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


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

Cited bibliography

  1. “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].
  2. “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].
  3. BRUNETTI, Ivan (ed.). 2006. An Anthology of Graphic Fiction, Cartoons, & True Stories. New Haven: Yale University Press.
  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. “Art Deco City, Sparth.” n.d. ArtStation. Available at: https://www.artstation.com/artwork/nABg4 [accessed 22 Feb 2021].
  6. “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].
  7. “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].
  8. DORAN, Amanda-Jane (ed.). 1990. The Punch Cartoon Album: 150 Years of Classic Cartoons. London: Grafton Books.
  9. “Agile Delivery - Service Manual - GOV.UK.” n.d. Available at: https://www.gov.uk/service-manual/agile-delivery [accessed 27 Nov 2020].
  10. ANDERSON, Linda (ed.). 2006. Creative Writing: a Workbook with Readings. New York: Routledge.
  11. ALLEN, DAVID. 2015. GETTING THINGS DONE: the Art of Stress-Free Productivity. Place of publication not identified: PIATKUS Books.
  12. ADAMS, Ernest. 2014. Fundamentals of Game Design. Third edition. Berkeley, CA: New Riders.
  13. ADOLFSSON, Mattias. n.d. “Mattias Adolfsson.” Available at: https://mattiasadolfsson.com/ [accessed 22 Feb 2021].
  14. 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].
  15. BOLTER, Jay David and Richard GRUSIN. 2003. Remediation: Understanding New Media. 6. Nachdr. Cambridge, Mass.: MIT Press.
  16. 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].
  17. 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].
  18. 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].
  19. 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].
  20. 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].
  21. 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].
  22. 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].
  23. COOK, Robert L., Loren CARPENTER and Ed CATMULL. 1987. Proceedings of SIGGRAPH ’87: 14th Annual Conference. Association for Computing Machinery.
  24. COSTIKYAN, Greg. 2015. Uncertainty in Games.
  25. CSIKSZENTMIHALYI, Mihaly. 2013. Creativity: the Psychology of Discovery and Invention. First Harper Perennial modern classics edition. New York: Harper Perennial Modern Classics.
  26. 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].
  27. 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].
  28. 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].
  29. DEMARCO, Tom and Timothy R. LISTER. 1999. Peopleware: Productive Projects and Teams. 2nd ed. New York, NY: Dorset House Pub.
  30. 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].
  31. 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].
  32. 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].
  33. 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].
  34. FORSTER, E. M. 1985. Aspects of the Novel. San Diego: Harcourt Brace Jovanovich.
  35. FUGARO, Marco. 2020. “Marcofugaro/Three-Projected-Material.” Available at: https://github.com/marcofugaro/three-projected-material [accessed 15 Nov 2020].
  36. GAMES, Supergiant. 2020. “Hades.” Available at: https://www.supergiantgames.com/games/hades/ [accessed 7 Dec 2020].
  37. GODIN, Seth. 2009. “Authenticity.” Seth’s Blog. Available at: https://seths.blog/2009/02/authenticity/ [accessed 3 Dec 2020].
  38. GONZALEZ VIVO, Patricio. 2015. “The Book of Shaders.” The Book of Shaders. Available at: https://thebookofshaders.com/00/ [accessed 15 Nov 2020].
  39. GURNEY, James. 2010. Color and Light: a Guide for the Realist Painter. Kansas City, Mo. : London: Andrews McMeel ; Simon & Schuster [distributor].
  40. 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].
  41. 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.
  42. HUNTER, Michael R. 2017. “Why Authenticity Is Essential to a Personal Brand.” PersonalBrand.com. Available at: https://personalbrand.com/authenticity/ [accessed 3 Dec 2020].
  43. ISBISTER, Katherine. 2017. How Games Move Us: Emotion by Design. First MIT Press paperback edition. Cambridge, Massachusetts London, England: The MIT Press.
  44. 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].
  45. 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].
  46. 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].
  47. 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].
  48. 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/.
  49. 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.
  50. 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].
  51. 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].
  52. KOSTER, Raph. 2005. A Theory of Fun for Game Design. Scottsdale, AZ: Paraglyph Press.
  53. 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].
  54. LIN, Yi-Wen. n.d. “Sketches \Textbar Yi-Wen Lin.” Available at: http://yiwenl.github.io/Sketches/ [accessed 22 Feb 2021].
  55. 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].
  56. 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.
  57. 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].
  58. MCCLOUD, Scott. 2017. Understanding Comics. Reprint. New York: William Morrow, an imprint of Harper Collins Publishers.
  59. 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].
  60. 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].
  61. MEGACRIT. 2017. “Slay The Spire.” Available at: https://www.megacrit.com/ [accessed 30 Nov 2020].
  62. MEIER, Sid and Jennifer Lee NOONAN. 2020. Sid Meier’s Memoir! a Life in Computer Games. First edition. New York: W.W. Norton & Company.
  63. MICHALKO, Michael. 1991. Thinkertoys: a Handbook of Business Creativity for the ’90s. Berkeley, Calif: Ten Speed Press.
  64. MICHALKO, Michael. 2006. Thinkpak: Instructions for Using the Brainstorming Card Deck. Revised. Berkeley: Ten Speed Press.
  65. 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].
  66. 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].
  67. NEWPORT, Cal. 2016. Deep Work: Rules for Focused Success in a Distracted World. London: Piatkus.
  68. NEWTON, Richard. 2009. The Project Manager: Mastering the Art of Delivery. 2nd ed. Harlow, England ; New York: Financial Times/Prentice Hall.
  69. 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].
  70. ORKIN, Jeff. 2003. “Goal-Oriented Action Planning (GOAP).” Available at: http://alumni.media.mit.edu/ jorkin/goap.html [accessed 27 Oct 2020].
  71. ORLOWSKI, Jeff. 2020. “The Social Dilemma” [docudrama]. Available at: https://www.thesocialdilemma.com/ [accessed 29 Oct 2020].
  72. PETTY, Geoff. 1997. “Creativity.” How to be better at creativity. Available at: http://geoffpetty.com/creativity/ [accessed 6 Oct 2020].
  73. 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].
  74. PRESS, The MIT. n.d. “Remediation \Textbar The MIT Press.” Available at: https://mitpress.mit.edu/books/remediation [accessed 1 Oct 2020].
  75. 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.
  76. 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.
  77. 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].
  78. RASMUSSON, Jonathan. n.d. “Iterations.” Agile In A Nutshell. Available at: http://www.agilenutshell.com/iterations [accessed 26 Nov 2020].
  79. ROGERS, Scott. 2014. Level up! the Guide to Great Video Game Design. 2. ed. Chichester: Wiley.
  80. 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.
  81. 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].
  82. 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].
  83. SHARP, John. 2015. Works of Game: on the Aesthetics of Games and Art. Cambridge, Massachusetts: The MIT Press.
  84. SICART, Miguel. 2014. Play Matters. Cambridge, Massachusetts London: MIT Press.
  85. SKOLNICK, Evan. 2014. Video Game Storytelling: What Every Developer Needs to Know about Narrative Techniques. Berkeley: Watson-Guptill.
  86. 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].
  87. SOUCHAL, Francois. 1968. Art of the Early Middle Ages. First English language edition. New York / London: Harry N. Abrams, Inc.
  88. SWINK, Steve. 2009. Game Feel: a Game Designer’s Guide to Virtual Sensation. Amsterdam ; Boston: Morgan Kaufmann Publishers/Elsevier.
  89. SYLVESTER, Tynan. 2013. Designing Games: a Guide to Engineering Experiences. First edition. Sebastopol, CA: O’Reilly.
  90. TEKINBAŞ, Katie Salen and Eric ZIMMERMAN. 2003. Rules of Play: Game Design Fundamentals. Cambridge, Mass: MIT Press.
  91. TORRALBA, Antonio. 2016. “Advances in Computer Vision.” Available at: http://6.869.csail.mit.edu/fa16/lecture/lecture11stereoHomogenousCoord.pdf [accessed 15 Nov 2020].
  92. UYS, Juan. 2020. “Randomised SCAMPER.” Available at: https://juanuys.com/scamper [accessed 13 Oct 2020].
  93. 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].
  94. VOGLER, Christopher and Michele MONTEZ. 2020. The Writer’s Journey: Mythic Structure for Writers. Fourth edition. Studio City: Michael Wiese Productions.
  95. WEHLE, David. n.d. “No Time, No Budget, No Problem: Finishing ’The First Tree’” 43.
  96. 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].
  97. 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].
  98. 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].
  99. 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].
  100. 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].
  101. STANFORD ALUMNI. 2014. “Developing a Growth Mindset with Carol Dweck.” Available at: https://www.youtube.com/watch?v=hiiEeMN7vbQ [accessed 29 Jan 2021].
  102. 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].
  103. WILL SCHODER. 2016. “Every Story Is the Same.” Available at: https://www.youtube.com/watch?v=LuD2Aa0zFiA&feature=youtu.be [accessed 19 Feb 2021].
  104. 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.

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