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
- 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.
- BRUNETTI, Ivan (ed.). 2006. An Anthology of Graphic Fiction, Cartoons, & True Stories. New Haven: Yale University Press.
- DORAN, Amanda-Jane (ed.). 1990. The Punch Cartoon Album: 150 Years of Classic Cartoons. London: Grafton Books.
- ANDERSON, Linda (ed.). 2006. Creative Writing: a Workbook with Readings. New York: Routledge.
- ALLEN, DAVID. 2015. GETTING THINGS DONE: the Art of Stress-Free Productivity. Place of publication not identified: PIATKUS Books.
- ADAMS, Ernest. 2014. Fundamentals of Game Design. Third edition. Berkeley, CA: New Riders.
- ADOLFSSON, Mattias. n.d. “Mattias Adolfsson.” Available at: https://mattiasadolfsson.com/ [accessed 22 Feb 2021].
- ARTSTATION. n.d. “Maciej Ruszala.” Maciej Ruszala. Available at: https://mattruszala.artstation.com/ [accessed 25 Oct 2021].
- 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].
- ATLASSIAN. n.d. “How to Run a Blameless Postmortem.” Atlassian. Available at: https://www.atlassian.com/incident-management/postmortem/blameless [accessed 20 Aug 2021].
- 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].
- 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].
- 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].
- 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].
- BELKER, Loren B., Jim MCCORMICK and Gary S. TOPCHIK. 2012. The First-Time Manager. 6th ed. New York: AMACOM, American Management Association.
- 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].
- 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].
- 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].
- 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].
- 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].
- 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].
- BOLTER, Jay David and Richard GRUSIN. 2003. Remediation: Understanding New Media. 6. Nachdr. Cambridge, Mass.: MIT Press.
- 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].
- 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].
- 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].
- 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].
- CARLESS, Simon. 2021. “Steam Sales for ’the Other 50%’ - a Return!” Available at: https://newsletter.gamediscover.co/ [accessed 18 May 2021].
- 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].
- 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].
- 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].
- 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].
- 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].
- 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].
- 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].
- 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].
- 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].
- COLLECTIVE, Sokpop. n.d. “Sokpop Collective.” Available at: https://sokpop.co/ [accessed 18 May 2021].
- 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].
- COOK, Robert L., Loren CARPENTER and Ed CATMULL. 1987. Proceedings of SIGGRAPH ’87: 14th Annual Conference. Association for Computing Machinery.
- COSTIKYAN, Greg. 2015. Uncertainty in Games.
- 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].
- 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].
- CSIKSZENTMIHALYI, Mihaly. 2013. Creativity: the Psychology of Discovery and Invention. First Harper Perennial modern classics edition. New York: Harper Perennial Modern Classics.
- 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].
- 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].
- 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].
- 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].
- DAVIS, Richard H. 2015. The Bhagavad Gita: a Biography. Princeton: Princeton University Press.
- DEMARCO, Tom and Timothy R. LISTER. 1999. Peopleware: Productive Projects and Teams. 2nd ed. New York, NY: Dorset House Pub.
- DHAWAN, Erica. 2021. Digital Body Language: How to Build Trust and Connection, No Matter the Distance. First edition. New York: St. Martin’s Press.
- 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].
- 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].
- 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].
- ELUMIR, Errol. n.d. “The Codex.” the Codex. Available at: https://thecodex.ca/ [accessed 13 Dec 2021].
- 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].
- 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].
- 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].
- 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].
- FERRISS, Timothy. 2011. The 4-Hour Workweek: Escape 9-5, Live Anywhere, and Join the New Rich. Expanded and updated ed. London: Vermilion.
- FORSTER, E. M. 1985. Aspects of the Novel. San Diego: Harcourt Brace Jovanovich.
- 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].
- FUGARO, Marco. 2020. “Marcofugaro/Three-Projected-Material.” Available at: https://github.com/marcofugaro/three-projected-material [accessed 15 Nov 2020].
- FUNRETRO, EasyRetro former. n.d. “Improve Your Team with Fun Sprint Retrospectives.” EasyRetro former FunRetro. Available at: https://easyretro.io/ [accessed 1 Jul 2021].
- 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].
- GAMES, Supergiant. 2020. “Hades.” Available at: https://www.supergiantgames.com/games/hades/ [accessed 7 Dec 2020].
- GILBERT, Ron. 2004. “Why Adventure Games Suck.” Grumpy Gamer. Available at: https://grumpygamer.com [accessed 2 Nov 2021].
- GODIN, Seth. 2009. “Authenticity.” Seth’s Blog. Available at: https://seths.blog/2009/02/authenticity/ [accessed 3 Dec 2020].
- GONZALEZ VIVO, Patricio. 2015. “The Book of Shaders.” The Book of Shaders. Available at: https://thebookofshaders.com/00/ [accessed 15 Nov 2020].
- GOOGLE. n.d. “Gaming ‘Crafting Fatigue’ - Google Search.” Available at: https://www.google.com/search?q=gaming+%22crafting+fatigue%22 [accessed 18 May 2021].
- 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].
- 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].
- GURNEY, James. 2010. Color and Light: a Guide for the Realist Painter. Kansas City, Mo. : London: Andrews McMeel ; Simon & Schuster [distributor].
- 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].
- 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.
- 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].
- 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].
- 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].
- 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].
- HEUSSNER, Tobias. 2015. The Game Narrative Toolbox. New York: Focal Press/Taylor & Francis Group.
- HILL-WHITTALL, Richard. 2015. The Indie Game Developer Handbook. Burlington, MA: Focal Press.
- HODENT, Celia. 2018. The Gamer’s Brain: How Neuroscience and UX Can Impact Video Game Design. Boca Raton, FL: CRC Press.
- 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.
- 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].
- HUNTER, Michael R. 2017. “Why Authenticity Is Essential to a Personal Brand.” PersonalBrand.com. Available at: https://personalbrand.com/authenticity/ [accessed 3 Dec 2020].
- ISBISTER, Katherine. 2017. How Games Move Us: Emotion by Design. First MIT Press paperback edition. Cambridge, Massachusetts London, England: The MIT Press.
- ISMAIL, Rami. n.d. “Presskit() - Spend Time Making Games, Not Press.” Available at: https://dopresskit.com/ [accessed 13 Dec 2021].
- 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].
- 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].
- 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].
- 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].
- 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].
- 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].
- KATZENBACH, Jon R and Douglas K SMITH. 2015. The Wisdom of Teams: Creating the High-Performance Organization.
- 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].
- 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].
- KELLY, Kevin. 2008. “1,000 True Fans.” The Technium. Available at: https://kk.org/thetechnium/1000-true-fans/ [accessed 5 Jul 2021].
- 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/.
- 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].
- 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.
- 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].
- KOHLER, Chris. 2017. “The Puzzle Of A Lifetime.” Kotaku. Available at: https://kotaku.com/the-puzzle-of-a-lifetime-1821235999 [accessed 17 May 2021].
- 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].
- KOSTER, Raph. 2005. A Theory of Fun for Game Design. Scottsdale, AZ: Paraglyph Press.
- 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].
- 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].
- 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].
- LENCIONI, Patrick. 2002. The Five Dysfunctions of a Team: a Leadership Fable. 1st ed. San Francisco: Jossey-Bass.
- 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].
- 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].
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- 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].
- 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].
- 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.
- 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].
- MARHULETS, Wlad. 2020. Gamedev: 10 Steps to Making Your First Game Successful. 1st ed. Unfold Publishing.
- 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].
- 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].
- 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].
- MCCLOUD, Scott. 2017. Understanding Comics. Reprint. New York: William Morrow, an imprint of Harper Collins Publishers.
- MCCOMBES, Shona. 2019. “Developing Strong Research Questions.” Scribbr. Available at: https://www.scribbr.com/research-process/research-questions/ [accessed 8 Feb 2022].
- 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].
- 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].
- MCKEOWN, Greg. 2014. Essentialism: the Disciplined Pursuit of Less.
- 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].
- MEGACRIT. 2017. “Slay The Spire.” Available at: https://www.megacrit.com/ [accessed 30 Nov 2020].
- MEIER, Sid and Jennifer Lee NOONAN. 2020. Sid Meier’s Memoir! a Life in Computer Games. First edition. New York: W.W. Norton & Company.
- MICHALKO, Michael. 1991. Thinkertoys: a Handbook of Business Creativity for the ’90s. Berkeley, Calif: Ten Speed Press.
- MICHALKO, Michael. 2006. Thinkpak: Instructions for Using the Brainstorming Card Deck. Revised. Berkeley: Ten Speed Press.
- 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].
- MITCHELL, Ian. 2018. “Scrubbing Sprint Zero.” Scrum.org. Available at: https://www.scrum.org/resources/blog/scrubbing-sprint-zero [accessed 10 Jun 2021].
- 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].
- 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].
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Other reading
This list might have some overlap with the cited bibliography.