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. “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].
  2. “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].
  3. “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].
  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. “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].
  6. “Home Page - Games For Change.” n.d. Available at: https://www.gamesforchange.org/ [accessed 18 May 2021].
  7. “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].
  8. “Wayra UK - We Scale Startups.” n.d. Available at: https://www.wayra.uk/ [accessed 1 Jul 2021].
  9. “Web Summit.” 2021. Wikipedia. Available at: https://en.wikipedia.org/w/index.php?title=Web_Summit&oldid=1022833752 [accessed 1 Jul 2021].
  10. ANDERSON, Linda (ed.). 2006. Creative Writing: a Workbook with Readings. New York: Routledge.
  11. “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].
  12. BRUNETTI, Ivan (ed.). 2006. An Anthology of Graphic Fiction, Cartoons, & True Stories. New Haven: Yale University Press.
  13. “Twine / An Open-Source Tool for Telling Interactive, Nonlinear Stories.” 2009. Available at: https://twinery.org/ [accessed 10 Jun 2021].
  14. “Agile Delivery - Service Manual - GOV.UK.” n.d. Available at: https://www.gov.uk/service-manual/agile-delivery [accessed 27 Nov 2020].
  15. “Art Deco City, Sparth.” n.d. ArtStation. Available at: https://www.artstation.com/artwork/nABg4 [accessed 22 Feb 2021].
  16. DORAN, Amanda-Jane (ed.). 1990. The Punch Cartoon Album: 150 Years of Classic Cartoons. London: Grafton Books.
  17. “Sokpop Collective: Patreon Earnings + Statistics + Graphs + Rank.” n.d. Graphtreon. Available at: https://graphtreon.com/creator/sokpop [accessed 18 May 2021].
  18. ALLEN, DAVID. 2015. GETTING THINGS DONE: the Art of Stress-Free Productivity. Place of publication not identified: PIATKUS Books.
  19. ADAMS, Ernest. 2014. Fundamentals of Game Design. Third edition. Berkeley, CA: New Riders.
  20. ADOLFSSON, Mattias. n.d. “Mattias Adolfsson.” Available at: https://mattiasadolfsson.com/ [accessed 22 Feb 2021].
  21. 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].
  22. 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].
  23. 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].
  24. BOLTER, Jay David and Richard GRUSIN. 2003. Remediation: Understanding New Media. 6. Nachdr. Cambridge, Mass.: MIT Press.
  25. 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].
  26. 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].
  27. 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].
  28. CARLESS, Simon. 2021. “Steam Sales for ’the Other 50%’ - a Return!” Available at: https://newsletter.gamediscover.co/ [accessed 18 May 2021].
  29. 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].
  30. 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].
  31. 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].
  32. 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].
  33. COLLECTIVE, Sokpop. n.d. “Sokpop Collective.” Available at: https://sokpop.co/ [accessed 18 May 2021].
  34. COOK, Robert L., Loren CARPENTER and Ed CATMULL. 1987. Proceedings of SIGGRAPH ’87: 14th Annual Conference. Association for Computing Machinery.
  35. COSTIKYAN, Greg. 2015. Uncertainty in Games.
  36. 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].
  37. CSIKSZENTMIHALYI, Mihaly. 2013. Creativity: the Psychology of Discovery and Invention. First Harper Perennial modern classics edition. New York: Harper Perennial Modern Classics.
  38. 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].
  39. 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].
  40. 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].
  41. DEMARCO, Tom and Timothy R. LISTER. 1999. Peopleware: Productive Projects and Teams. 2nd ed. New York, NY: Dorset House Pub.
  42. 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].
  43. 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].
  44. 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].
  45. 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].
  46. 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].
  47. FORSTER, E. M. 1985. Aspects of the Novel. San Diego: Harcourt Brace Jovanovich.
  48. FUGARO, Marco. 2020. “Marcofugaro/Three-Projected-Material.” Available at: https://github.com/marcofugaro/three-projected-material [accessed 15 Nov 2020].
  49. FUNRETRO, EasyRetro former. n.d. “Improve Your Team with Fun Sprint Retrospectives.” EasyRetro former FunRetro. Available at: https://easyretro.io/ [accessed 1 Jul 2021].
  50. GAMES, Supergiant. 2020. “Hades.” Available at: https://www.supergiantgames.com/games/hades/ [accessed 7 Dec 2020].
  51. GODIN, Seth. 2009. “Authenticity.” Seth’s Blog. Available at: https://seths.blog/2009/02/authenticity/ [accessed 3 Dec 2020].
  52. GONZALEZ VIVO, Patricio. 2015. “The Book of Shaders.” The Book of Shaders. Available at: https://thebookofshaders.com/00/ [accessed 15 Nov 2020].
  53. GOOGLE. n.d. “Gaming ‘Crafting Fatigue’ - Google Search.” Available at: https://www.google.com/search?q=gaming+%22crafting+fatigue%22 [accessed 18 May 2021].
  54. GURNEY, James. 2010. Color and Light: a Guide for the Realist Painter. Kansas City, Mo. : London: Andrews McMeel ; Simon & Schuster [distributor].
  55. 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].
  56. HEUSSNER, Tobias. 2015. The Game Narrative Toolbox. New York: Focal Press/Taylor & Francis Group.
  57. HILL-WHITTALL, Richard. 2015. The Indie Game Developer Handbook. Burlington, MA: Focal Press.
  58. 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.
  59. HUNTER, Michael R. 2017. “Why Authenticity Is Essential to a Personal Brand.” PersonalBrand.com. Available at: https://personalbrand.com/authenticity/ [accessed 3 Dec 2020].
  60. ISBISTER, Katherine. 2017. How Games Move Us: Emotion by Design. First MIT Press paperback edition. Cambridge, Massachusetts London, England: The MIT Press.
  61. 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].
  62. 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].
  63. 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].
  64. 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].
  65. KATZENBACH, Jon R and Douglas K SMITH. 2015. The Wisdom of Teams: Creating the High-Performance Organization.
  66. 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].
  67. KELLY, Kevin. 2008. “1,000 True Fans.” The Technium. Available at: https://kk.org/thetechnium/1000-true-fans/ [accessed 5 Jul 2021].
  68. 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/.
  69. 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.
  70. KOHLER, Chris. 2017. “The Puzzle Of A Lifetime.” Kotaku. Available at: https://kotaku.com/the-puzzle-of-a-lifetime-1821235999 [accessed 17 May 2021].
  71. 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].
  72. 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].
  73. KOSTER, Raph. 2005. A Theory of Fun for Game Design. Scottsdale, AZ: Paraglyph Press.
  74. LENCIONI, Patrick. 2002. The Five Dysfunctions of a Team: a Leadership Fable. 1st ed. San Francisco: Jossey-Bass.
  75. 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].
  76. LIN, Yi-Wen. n.d. “Sketches \Textbar Yi-Wen Lin.” Available at: http://yiwenl.github.io/Sketches/ [accessed 22 Feb 2021].
  77. 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].
  78. 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.
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  80. MCCLOUD, Scott. 2017. Understanding Comics. Reprint. New York: William Morrow, an imprint of Harper Collins Publishers.
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Other reading

This list might have some overlap with the cited bibliography.

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