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Game Design Book Summaries

Level Up!
by Scott Rogers • 2010
A designer's toolbox: how to build games that players love, one rule at a time.
4.09
1k+
Level Up! Summary
Immersive
Level Up!
A designer's toolbox: how to build games that players love, one rule at a time.
by Scott Rogers 2010 514 pages
4.09
1k+ ratings
The Art of Game Design
by Jesse Schell • 2008
Players feel your work, they don't read it. A hundred ways to design what they feel.
4.39
3k+
The Art of Game Design Summary
The Art of Game Design
Players feel your work, they don't read it. A hundred ways to design what they feel.
by Jesse Schell 2008 520 pages
4.39
3k+ ratings
The Gamification of Learning and Instruction
by Karl M. Kapp • 2012
Points and badges alone fail. Design learning that motivates like a game, tailored to player types.
3.83
305
The Gamification of Learning and Instruction Summary
The Gamification of Learning and Instruction
Points and badges alone fail. Design learning that motivates like a game, tailored to player types.
by Karl M. Kapp 2012 336 pages
3.83
305 ratings
Homo Ludens
by Johan Huizinga • 1938
Legal procedure and ritual both began as play. Modernity's error is pretending they didn't.
3.98
3k+
Homo Ludens Summary
Homo Ludens
Legal procedure and ritual both began as play. Modernity's error is pretending they didn't.
by Johan Huizinga 1938 230 pages
3.98
3k+ ratings
Understanding Motivation and Emotion
by Johnmarshall Reeve • 1992
Motivation science from the inside out: the needs, beliefs, goals, and emotions that move people.
3.89
294
Understanding Motivation and Emotion Summary
Understanding Motivation and Emotion
Motivation science from the inside out: the needs, beliefs, goals, and emotions that move people.
by Johnmarshall Reeve 1992 600 pages
3.89
294 ratings
Emotional Design
by Donald A. Norman • 2003
Your brain processes beauty before conscious thought, and good looks make things easier to use.
3.95
5k+
Emotional Design Summary
Emotional Design
Your brain processes beauty before conscious thought, and good looks make things easier to use.
by Donald A. Norman 2003 272 pages
3.95
5k+ ratings
Actionable Gamification
by Yu-kai Chou • 2015
Eight human drives power every action. A blueprint for designing products people can't put down.
4.14
1k+
Actionable Gamification Summary
Actionable Gamification
Eight human drives power every action. A blueprint for designing products people can't put down.
by Yu-kai Chou 2015 507 pages
4.14
1k+ ratings
A Game Design Vocabulary
by Anna Anthropy • 2013
The grammar of game design: how to script a back-and-forth that players lose themselves in.
3.94
134
A Game Design Vocabulary Summary
A Game Design Vocabulary
The grammar of game design: how to script a back-and-forth that players lose themselves in.
by Anna Anthropy 2013 211 pages
3.94
134 ratings
The Game Changer
by Jason Fox • 2014
Pep talks fail. Visible progress works. A game-design playbook for building it into work.
3.88
185
The Game Changer Summary
The Game Changer
Pep talks fail. Visible progress works. A game-design playbook for building it into work.
by Jason Fox 2014 240 pages
3.88
185 ratings
A Theory Of Fun For Game Design
by Ralph Koster • 2004
Games tap into your brain's learning circuits. The rush of fun is the moment something clicks.
3.90
3k+
A Theory Of Fun For Game Design Summary
A Theory Of Fun For Game Design
Games tap into your brain's learning circuits. The rush of fun is the moment something clicks.
by Ralph Koster 2004 279 pages
3.90
3k+ ratings
Game Design Workshop
by Tracy Fullerton • 2008
The prototyping-first method that catches design disasters before you write a single line of code.
4.11
500+
Game Design Workshop Summary
Game Design Workshop
The prototyping-first method that catches design disasters before you write a single line of code.
by Tracy Fullerton 2008 496 pages
4.11
500+ ratings
What Video Games Have to Teach Us About Learning and Literacy
by James Paul Gee • 2003
Video games teach because they have to. The 36 learning principles schools can steal from them.
3.90
1k+
What Video Games Have to Teach Us About Learning and Literacy Summary
What Video Games Have to Teach Us About Learning and Literacy
Video games teach because they have to. The 36 learning principles schools can steal from them.
by James Paul Gee 2003 240 pages
3.90
1k+ ratings
Reality Is Broken
by Jane McGonigal • 2010
Games satisfy us more than reality does. That gap is a blueprint for a better world.
3.79
8k+
Reality Is Broken Summary
Reality Is Broken
Games satisfy us more than reality does. That gap is a blueprint for a better world.
by Jane McGonigal 2010 400 pages
3.79
8k+ ratings
Getting Gamers
by Jamie Madigan • 2015
The psychology that turns play into obsession, strangers into teammates, and pixels into identity.
4.01
489
Getting Gamers Summary
Getting Gamers
The psychology that turns play into obsession, strangers into teammates, and pixels into identity.
by Jamie Madigan 2015 299 pages
4.01
489 ratings
Play to Learn
by Sharon Boller • 2017
The step-by-step playbook for designing learning games that slash training time and boost retention.
3.95
42
Play to Learn Summary
Play to Learn
The step-by-step playbook for designing learning games that slash training time and boost retention.
by Sharon Boller 2017 168 pages
3.95
42 ratings
Game Programming Patterns
by Robert Nystrom • 2011
The programming patterns that make game code resilient to change, and the ones that don't.
4.49
1k+
Game Programming Patterns Summary
Game Programming Patterns
The programming patterns that make game code resilient to change, and the ones that don't.
by Robert Nystrom 2011 354 pages
4.49
1k+ ratings
Gamification by Design
by Gabe Zichermann • 2011
Why most badges fail: the motivation design that turns app users into players.
3.65
490
Gamification by Design Summary
Gamification by Design
Why most badges fail: the motivation design that turns app users into players.
by Gabe Zichermann 2011 182 pages
3.65
490 ratings
The Gamer's Brain
by Celia Hodent • 2017
Your player's brain is a flawed, distracted survival machine. Good UX starts there.
4.29
231
The Gamer's Brain Summary
The Gamer's Brain
Your player's brain is a flawed, distracted survival machine. Good UX starts there.
by Celia Hodent 2017 272 pages
4.29
231 ratings
Designing Games
by Tynan Sylvester • 2013
Build games as emotion machines: a systems guide to rules, choices, and difficulty.
4.47
500+
Designing Games Summary
Designing Games
Build games as emotion machines: a systems guide to rules, choices, and difficulty.
by Tynan Sylvester 2013 413 pages
4.47
500+ ratings
Video Game Storytelling
by Evan Skolnick • 2014
Screenwriting's classic tools applied to games, so story and gameplay pull the same direction.
3.99
500+
Video Game Storytelling Summary
Video Game Storytelling
Screenwriting's classic tools applied to games, so story and gameplay pull the same direction.
by Evan Skolnick 2014 208 pages
3.99
500+ ratings
Gamify
by Brian Burke • 2014
Stop adding badges to everything. Real gamification starts with what the player wants to achieve.
3.44
500+
Gamify Summary
Gamify
Stop adding badges to everything. Real gamification starts with what the player wants to achieve.
by Brian Burke 2014 162 pages
3.44
500+ ratings
Persuasive Games
by Ian Bogost • 2007
A videogame's rules are arguments. Learning to read them changes how you see every screen.
3.84
360
Persuasive Games Summary
Persuasive Games
A videogame's rules are arguments. Learning to read them changes how you see every screen.
by Ian Bogost 2007 450 pages
3.84
360 ratings
Glued to Games
by Scott Rigby • 2011
Games grip you longer than movies because they feed deep needs that daily life starves.
4.00
111
Glued to Games Summary
Glued to Games
Games grip you longer than movies because they feed deep needs that daily life starves.
by Scott Rigby 2011 200 pages
4.00
111 ratings
Play Anything
by Ian Bogost • 2016
Real fun needs rules, not freedom. The philosopher's case against chasing happiness.
3.17
500+
Play Anything Summary
Play Anything
Real fun needs rules, not freedom. The philosopher's case against chasing happiness.
by Ian Bogost 2016 288 pages
3.17
500+ ratings
Gamers at Work
by Morgan Ramsay • 2012
Atari, EA, Blizzard, Valve: the founders reveal the near-death moments behind gaming's biggest hits.
3.69
138
Gamers at Work Summary
Gamers at Work
Atari, EA, Blizzard, Valve: the founders reveal the near-death moments behind gaming's biggest hits.
by Morgan Ramsay 2012 356 pages
3.69
138 ratings
A Composer's Guide to Game Music
by Winifred Phillips • 2014
Game music bends to the player. The craft, technology, and business behind interactive scores.
4.21
175
A Composer's Guide to Game Music Summary
A Composer's Guide to Game Music
Game music bends to the player. The craft, technology, and business behind interactive scores.
by Winifred Phillips 2014 275 pages
4.21
175 ratings
One Up
by Joost van Dreunen • 2020
Three transformations in four decades, and each one rewarded strategy over creative genius.
4.13
213
One Up Summary
One Up
Three transformations in four decades, and each one rewarded strategy over creative genius.
by Joost van Dreunen 2020 296 pages
4.13
213 ratings
The Gamification Revolution
by Gabe Zichermann • 2013
What makes games sticky, and how to steal their playbook for business.
3.71
194
The Gamification Revolution Summary
The Gamification Revolution
What makes games sticky, and how to steal their playbook for business.
by Gabe Zichermann 2013 256 pages
3.71
194 ratings
Think Like a Game Designer
by Justin Gary • 2018
A repeatable design loop that turns raw ideas into tested, publishable games, no genius required.
4.01
184
Think Like a Game Designer Summary
Think Like a Game Designer
A repeatable design loop that turns raw ideas into tested, publishable games, no genius required.
by Justin Gary 2018 230 pages
4.01
184 ratings
The Multiplayer Classroom
by Lee Sheldon • 2011
Your syllabus is a game design document. Here is how to write it, no computers required.
3.83
224
The Multiplayer Classroom Summary
The Multiplayer Classroom
Your syllabus is a game design document. Here is how to write it, no computers required.
by Lee Sheldon 2011 256 pages
3.83
224 ratings
Game Development Patterns and Best Practices
by John P. Doran • 2017
Design patterns that ship games: when to use each and how they prevent late-stage collapse.
3.90
20
Game Development Patterns and Best Practices Summary
Game Development Patterns and Best Practices
Design patterns that ship games: when to use each and how they prevent late-stage collapse.
by John P. Doran 2017 361 pages
3.90
20 ratings
A Crowdfunder's Strategy Guide
by Jamey Stegmaier • 2015
Crowdfunding success starts six months before you launch, with a community, not a campaign page.
4.24
212
A Crowdfunder's Strategy Guide Summary
A Crowdfunder's Strategy Guide
Crowdfunding success starts six months before you launch, with a community, not a campaign page.
by Jamey Stegmaier 2015 216 pages
4.24
212 ratings
Game Mechanics
by Ernest Adams • 2012
Visualize your game's economy, simulate rival strategies, and nail the balance before you ship.
4.12
185
Game Mechanics Summary
Game Mechanics
Visualize your game's economy, simulate rival strategies, and nail the balance before you ship.
by Ernest Adams 2012 353 pages
4.12
185 ratings
Educational Game Design Fundamentals
by George Kalmpourtzis • 2018
Most educational games fail because they forget the play. The design framework that fixes that.
4.31
45
Educational Game Design Fundamentals Summary
Educational Game Design Fundamentals
Most educational games fail because they forget the play. The design framework that fixes that.
by George Kalmpourtzis 2018 296 pages
4.31
45 ratings
Eurogames
by Stewart Woods • 2012
Postwar Germany rejected war games and invented a genre where elegance matters more than conquest.
3.78
137
Eurogames Summary
Eurogames
Postwar Germany rejected war games and invented a genre where elegance matters more than conquest.
by Stewart Woods 2012 262 pages
3.78
137 ratings
The Board Game Designer's Guide
by Joe Slack • 2017
Design the feeling first. A four-step cycle that turns a rough prototype into a hit.
3.71
82
The Board Game Designer's Guide Summary
The Board Game Designer's Guide
Design the feeling first. A four-step cycle that turns a rough prototype into a hit.
by Joe Slack 2017 233 pages
3.71
82 ratings
Unboxed
by Gordon Calleja • 2022
Board games succeed or fail on six forms of involvement. Most designers only account for one.
3.46
13
Unboxed Summary
Unboxed
Board games succeed or fail on six forms of involvement. Most designers only account for one.
by Gordon Calleja 2022 312 pages
3.46
13 ratings
Designing the User Experience of Game Development Tools
by David Lightbown • 2015
Game tools are an unmeasured productivity drain. A UX method for fixing what studios overlook.
4.13
16
Designing the User Experience of Game Development Tools Summary
Designing the User Experience of Game Development Tools
Game tools are an unmeasured productivity drain. A UX method for fixing what studios overlook.
by David Lightbown 2015 188 pages
4.13
16 ratings
The Kobold Guide to Board Game Design
by Mike Selinker • 2011
Designing a board game is designing an emotion. The craft of mechanics, pacing, and playtesting.
4.06
500+
The Kobold Guide to Board Game Design Summary
The Kobold Guide to Board Game Design
Designing a board game is designing an emotion. The craft of mechanics, pacing, and playtesting.
by Mike Selinker 2011 138 pages
4.06
500+ ratings
The Invisible Game
by Zoltan Andrejkovics • 2016
Your team grinds mechanics all day and still cracks under pressure. The missing half is trainable.
4.33
228
The Invisible Game Summary
The Invisible Game
Your team grinds mechanics all day and still cracks under pressure. The missing half is trainable.
by Zoltan Andrejkovics 2016 201 pages
4.33
228 ratings
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