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. “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].
  2. “Gretel & Hansel.” n.d. Box Office Mojo. Available at: https://www.boxofficemojo.com/release/rl3842541057/ [accessed 18 Aug 2021].
  3. “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].
  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. “Telltale Community.” n.d. Telltale Community. Available at: https://community.telltale.com/categories [accessed 18 Aug 2021].
  6. “Understanding Customer Journey Touchpoints.” n.d. Qualtrics. Available at: https://www.qualtrics.com/uk/experience-management/customer/customer-journey-touchpoints/ [accessed 18 Aug 2021].
  7. “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].
  8. “Blindness and Vision Loss.” 2017. nhs.uk. Available at: https://www.nhs.uk/conditions/vision-loss/ [accessed 18 Aug 2021].
  9. “Colour Vision Deficiency (Colour Blindness).” 2017. nhs.uk. Available at: https://www.nhs.uk/conditions/colour-vision-deficiency/ [accessed 18 Aug 2021].
  10. “Deafblindness - Symptoms.” 2018. nhs.uk. Available at: https://www.nhs.uk/conditions/deafblindness/symptoms/ [accessed 18 Aug 2021].
  11. “Chooseco Llc v. Netflix, Inc.” 2020.
  12. “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].
  13. “Liam Neeson (Visual Voices Guide).” n.d. Behind The Voice Actors. Available at: https://www.behindthevoiceactors.com/Liam-Neeson/ [accessed 9 Aug 2021].
  14. “Royalty Free Music and Sound Effects \Textbar Epidemic Sound.” n.d. Available at: https://www.epidemicsound.com/ [accessed 9 Aug 2021].
  15. “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].
  16. “Game Data Crunch: Data Is Delicious.” n.d. Available at: https://www.gamedatacrunch.com/ [accessed 6 Oct 2021].
  17. “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].
  18. “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].
  19. “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].
  20. “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].
  21. “The Clark Tank! - YouTube.” n.d. Available at: https://www.youtube.com/playlist?list=PLUPKuAVC8PO7uIGiDCHUZGDNYAyRmW6NC [accessed 6 Oct 2021].
  22. “History of SWOT Analysis.” n.d. Available at: http://www.cymeon.com/swot-history [accessed 19 Jul 2021].
  23. “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].
  24. “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].
  25. “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].
  26. “Wayra UK - We Scale Startups.” n.d. Available at: https://www.wayra.uk/ [accessed 1 Jul 2021].
  27. “Web Summit.” 2021. Wikipedia. Available at: https://en.wikipedia.org/w/index.php?title=Web_Summit&oldid=1022833752 [accessed 1 Jul 2021].
  28. “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].
  29. “Twine / An Open-Source Tool for Telling Interactive, Nonlinear Stories.” 2009. Available at: https://twinery.org/ [accessed 10 Jun 2021].
  30. “Home Page - Games For Change.” n.d. Available at: https://www.gamesforchange.org/ [accessed 18 May 2021].
  31. “Disco Elysium.” n.d. Available at: https://discoelysium.com [accessed 8 Aug 2021].
  32. “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].
  33. “Sokpop Collective: Patreon Earnings + Statistics + Graphs + Rank.” n.d. Graphtreon. Available at: https://graphtreon.com/creator/sokpop [accessed 18 May 2021].
  34. “SugarCube v2 Documentation.” n.d. Available at: https://www.motoslave.net/sugarcube/2/docs/ [accessed 8 Aug 2021].
  35. “Apache Cordova.” n.d. Available at: https://cordova.apache.org/ [accessed 8 Aug 2021].
  36. “Nintendo Switch™ Family - Nintendo - Official Site.” n.d. Nintendo. Available at: https://www.nintendo.com/switch/ [accessed 24 Sep 2021].
  37. “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].
  38. “Steam Store.” 2003. Available at: https://store.steampowered.com/ [accessed 29 Sep 2021].
  39. DORAN, Amanda-Jane (ed.). 1990. The Punch Cartoon Album: 150 Years of Classic Cartoons. London: Grafton Books.
  40. “Art Deco City, Sparth.” n.d. ArtStation. Available at: https://www.artstation.com/artwork/nABg4 [accessed 22 Feb 2021].
  41. BRUNETTI, Ivan (ed.). 2006. An Anthology of Graphic Fiction, Cartoons, & True Stories. New Haven: Yale University Press.
  42. “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].
  43. ANDERSON, Linda (ed.). 2006. Creative Writing: a Workbook with Readings. New York: Routledge.
  44. “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].
  45. “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].
  46. “How to Estimate Steam Video Game Sales?” n.d. Video Game Insights. Available at: https://vginsights.com [accessed 30 Sep 2021].
  47. “Popular Tags on Steam.” n.d. Available at: https://store.steampowered.com/tag/browse/#global_492 [accessed 30 Sep 2021].
  48. “Agile Delivery - Service Manual - GOV.UK.” n.d. Available at: https://www.gov.uk/service-manual/agile-delivery [accessed 27 Nov 2020].
  49. “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].
  50. “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].
  51. “Video Game Industry Statistics and Facts. Games-Stats.com.” n.d. Available at: https://games-stats.com/ [accessed 30 Sep 2021].
  52. ALLEN, DAVID. 2015. GETTING THINGS DONE: the Art of Stress-Free Productivity. Place of publication not identified: PIATKUS Books.
  53. ADAMS, Ernest. 2014. Fundamentals of Game Design. Third edition. Berkeley, CA: New Riders.
  54. ADOLFSSON, Mattias. n.d. “Mattias Adolfsson.” Available at: https://mattiasadolfsson.com/ [accessed 22 Feb 2021].
  55. 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].
  56. ATLASSIAN. n.d. “How to Run a Blameless Postmortem.” Atlassian. Available at: https://www.atlassian.com/incident-management/postmortem/blameless [accessed 20 Aug 2021].
  57. 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].
  58. 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].
  59. 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].
  60. BELKER, Loren B., Jim MCCORMICK and Gary S. TOPCHIK. 2012. The First-Time Manager. 6th ed. New York: AMACOM, American Management Association.
  61. 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].
  62. 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].
  63. 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].
  64. 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].
  65. 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].
  66. BOLTER, Jay David and Richard GRUSIN. 2003. Remediation: Understanding New Media. 6. Nachdr. Cambridge, Mass.: MIT Press.
  67. 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].
  68. 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].
  69. 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].
  70. 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].
  71. CARLESS, Simon. 2021. “Steam Sales for ’the Other 50%’ - a Return!” Available at: https://newsletter.gamediscover.co/ [accessed 18 May 2021].
  72. 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].
  73. 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].
  74. 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].
  75. 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].
  76. 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].
  77. 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].
  78. COLLECTIVE, Sokpop. n.d. “Sokpop Collective.” Available at: https://sokpop.co/ [accessed 18 May 2021].
  79. COOK, Robert L., Loren CARPENTER and Ed CATMULL. 1987. Proceedings of SIGGRAPH ’87: 14th Annual Conference. Association for Computing Machinery.
  80. COSTIKYAN, Greg. 2015. Uncertainty in Games.
  81. 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].
  82. 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].
  83. CSIKSZENTMIHALYI, Mihaly. 2013. Creativity: the Psychology of Discovery and Invention. First Harper Perennial modern classics edition. New York: Harper Perennial Modern Classics.
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  85. 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].
  86. 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].
  87. DAVIS, Richard H. 2015. The Bhagavad Gita: a Biography. Princeton: Princeton University Press.
  88. DEMARCO, Tom and Timothy R. LISTER. 1999. Peopleware: Productive Projects and Teams. 2nd ed. New York, NY: Dorset House Pub.
  89. DHAWAN, Erica. 2021. Digital Body Language: How to Build Trust and Connection, No Matter the Distance. First edition. New York: St. Martin’s Press.
  90. 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].
  91. 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].
  92. 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].
  93. 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].
  94. 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].
  95. 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].
  96. 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].
  97. FORSTER, E. M. 1985. Aspects of the Novel. San Diego: Harcourt Brace Jovanovich.
  98. 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].
  99. FUGARO, Marco. 2020. “Marcofugaro/Three-Projected-Material.” Available at: https://github.com/marcofugaro/three-projected-material [accessed 15 Nov 2020].
  100. FUNRETRO, EasyRetro former. n.d. “Improve Your Team with Fun Sprint Retrospectives.” EasyRetro former FunRetro. Available at: https://easyretro.io/ [accessed 1 Jul 2021].
  101. GAMES, Supergiant. 2020. “Hades.” Available at: https://www.supergiantgames.com/games/hades/ [accessed 7 Dec 2020].
  102. GODIN, Seth. 2009. “Authenticity.” Seth’s Blog. Available at: https://seths.blog/2009/02/authenticity/ [accessed 3 Dec 2020].
  103. GONZALEZ VIVO, Patricio. 2015. “The Book of Shaders.” The Book of Shaders. Available at: https://thebookofshaders.com/00/ [accessed 15 Nov 2020].
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  105. 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].
  106. GURNEY, James. 2010. Color and Light: a Guide for the Realist Painter. Kansas City, Mo. : London: Andrews McMeel ; Simon & Schuster [distributor].
  107. 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].
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  128. 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.
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  130. KOHLER, Chris. 2017. “The Puzzle Of A Lifetime.” Kotaku. Available at: https://kotaku.com/the-puzzle-of-a-lifetime-1821235999 [accessed 17 May 2021].
  131. 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].
  132. KOSTER, Raph. 2005. A Theory of Fun for Game Design. Scottsdale, AZ: Paraglyph Press.
  133. 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].
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Other reading

This list might have some overlap with the cited bibliography.

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