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. SYLVESTER, Tynan. 2013. Designing Games: a Guide to Engineering Experiences. First edition. Sebastopol, CA: O’Reilly.
  2. 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].
  3. NEWTON, Richard. 2009. The Project Manager: Mastering the Art of Delivery. 2nd ed. Harlow, England ; New York: Financial Times/Prentice Hall.
  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. 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].
  6. 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].
  7. 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].
  8. PETTY, Geoff. 1997. “Creativity.” How to be better at creativity. Available at: http://geoffpetty.com/creativity/ [accessed 6 Oct 2020].
  9. 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].
  10. 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].
  11. 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/.
  12. 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].
  13. MEIER, Sid and Jennifer Lee NOONAN. 2020. Sid Meier’s Memoir! a Life in Computer Games. First edition. New York: W.W. Norton & Company.
  14. KOSTER, Raph. 2005. A Theory of Fun for Game Design. Scottsdale, AZ: Paraglyph Press.
  15. 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].
  16. UYS, Juan. 2020. “Randomised SCAMPER.” Available at: https://juanuys.com/scamper [accessed 13 Oct 2020].
  17. 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].
  18. ALLEN, DAVID. 2015. GETTING THINGS DONE: the Art of Stress-Free Productivity. Place of publication not identified: PIATKUS Books.
  19. DEMARCO, Tom and Timothy R. LISTER. 1999. Peopleware: Productive Projects and Teams. 2nd ed. New York, NY: Dorset House Pub.
  20. 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].
  21. 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].
  22. 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].
  23. 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].
  24. 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].
  25. 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].
  26. 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].
  27. MICHALKO, Michael. 1991. Thinkertoys: a Handbook of Business Creativity for the ’90s. Berkeley, Calif: Ten Speed Press.
  28. MICHALKO, Michael. 2006. Thinkpak: Instructions for Using the Brainstorming Card Deck. Revised. Berkeley: Ten Speed Press.
  29. 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].
  30. ORLOWSKI, Jeff. 2020. “The Social Dilemma” [docudrama]. Available at: https://www.thesocialdilemma.com/ [accessed 29 Oct 2020].
  31. 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].
  32. 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].
  33. FUGARO, Marco. 2020. “Marcofugaro/Three-Projected-Material.” Available at: https://github.com/marcofugaro/three-projected-material [accessed 15 Nov 2020].
  34. TORRALBA, Antonio. 2016. “Advances in Computer Vision.” Available at: http://6.869.csail.mit.edu/fa16/lecture/lecture11stereoHomogenousCoord.pdf [accessed 15 Nov 2020].
  35. 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].
  36. COOK, Robert L., Loren CARPENTER and Ed CATMULL. 1987. Proceedings of SIGGRAPH ’87: 14th Annual Conference. Association for Computing Machinery.
  37. GONZALEZ VIVO, Patricio. 2015. “The Book of Shaders.” The Book of Shaders. Available at: https://thebookofshaders.com/00/ [accessed 15 Nov 2020].
  38. NEWPORT, Cal. 2016. Deep Work: Rules for Focused Success in a Distracted World. London: Piatkus.
  39. SHARP, John. 2015. Works of Game: on the Aesthetics of Games and Art. Cambridge, Massachusetts: The MIT Press.
  40. COSTIKYAN, Greg. 2015. Uncertainty in Games.
  41. SICART, Miguel. 2014. Play Matters. Cambridge, Massachusetts London: MIT Press.
  42. ISBISTER, Katherine. 2017. How Games Move Us: Emotion by Design. First MIT Press paperback edition. Cambridge, Massachusetts London, England: The MIT Press.
  43. 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.
  44. 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.
  45. 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.
  46. SWINK, Steve. 2009. Game Feel: a Game Designer’s Guide to Virtual Sensation. Amsterdam ; Boston: Morgan Kaufmann Publishers/Elsevier.
  47. ROGERS, Scott. 2014. Level up! the Guide to Great Video Game Design. 2. ed. Chichester: Wiley.
  48. TEKINBAŞ, Katie Salen and Eric ZIMMERMAN. 2003. Rules of Play: Game Design Fundamentals. Cambridge, Mass: MIT Press.
  49. 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].
  50. 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].
  51. 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.
  52. 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.
  53. “Agile Delivery - Service Manual - GOV.UK.” n.d. Available at: https://www.gov.uk/service-manual/agile-delivery [accessed 27 Nov 2020].
  54. 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.
  55. 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].
  56. 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].
  57. 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].
  58. BOLTER, Jay David and Richard GRUSIN. 2003. Remediation: Understanding New Media. 6. Nachdr. Cambridge, Mass.: MIT Press.
  59. PRESS, The MIT. n.d. “Remediation \Textbar The MIT Press.” Available at: https://mitpress.mit.edu/books/remediation [accessed 1 Oct 2020].
  60. ORKIN, Jeff. 2003. “Goal-Oriented Action Planning (GOAP).” Available at: http://alumni.media.mit.edu/ jorkin/goap.html [accessed 27 Oct 2020].
  61. 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].
  62. HUNTER, Michael R. 2017. “Why Authenticity Is Essential to a Personal Brand.” PersonalBrand.com. Available at: https://personalbrand.com/authenticity/ [accessed 3 Dec 2020].
  63. “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].
  64. GODIN, Seth. 2009. “Authenticity.” Seth’s Blog. Available at: https://seths.blog/2009/02/authenticity/ [accessed 3 Dec 2020].
  65. GAMES, Supergiant. 2020. “Hades.” Available at: https://www.supergiantgames.com/games/hades/ [accessed 7 Dec 2020].
  66. 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].
  67. RASMUSSON, Jonathan. n.d. “Iterations.” Agile In A Nutshell. Available at: http://www.agilenutshell.com/iterations [accessed 26 Nov 2020].
  68. CSIKSZENTMIHALYI, Mihaly. 2013. Creativity: the Psychology of Discovery and Invention. First Harper Perennial modern classics edition. New York: Harper Perennial Modern Classics.
  69. 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].

Other reading

This list might have some overlap with the cited bibliography.

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