com.” n.d. Available at: https://games-stats.com/ [accessed 30 Sep 2021].
  21. “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].
  22. “Miro \Textbar Online Whiteboard for Visual Collaboration.” n.d. Available at: https://miro.com/ [accessed 13 Dec 2021].
  23. “Steam Store.” 2003. Available at: https://store.steampowered.com/ [accessed 29 Sep 2021].
  24. “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].
  25. “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].
  26. “Cozy Grove on Steam.” n.d. Available at: https://store.steampowered.com/app/1458100/Cozy_Grove/ [accessed 7 Nov 2021].
  27. “Spiritfarer.” n.d. Thunder Lotus Games. Available at: https://thunderlotusgames.com/spiritfarer/ [accessed 7 Nov 2021].
  28. “Liam Neeson (Visual Voices Guide).” n.d. Behind The Voice Actors. Available at: https://www.behindthevoiceactors.com/Liam-Neeson/ [accessed 9 Aug 2021].
  29. “Wayra UK - We Scale Startups.” n.d. Available at: https://www.wayra.uk/ [accessed 1 Jul 2021].
  30. “Apache Cordova.” n.d. Available at: https://cordova.apache.org/ [accessed 8 Aug 2021].
  31. “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].
  32. “Can i Leave Games on While Not Playing to Get Trading Card Drops? :: Help and Tips.” n.d. Available at: https://steamcommunity.com/discussions/forum/1/527273983047672790/?l=brazilian [accessed 7 Nov 2021].
  33. “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].
  34. BRUNETTI, Ivan (ed.). 2006. An Anthology of Graphic Fiction, Cartoons, & True Stories. New Haven: Yale University Press.
  35. “Frostpunk.” n.d. Available at: https://www.frostpunkgame.com/ [accessed 7 Nov 2021].
  36. “Oxford Languages and Google - English \Textbar Oxford Languages.” n.d. Available at: https://languages.oup.com/google-dictionary-en/ [accessed 7 Nov 2021].
  37. “UN Climate Change Conference (COP26) at the SEC – Glasgow 2021.” n.d. UN Climate Change Conference (COP26) at the SEC – Glasgow 2021. Available at: https://ukcop26.org/ [accessed 7 Nov 2021].
  38. “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].
  39. “Microsoft to Acquire Activision Blizzard to Bring the Joy and Community of Gaming to Everyone, across Every Device.” 2022. Stories. Available at: https://news.microsoft.com/2022/01/18/microsoft-to-acquire-activision-blizzard-to-bring-the-joy-and-community-of-gaming-to-everyone-across-every-device/ [accessed 13 Feb 2022].
  40. DORAN, Amanda-Jane (ed.). 1990. The Punch Cartoon Album: 150 Years of Classic Cartoons. London: Grafton Books.
  41. “Rusty Lake Games - RustyLake.com.” n.d. Available at: http://www.rustylake.com/tag/rusty-lake-series/ [accessed 25 Oct 2021].
  42. “TOEM on Steam.” n.d. Available at: https://store.steampowered.com/app/1307580/TOEM/ [accessed 7 Nov 2021].
  43. “Alba: a Wildlife Adventure by Ustwo Games.” n.d. Available at: https://www.albawildlife.com/ [accessed 7 Nov 2021].
  44. “Rusty Lake Revenue & App Download Estimates from Sensor Tower - Apple App Store.” n.d. Available at: https://sensortower.com/ios/publisher/rusty-lake/979777164 [accessed 2 Nov 2021].
  45. “Escape Rooms Trends.” 2020. Institute of Entrepreneurship Development. Available at: https://ied.eu/project-updates/escape-rooms-trends/ [accessed 2 Nov 2021].
  46. “Pro Game Marketing.” 2021. Available at: https://www.progamemarketing.com/courses/enrolled/1270885 [accessed 29 Oct 2021].
  47. “The Escape Roomer \Textbar UK Escape Room Reviews - The Escape Roomer.” n.d. Available at: https://theescaperoomer.com/ [accessed 2 Nov 2021].
  48. “Rusty Lake Top Games by Sales and Revenue on Steam as of 2021 – Steam Marketing Tool.” n.d. Available at: https://games-stats.com/steam/?developer=rusty-lake [accessed 2 Nov 2021].
  49. “CoTech « Cooperative Technologists.” n.d. CoTech « Cooperative Technologists. Available at: https://www.coops.tech/ [accessed 2 Nov 2021].
  50. ANDERSON, Linda (ed.). 2006. Creative Writing: a Workbook with Readings. New York: Routledge.
  51. “About - RustyLake.com.” n.d. Available at: http://www.rustylake.com/about/ [accessed 2 Nov 2021].
  52. “Artifex Mundi.” n.d. Artifex Mundi. Available at: https://www.artifexmundi.com/ [accessed 2 Nov 2021].
  53. “Art Deco City, Sparth.” n.d. ArtStation. Available at: https://www.artstation.com/artwork/nABg4 [accessed 22 Feb 2021].
  54. “CrispApp Studio: Hidden Object Adventure Games.” n.d. Available at: https://crispapp.com/ [accessed 2 Nov 2021].
  55. “Telltale Community.” n.d. Telltale Community. Available at: https://community.telltale.com/categories [accessed 18 Aug 2021].
  56. “Royalty Free Music and Sound Effects \Textbar Epidemic Sound.” n.d. Available at: https://www.epidemicsound.com/ [accessed 9 Aug 2021].
  57. “2.4 Benefits of a Co‑Op \Textbar Co-Operatives UK.” n.d. Available at: https://www.uk.coop/start-new-co-op/start/benefits-co-op [accessed 2 Nov 2021].
  58. “Newzoo’s Global Games Market Report \Textbar Newzoo Platform.” n.d. Newzoo. Available at: https://newzoo.com/products/reports/global-games-market-report/ [accessed 1 Nov 2021].
  59. “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].
  60. “How to Estimate Steam Video Game Sales?” n.d. Video Game Insights. Available at: https://vginsights.com [accessed 30 Sep 2021].
  61. “Blindness and Vision Loss.” 2017. nhs.uk. Available at: https://www.nhs.uk/conditions/vision-loss/ [accessed 18 Aug 2021].
  62. “Indie Fund.” n.d. Available at: https://indie-fund.com/ [accessed 29 Oct 2021].
  63. “Top Steam Games, by GameDataCrunch.” n.d. Available at: https://www.gamedatacrunch.com/steam/list/all/reviews_total/?filter=steam_release_year_2018-max,t1698,t1738&field=title,release_date,price,ea_status,review,reviews_total [accessed 29 Oct 2021].
  64. “Home Page - Games For Change.” n.d. Available at: https://www.gamesforchange.org/ [accessed 18 May 2021].
  65. “Agile Delivery - Service Manual - GOV.UK.” n.d. Available at: https://www.gov.uk/service-manual/agile-delivery [accessed 27 Nov 2020].
  66. “SugarCube v2 Documentation.” n.d. Available at: https://www.motoslave.net/sugarcube/2/docs/ [accessed 8 Aug 2021].
  67. “Pixel Hunt.” n.d. TV Tropes. Available at: https://tvtropes.org/pmwiki/pmwiki.php/Main/PixelHunt [accessed 25 Oct 2021].
  68. “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].
  69. “UK Games Fund.” n.d. UK Games Fund. Available at: https://ukgamesfund.com/ [accessed 27 Oct 2021].
  70. “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].
  71. “Further Analysis into Steam Reviews to Sales Ratio – How to Estimate Video Game Sales.” 2021. Video Game Insights. Available at: https://vginsights.com [accessed 26 Oct 2021].
  72. “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].
  73. “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].
  74. “Colour Vision Deficiency (Colour Blindness).” 2017. nhs.uk. Available at: https://www.nhs.uk/conditions/colour-vision-deficiency/ [accessed 18 Aug 2021].
  75. “Popular Tags on Steam.” n.d. Available at: https://store.steampowered.com/tag/browse/#global_492 [accessed 30 Sep 2021].
  76. “Sokpop Collective: Patreon Earnings + Statistics + Graphs + Rank.” n.d. Graphtreon. Available at: https://graphtreon.com/creator/sokpop [accessed 18 May 2021].
  77. “Stats and Achievements (Steamworks Documentation).” n.d. Available at: https://partner.steamgames.com/doc/features/achievements [accessed 25 Oct 2021].
  78. “Why a Keyboard and Mouse Provide a Better Gaming Experience.” 2012. Das Keyboard Mechanical Keyboard Blog. Available at: https://www.daskeyboard.com/blog/why-a-keyboard-and-mouse-provides-a-better-gaming-experience/ [accessed 25 Oct 2021].
  79. “Game Data Crunch: Data Is Delicious.” n.d. Available at: https://www.gamedatacrunch.com/ [accessed 6 Oct 2021].
  80. “Steam Community Items (Steamworks-Documentatie).” n.d. Available at: https://partner.steamgames.com/doc/marketing/tradingcards?l=dutch&language=english [accessed 25 Oct 2021].
  81. “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].
  82. “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].
  83. ALLEN, DAVID. 2015. GETTING THINGS DONE: the Art of Stress-Free Productivity. Place of publication not identified: PIATKUS Books.
  84. ADAMS, Ernest. 2014. Fundamentals of Game Design. Third edition. Berkeley, CA: New Riders.
  85. ADOLFSSON, Mattias. n.d. “Mattias Adolfsson.” Available at: https://mattiasadolfsson.com/ [accessed 22 Feb 2021].
  86. ARTSTATION. n.d. “Maciej Ruszala.” Maciej Ruszala. Available at: https://mattruszala.artstation.com/ [accessed 25 Oct 2021].
  87. 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].
  88. ATLASSIAN. n.d. “How to Run a Blameless Postmortem.” Atlassian. Available at: https://www.atlassian.com/incident-management/postmortem/blameless [accessed 20 Aug 2021].
  89. 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].
  90. BARANIUK, Chris. 2022. “Microsoft’s Mega-Deal Worries Small Video Game Makers.” BBC News. Available at: https://www.bbc.com/news/business-60241535 [accessed 12 Feb 2022].
  91. 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].
  92. 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].
  93. BELKER, Loren B., Jim MCCORMICK and Gary S. TOPCHIK. 2012. The First-Time Manager. 6th ed. New York: AMACOM, American Management Association.
  94. 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].
  95. 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].
  96. 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].
  97. 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].
  98. 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].
  99. BOGOST, Ian. 2007. Persuasive Games the Expressive Power of Videogames. Cambridge, MA: MIT Press. Available at: http://site.ebrary.com/id/10190451 [accessed 7 Mar 2022].
  100. BOLTER, Jay David and Richard GRUSIN. 2003. Remediation: Understanding New Media. 6. Nachdr. Cambridge, Mass.: MIT Press.
  101. 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].
  102. 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].
  103. 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].
  104. BÄUMER, Marcus. 2018. “Flaws Of An Undead Genre - What’s Wrong With Point & Click Adventures?” Backwoods. Available at: https://medium.com/backwoods/flaws-of-an-undead-genre-whats-wrong-with-point-click-adventures-b3cb93a4c364 [accessed 2 Nov 2021].
  105. CARLESS, Simon. 2021. “Steam Sales for ’the Other 50%’ - a Return!” Available at: https://newsletter.gamediscover.co/ [accessed 18 May 2021].
  106. 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].
  107. 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].
  108. CARLESS, Simon. 2021. “What Might Your Steam ’Long Tail’ Revenue Be?” GamesIndustry.biz. Available at: https://www.gamesindustry.biz/articles/2021-09-28-what-might-your-steam-long-tail-revenue-be [accessed 27 Oct 2021].
  109. CARPENTER, Nicole. 2021. “11 Hidden Object Games You Shouldn’t Miss.” Available at: https://www.polygon.com/pc/22726065/best-hidden-object-games-pc-android-ios-switch [accessed 25 Oct 2021].
  110. 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].
  111. 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].
  112. 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].
  113. 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].
  114. 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].
  115. COLLECTIVE, Sokpop. n.d. “Sokpop Collective.” Available at: https://sokpop.co/ [accessed 18 May 2021].
  116. CONOCIMIENTO, Ventana al. 2020. “Video Games 🎮 and Climate Change.” OpenMind. Available at: https://www.bbvaopenmind.com/en/technology/digital-world/prevent-video-games-from-making-climate-change-worse/ [accessed 7 Nov 2021].
  117. COOK, Robert L., Loren CARPENTER and Ed CATMULL. 1987. Proceedings of SIGGRAPH ’87: 14th Annual Conference. Association for Computing Machinery.
  118. COSTIKYAN, Greg. 2015. Uncertainty in Games.
  119. 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].
  120. 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].
  121. CSIKSZENTMIHALYI, Mihaly. 2013. Creativity: the Psychology of Discovery and Invention. First Harper Perennial modern classics edition. New York: Harper Perennial Modern Classics.
  122. 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].
  123. 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].
  124. 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].
  125. DAVIS, Michael. 2015. “WRITERS ON WRITING: Michael Davis on Shoot ‘Em Up.” Script Magazine. Available at: https://scriptmag.com/features/writers-writing-shoot-em-up [accessed 17 Dec 2021].
  126. DAVIS, Richard H. 2015. The Bhagavad Gita: a Biography. Princeton: Princeton University Press.
  127. DEMARCO, Tom and Timothy R. LISTER. 1999. Peopleware: Productive Projects and Teams. 2nd ed. New York, NY: Dorset House Pub.
  128. DHAWAN, Erica. 2021. Digital Body Language: How to Build Trust and Connection, No Matter the Distance. First edition. New York: St. Martin’s Press.
  129. 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].
  130. 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].
  131. 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].
  132. ELUMIR, Errol. n.d. “The Codex.” the Codex. Available at: https://thecodex.ca/ [accessed 13 Dec 2021].
  133. 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].
  134. 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].
  135. 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].
  136. 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].
  137. FERRISS, Timothy. 2011. The 4-Hour Workweek: Escape 9-5, Live Anywhere, and Join the New Rich. Expanded and updated ed. London: Vermilion.
  138. FORSTER, E. M. 1985. Aspects of the Novel. San Diego: Harcourt Brace Jovanovich.
  139. 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].
  140. FUGARO, Marco. 2020. “Marcofugaro/Three-Projected-Material.” Available at: https://github.com/marcofugaro/three-projected-material [accessed 15 Nov 2020].
  141. FUNRETRO, EasyRetro former. n.d. “Improve Your Team with Fun Sprint Retrospectives.” EasyRetro former FunRetro. Available at: https://easyretro.io/ [accessed 1 Jul 2021].
  142. FUND, UK Games. 2019. “Bonus Episode: How to Pitch.” UK Games Fund. Available at: https://ukgamesfund.com/podcasts/how-to-pitch/ [accessed 31 Oct 2021].
  143. GAMES, Supergiant. 2020. “Hades.” Available at: https://www.supergiantgames.com/games/hades/ [accessed 7 Dec 2020].
  144. GILBERT, Ron. 2004. “Why Adventure Games Suck.” Grumpy Gamer. Available at: https://grumpygamer.com [accessed 2 Nov 2021].
  145. GODIN, Seth. 2009. “Authenticity.” Seth’s Blog. Available at: https://seths.blog/2009/02/authenticity/ [accessed 3 Dec 2020].
  146. GONZALEZ VIVO, Patricio. 2015. “The Book of Shaders.” The Book of Shaders. Available at: https://thebookofshaders.com/00/ [accessed 15 Nov 2020].
  147. GOOGLE. n.d. “Gaming ‘Crafting Fatigue’ - Google Search.” Available at: https://www.google.com/search?q=gaming+%22crafting+fatigue%22 [accessed 18 May 2021].
  148. 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].
  149. GROSSMAN, Sophie. 2021. “Cozy Games Triumphed During the Pandemic.” Seattle Met. Available at: https://www.seattlemet.com/arts-and-culture/2021/08/cozy-games-like-animal-crossing-spiritfarer-popular-during-the-pandemic [accessed 7 Nov 2021].
  150. GURNEY, James. 2010. Color and Light: a Guide for the Realist Painter. Kansas City, Mo. : London: Andrews McMeel ; Simon & Schuster [distributor].
  151. 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].
  152. HALL, L. E. 2021. Planning Your Escape: Strategy Secrets to Make You an Escape Room Superstar. First Tiller Press trade paperback edition. New York: Tiller Press.
  153. 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].
  154. 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].
  155. HENSON, Joe. 2021. “How to Announce Your Upcoming Steam Indie Game for Maximum Exposure An.” Game Developer. Available at: https://www.gamedeveloper.com/disciplines/how-to-announce-your-upcoming-steam-indie-game-for-maximum-exposure-and-wishlists [accessed 25 Oct 2021].
  156. 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].
  157. HEUSSNER, Tobias. 2015. The Game Narrative Toolbox. New York: Focal Press/Taylor & Francis Group.
  158. HILL-WHITTALL, Richard. 2015. The Indie Game Developer Handbook. Burlington, MA: Focal Press.
  159. HODENT, Celia. 2018. The Gamer’s Brain: How Neuroscience and UX Can Impact Video Game Design. Boca Raton, FL: CRC Press.
  160. 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.
  161. 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].
  162. HUNTER, Michael R. 2017. “Why Authenticity Is Essential to a Personal Brand.” PersonalBrand.com. Available at: https://personalbrand.com/authenticity/ [accessed 3 Dec 2020].
  163. ISBISTER, Katherine. 2017. How Games Move Us: Emotion by Design. First MIT Press paperback edition. Cambridge, Massachusetts London, England: The MIT Press.
  164. ISMAIL, Rami. n.d. “Presskit() - Spend Time Making Games, Not Press.” Available at: https://dopresskit.com/ [accessed 13 Dec 2021].
  165. 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].
  166. 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].
  167. 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].
  168. JOWSEY, Becky. 2018. “What Is Live Ops and Why Should You Care?” pocketgamer.biz. Available at: https://www.pocketgamer.biz/comment-and-opinion/69071/what-is-live-ops-and-why-should-you-care/ [accessed 1 Dec 2021].
  169. 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].
  170. 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].
  171. KATZENBACH, Jon R and Douglas K SMITH. 2015. The Wisdom of Teams: Creating the High-Performance Organization.
  172. 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].
  173. 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].
  174. KELLY, Kevin. 2008. “1,000 True Fans.” The Technium. Available at: https://kk.org/thetechnium/1000-true-fans/ [accessed 5 Jul 2021].
  175. 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/.
  176. 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].
  177. 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.
  178. 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].
  179. KOHLER, Chris. 2017. “The Puzzle Of A Lifetime.” Kotaku. Available at: https://kotaku.com/the-puzzle-of-a-lifetime-1821235999 [accessed 17 May 2021].
  180. 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].
  181. KOSTER, Raph. 2005. A Theory of Fun for Game Design. Scottsdale, AZ: Paraglyph Press.
  182. 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].
  183. 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].
  184. KUEHNER, Brett. n.d. “Escape Room Design Links.” Google Docs. Available at: https://docs.google.com/document/d/1lwSTxIews8azOqzHEy0vyoSrX7orx55pRImXWuBVkjU/edit?disco=AAAARqSOxKI&usp=gmail_thread&ts=618fdaed&usp=embed_facebook [accessed 13 Dec 2021].
  185. LENCIONI, Patrick. 2002. The Five Dysfunctions of a Team: a Leadership Fable. 1st ed. San Francisco: Jossey-Bass.
  186. 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].
  187. LIEU, Derek. n.d. “How to Make a Trailer — Derek Lieu Creative - Game Trailer Editor.” Derek Lieu Creative. Available at: https://www.derek-lieu.com/start-here [accessed 20 Dec 2021].
  188. LIN, Yi-Wen. n.d. “Sketches \Textbar Yi-Wen Lin.” Available at: http://yiwenl.github.io/Sketches/ [accessed 22 Feb 2021].
  189. 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].
  190. 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].
  191. 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.
  192. MARAK, Katarzyna, Miłosz MARKOCKI and Dariusz BRZOSTEK. 2019. Gameplay, Emotions and Narrative: Independent Games Experienced. Available at: http://press.etc.cmu.edu/index.php/product/independent-games-experienced/ [accessed 25 Oct 2021].
  193. MARHULETS, Wlad. 2020. Gamedev: 10 Steps to Making Your First Game Successful. 1st ed. Unfold Publishing.
  194. MARSDEN, Aaron. 2018. “The Last ‘How To Write A Game Dev Press Release’ Post You’Ll Ever Need.” Powerspike. Available at: https://medium.com/powerspike/the-last-how-to-write-a-game-dev-press-release-post-youll-ever-need-796aab9d7848 [accessed 20 Dec 2021].
  195. 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].
  196. 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].
  197. MCCLOUD, Scott. 2017. Understanding Comics. Reprint. New York: William Morrow, an imprint of Harper Collins Publishers.
  198. MCCOMBES, Shona. 2019. “Developing Strong Research Questions.” Scribbr. Available at: https://www.scribbr.com/research-process/research-questions/ [accessed 8 Feb 2022].
  199. 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].
  200. 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].
  201. MCKEOWN, Greg. 2014. Essentialism: the Disciplined Pursuit of Less.
  202. 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].
  203. MEGACRIT. 2017. “Slay The Spire.” Available at: https://www.megacrit.com/ [accessed 30 Nov 2020].
  204. MEIER, Sid and Jennifer Lee NOONAN. 2020. Sid Meier’s Memoir! a Life in Computer Games. First edition. New York: W.W. Norton & Company.
  205. MICHALKO, Michael. 1991. Thinkertoys: a Handbook of Business Creativity for the ’90s. Berkeley, Calif: Ten Speed Press.
  206. MICHALKO, Michael. 2006. Thinkpak: Instructions for Using the Brainstorming Card Deck. Revised. Berkeley: Ten Speed Press.
  207. MILLARD, Robin. 2021. “1.5 C Warming Limit ’Impossible’ without Major Action: UN.” Available at: https://phys.org/news/2021-09-limit-impossible-major-action.html [accessed 7 Nov 2021].
  208. MITCHELL, Ian. 2018. “Scrubbing Sprint Zero.” Scrum.org. Available at: https://www.scrum.org/resources/blog/scrubbing-sprint-zero [accessed 10 Jun 2021].
  209. 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].
  210. 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].
  211. NHS, Royal Berkshire. 2020. “Unilateral Hearing Loss.” Available at: https://www.royalberkshire.nhs.uk/patient-information-leaflets/audiology%20paediatric%20unilateral%20hearing%20loss.
  212. 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].
  213. NELSON, Mark J. 2012. “Sicart’s ’Against Procedurality’ \Textbar Mark J. Nelson.” Mark J. Nelson. Available at: https://www.kmjn.org/notes/sicart_against_proceduralism.html [accessed 7 Mar 2022].
  214. NEWPORT, Cal. 2016. Deep Work: Rules for Focused Success in a Distracted World. London: Piatkus.
  215. NEWTON, Richard. 2009. The Project Manager: Mastering the Art of Delivery. 2nd ed. Harlow, England ; New York: Financial Times/Prentice Hall.
  216. 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].
  217. 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].
  218. ORKIN, Jeff. 2003. “Goal-Oriented Action Planning (GOAP).” Available at: http://alumni.media.mit.edu/ jorkin/goap.html [accessed 27 Oct 2020].
  219. ORLOWSKI, Jeff. 2020. “The Social Dilemma” [docudrama]. Available at: https://www.thesocialdilemma.com/ [accessed 29 Oct 2020].
  220. PEPERS, Alexei. 2021. “Disco Elysium Twine Macros Source.” Available at: https://github.com/apepers/DiscoElysiumTwineMacros [accessed 8 Aug 2021].
  221. PETTY, Geoff. 1997. “Creativity.” How to be better at creativity. Available at: http://geoffpetty.com/creativity/ [accessed 6 Oct 2020].
  222. 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].
  223. 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].
  224. PORTER, Michael E. 2004. Competitive Advantage: Creating and Sustaining Superior Performance. 1. Free Press export ed. New York, NY: Free Press.
  225. PRESS, The MIT. n.d. “Remediation \Textbar The MIT Press.” Available at: https://mitpress.mit.edu/books/remediation [accessed 1 Oct 2020].
  226. 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.
  227. 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.
  228. 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].
  229. RASMUSSON, Jonathan. n.d. “Iterations.” Agile In A Nutshell. Available at: http://www.agilenutshell.com/iterations [accessed 26 Nov 2020].
  230. REPA-DAVIES, Tim. n.d. “Independent Games Summit: Contract Killers: What Developers Should Eliminate From Their Publishing Agreement.” Available at: https://www-gdcvault-com.ezproxy.falmouth.ac.uk/play/1027455/Independent-Games-Summit-Contract-Killers [accessed 26 Oct 2021].
  231. RIES, Eric. 2019. The Lean Startup: How Constant Innovation Creates Radically Successful Businesses. London: Penguin Business.
  232. ROBOCK, Alan. 2000. “Volcanic Eruptions and Climate.” Reviews of Geophysics 38(2), [online], 191–219. Available at: http://doi.wiley.com/10.1029/1998RG000054 [accessed 7 Nov 2021].
  233. ROGERS, Scott. 2014. Level up! the Guide to Great Video Game Design. 2. ed. Chichester: Wiley.
  234. 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].
  235. RUSCH, Doris C. 2017. Making Deep Games: Designing Games with Meaning and Purpose. Boca Raton, FL: CRC Press, Taylor & Francis Group, an Informa business.
  236. SANTOS, Alexis. 2018. “A Guide to Launching Indie Games, Part Three: Getting Press.” binPress. Available at: https://www.binpress.com/guide-launching-indie-games-3/ [accessed 20 Dec 2021].
  237. 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.
  238. 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].
  239. 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].
  240. SHARP, John. 2015. Works of Game: on the Aesthetics of Games and Art. Cambridge, Massachusetts: The MIT Press.
  241. 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.
  242. SICART, Miguel. 2014. Play Matters. Cambridge, Massachusetts London: MIT Press.
  243. SICART, Miguel. 2011. “Against Procedurality.” Game Studies 11(3), [online]. Available at: http://gamestudies.org/1103/articles/sicart_ap/ [accessed 7 Mar 2022].
  244. SINEK, Simon and Simon SINEK. 2015. Commencer Par Pourquoi. Available at: http://banq.pretnumerique.ca/accueil/isbn/9782924412701 [accessed 2 Jul 2021].
  245. SKOLNICK, Evan. 2014. Video Game Storytelling: What Every Developer Needs to Know about Narrative Techniques. Berkeley: Watson-Guptill.
  246. 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].
  247. 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].
  248. SOUCHAL, Francois. 1968. Art of the Early Middle Ages. First English language edition. New York / London: Harry N. Abrams, Inc.
  249. STAFF, WIRED. n.d. “Metallica Rips Napster.” Wired. Available at: https://www.wired.com/2000/04/metallica-rips-napster/ [accessed 19 Jul 2021].
  250. STARKEY, Daniel. 2017. “No, This Video Game Is Not ‘Eco-Terrorism.’” The Verge. Available at: https://www.theverge.com/2017/11/1/16588166/game-ecoterrorism-politics-thunderbird [accessed 7 Mar 2022].
  251. 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].
  252. STUDIO, Pine. 2021. “Escape Simulator.” Escape Simulator. Available at: https://escapesimulator.com [accessed 13 Dec 2021].
  253. SWINK, Steve. 2009. Game Feel: a Game Designer’s Guide to Virtual Sensation. Amsterdam ; Boston: Morgan Kaufmann Publishers/Elsevier.
  254. SYLVESTER, Tynan. 2013. Designing Games: a Guide to Engineering Experiences. First edition. Sebastopol, CA: O’Reilly.
  255. 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].
  256. TECHNOLOGIES, Unity. n.d. “Unity Real-Time Development Platform \Textbar 3D, 2D VR & AR Engine.” Available at: https://unity.com/ [accessed 10 Jun 2021].
  257. TECHNOLOGIES, Unity. n.d. “Unity - Manual: Audio Spatializer SDK.” Available at: https://docs.unity3d.com/Manual/AudioSpatializerSDK.html [accessed 18 Aug 2021].
  258. TEKINBAŞ, Katie Salen and Eric ZIMMERMAN. 2003. Rules of Play: Game Design Fundamentals. Cambridge, Mass: MIT Press.
  259. TORRALBA, Antonio. 2016. “Advances in Computer Vision.” Available at: http://6.869.csail.mit.edu/fa16/lecture/lecture11stereoHomogenousCoord.pdf [accessed 15 Nov 2020].
  260. 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].
  261. UYS, Juan. 2020. “Juan Uys’s SMART Goals.” Available at: https://juanuys.com/ [accessed 18 May 2021].
  262. UYS, Juan. 2021. “IGD 720: Week 1 — Reflecting on the Skills Audit.” Available at: https://juanuys.com/ [accessed 17 May 2021].
  263. UYS, Juan. 2021. “Contumacious Commuter by Juan Uys.” itch.io. Available at: https://opyate.itch.io/contumacious-commuter [accessed 17 May 2021].
  264. UYS, Juan. 2021. “Juanuys/Ccgdd.” GitHub. Available at: https://github.com/juanuys/ccgdd [accessed 18 May 2021].
  265. UYS, Juan. n.d. “Juan Uys - Values.” Available at: https://juanuys.com/ [accessed 1 Nov 2021].
  266. UYS, Juan. 2021. “Presskittie().” Available at: https://github.com/juanuys/presskittie [accessed 13 Dec 2021].
  267. UYS, Juan. 2020. “Randomised SCAMPER.” Available at: https://juanuys.com/scamper [accessed 13 Oct 2020].
  268. 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].
  269. 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].
  270. VOGLER, Christopher and Michele MONTEZ. 2020. The Writer’s Journey: Mythic Structure for Writers. Fourth edition. Studio City: Michael Wiese Productions.
  271. WALLACH, Omri. 2020. “50 Years of Gaming History, by Revenue Stream (1970-2020).” Visual Capitalist. Available at: https://www.visualcapitalist.com/50-years-gaming-history-revenue-stream/ [accessed 13 Feb 2022].
  272. WEHLE, David. n.d. “No Time, No Budget, No Problem: Finishing ’The First Tree’” 43.
  273. WEINBAUM, Danny. 2019. “Genre Viability on Steam and Other Trends - An Analysis Using Review C.” Game Developer. Available at: https://www.gamedeveloper.com/business/genre-viability-on-steam-and-other-trends—an-analysis-using-review-count [accessed 29 Oct 2021].
  274. WESTWOOD, John. 2016. How to Write a Marketing Plan. Fifth Edition. Philadelphia, PA: Kogan Page.
  275. WILLIAMS, Kevan. 2011. Brilliant Business Plan: What to Know and Do to Make the Perfect Plan. Harlow: Prentice Hall.
  276. 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].
  277. WU, Jason S. and Joey J. LEE. 2015. “Climate Change Games as Tools for Education and Engagement.” Nature Climate Change 5(5), [online], 413–8. Available at: http://www.nature.com/articles/nclimate2566 [accessed 7 Nov 2021].
  278. YU, Derek. 2010. “Finishing a Game” [Tumblr]. Make Games. Available at: https://makegames.tumblr.com/post/1136623767/finishing-a-game [accessed 29 Sep 2021].
  279. 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].
  280. ZAGAR, Catherine. 2013. “Procedural Rhetoric and Instrumental Play: Value and Meaning in Simulated City-Building.” AMNESIALOG. Available at: https://amnesialog.wordpress.com/2013/01/14/procedural-rhetoric-and-instrumental-play-value-and-meaning-in-simulated-city-building/ [accessed 7 Mar 2022].
  281. ZER0, Divided by. 2021. “db0/Godot-Card-Game-Framework.” Available at: https://github.com/db0/godot-card-game-framework [accessed 17 May 2021].
  282. ZUCKERMAN, Arthur. 2020. “75 Steam Statistics: 2020/2021 Facts, Market Share & Data Analysis.” CompareCamp.com. Available at: https://comparecamp.com/steam-statistics/ [accessed 20 Oct 2021].
  283. 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].
  284. ZUKOWSKI, Chris. n.d. “Email Marketing Basics For Video Games.” Available at: https://howtomarketagame.com/free/.
  285. ZUKOWSKI, Chris. n.d. “Live Q&A From May 4th, 2021.” Available at: https://www.progamemarketing.com/courses/1270885/lectures/32191012 [accessed 26 Oct 2021].
  286. ZUKOWSKI, Chris. 2019. “How I Did Competitive Analysis for My next Game – How To Market A Game.” Available at: https://howtomarketagame.com/2019/12/11/how-i-do-competitive-analysis-for-my-game/ [accessed 28 Oct 2021].
  287. ZUKOWSKI, Chris. n.d. “How To Make A Steam Page.” Available at: https://www.progamemarketing.com/p/howtomakeasteampage [accessed 3 Dec 2021].
  288. ZUKOWSKI, Chris. 2021. “30 Minute Steam Page Makeovers.” Available at: https://www-gdcvault-com.ezproxy.falmouth.ac.uk/play/1027142/30-Minute-Steam-Page [accessed 15 Dec 2021].
  289. ZUKOWSKI, Chris. 2021. “What Worked in 2021? A Summary of Game Dev Postmortems – How To Market A Game.” Available at: https://howtomarketagame.com/2021/12/27/what-worked-in-2021/ [accessed 28 Dec 2021].
  290. ZUKOWSKI, Chris. 2022. “Vampire Survivors Success: An Opportunity in the Steam Marketplace – How To Market A Game.” Available at: https://howtomarketagame.com/2022/01/31/vampire-survivors-success-an-opportunity-in-the-steam-marketplace/ [accessed 13 Feb 2022].
  291. 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].
  292. JS.FOUNDATION, JS Foundation-. n.d. “JQuery Mobile.” Available at: https://jquerymobile.com/ [accessed 8 Aug 2021].
  293. 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].
  294. 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].
  295. AURODEV. 2021. “Zero Budget VIDEO GAME MARKETING // Marketing for Indie Game Developers.” Available at: https://www.youtube.com/watch?v=fvsI4BHSTHw [accessed 26 Oct 2021].
  296. 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].
  297. 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].
  298. BRACE YOURSELF GAMES. 2018. “How to Consistently Make Profitable Indie Games.” Available at: https://www.youtube.com/watch?v=LlAc5sBtGkc [accessed 29 Sep 2021].
  299. DUTCH GAME GARDEN. 2013. “Jan Willem Nijman - Vlambeer - ‘The Art of Screenshake’ at INDIGO Classes 2013.” Available at: https://www.youtube.com/watch?v=AJdEqssNZ-U [accessed 6 Mar 2022].
  300. GDC. n.d. “30 Things I Hate About Your Game Pitch.” Available at: https://www.youtube.com/watch?v=4LTtr45y7P0 [accessed 28 Jul 2021].
  301. 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].
  302. 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].
  303. 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].
  304. GDC. 2016. “What Do We Mean When We Say Indiepocalypse?” Available at: https://www.youtube.com/watch?v=r30CIneO534 [accessed 24 Sep 2021].
  305. GDC. 2019. “All Choice No Consequence: Efficiently Branching Narrative.” Available at: https://www.youtube.com/watch?v=TEa9aSDHawA&t=1288s [accessed 18 Aug 2021].
  306. 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].
  307. 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].
  308. 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].
  309. 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].
  310. GDC. 2018. “Slime Rancher: A Preemptive Postmortem.” Available at: https://www.youtube.com/watch?v=gyDOrNbvFN8 [accessed 30 Sep 2021].
  311. GDC. 2018. “Marketing on Zero Budget.” Available at: https://www.youtube.com/watch?v=l3QnovWYvwo [accessed 6 Oct 2021].
  312. GDC. 2020. “Empathizing with Steam: How People Shop for Your Game.” Available at: https://www.youtube.com/watch?v=UJiv14uPOac [accessed 25 Oct 2021].
  313. GDC. 2019. “Making Games That Stand Out and Survive.” Available at: https://www.youtube.com/watch?v=DTvBgmNL-p0 [accessed 6 Oct 2021].
  314. GDC. 2020. “\0 To \1 Million: The Raw Numbers Behind Indie Success.” Available at: https://www.youtube.com/watch?v=0A4ILaNWaL4 [accessed 26 Oct 2021].
  315. GAME MAKER’S TOOLKIT. 2015. “Secrets of Game Feel and Juice.” Available at: https://www.youtube.com/watch?v=216_5nu4aVQ [accessed 6 Mar 2022].
  316. GAME MAKER’S TOOLKIT. 2019. “How Games Get Balanced.” Available at: https://www.youtube.com/watch?v=WXQzdXPTb2A [accessed 18 May 2021].
  317. GAME MAKER’S TOOLKIT. 2016. “How Jonathan Blow Designs a Puzzle.” Available at: https://www.youtube.com/watch?v=2zK8ItePe3Y [accessed 21 Jun 2021].
  318. 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].
  319. 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].
  320. JONAS TYROLLER. 2019. “Watch This Before Making Your Next Indie Game!” Available at: https://www.youtube.com/watch?v=3Kzu5FdplV0 [accessed 24 Sep 2021].
  321. JONAS TYROLLER. 2020. “10 Steps To Making a Successful Game.” Available at: https://www.youtube.com/watch?v=GoQ2DfR8dfI [accessed 25 Oct 2021].
  322. JONAS TYROLLER. 2019. “How to Market Your Indie Game!” Available at: https://www.youtube.com/watch?v=UwjbLFImXOg [accessed 13 Dec 2021].
  323. KLOBRILLE. 2022. “Game Pass Really Made Me Appreciate Indie Games More than Ever before. I Discovered Some Real Gems These Last Couple of Years, and I Think the Honest Reality Is That I Likely Wouldn’t Have Checked Many of Them out without Being Included in the Service. Https://T.co/qYMZ3LIJBf” [Tweet]. @klobrille. Available at: https://twitter.com/klobrille/status/1489075096216027140 [accessed 13 Feb 2022].
  324. MCV EDITORS. 2007. “Achievements Mean Games Sell Better, Says Study.” MCV. Available at: https://www.mcvuk.com/development-news/achievements-mean-games-sell-better-says-study/ [accessed 25 Oct 2021].
  325. 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].
  326. STANFORD ALUMNI. 2014. “Developing a Growth Mindset with Carol Dweck.” Available at: https://www.youtube.com/watch?v=hiiEeMN7vbQ [accessed 29 Jan 2021].
  327. 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].
  328. 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].
  329. THUNDERHOSS. 2016. “The Witness - THE HOUR LONG HIDDEN ENVIRONMENT PUZZLE (Town Obelisk).” Available at: https://www.youtube.com/watch?v=uZhjMklKXzw [accessed 4 Nov 2021].
  330. 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].
  331. WILL SCHODER. 2016. “Every Story Is the Same.” Available at: https://www.youtube.com/watch?v=LuD2Aa0zFiA&feature=youtu.be [accessed 19 Feb 2021].
  332. GRAPEFRUKT. 2012. “Juice It or Lose It - a Talk by Martin Jonasson & Petri Purho.” Available at: https://www.youtube.com/watch?v=Fy0aCDmgnxg [accessed 6 Mar 2022].
  333. 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 © 2002-2024 Juan Uys, (source code for this website). Updates via RSS, Mastodon or newsletter 💌.