(Part 3) Reddit mentions: The best computer & video game design books
We found 709 Reddit comments discussing the best computer & video game design books. We ran sentiment analysis on each of these comments to determine how redditors feel about different products. We found 132 products and ranked them based on the amount of positive reactions they received. Here are the products ranked 41-60. You can also go back to the previous section.
42. Pixel Art for Game Developers
- A K Peters Ltd
Features:
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Height | 9.2 Inches |
Length | 6.1 Inches |
Number of items | 1 |
Weight | 1.00089866948 Pounds |
Width | 0.4 Inches |
43. Corona SDK Mobile Game Development: Beginner's Guide
- DO YOUR PART FOR THE ENVIRONMENT AT A GREAT PRICE – Say “goodbye” to those brown paper bag days and “hello” to a more environmentally friendly approach to lunch time. Reduce waste and save money with our reusable Classic Square shape Wildkin lunch box bag for kids! Measures 9.75 x 7 x 3.25 Inches. You’ll find this insulated lunch bag super spacious and will have no problem fitting more than just your lunch inside.
- TRAVEL-FRIENDLY DESIGN – Make travel easy with this lightweight Wildkin lunch box bags for girls and boys that features an interior mesh pocket, backpack and lunch box matching gear, easy access front pocket that fits a 16 oz water bottle and coordinates Backpacks. Go ahead, pack that extra treat with our Wildkin lunch box bags for boys and girls! Check it out to find our coordinates backpack from our listing catalogue.
- MOM’S CHOICE AWARDEE - Wildkin is a recipient of the prestigious Mom’s Choice Award. The MCA evaluates products created for parents and is globally recognized for establishing the benchmark of excellence in family-friendly products. Using a rigorous evaluation process, we are scored on quality, design, educational value, originality, appeal & cost. Around the world, parents, educators, & retailers trust the MCA Excellence seal when selecting quality products/services for families and children.
- SUPERIOR QUALITY – Premium fabric makes these 100% play proof Wildkin insulated lunch box durable, sturdy and easy to clean. Insulation helps retain hot and cold temperatures throughout the day to improve food quality, freshness and taste. Wildkin’s kids lunch box bag line is not only one of the best options on the market, but each pattern offers an exciting and bold look that makes it fun to carry around.
- PATTERN COORDINATES WITH OLIVE KIDS AND OTHER WILDKIN ITEMS – Make a theme out of it! Each lunch box bag for kids boys and girls was designed to coordinate with Olive Kids and other Wildkin items. From backpacks, to duffel bags, to sleeping bags, your child will love having their favorite designs with them on-the-go. Pick your favorite color or let your little one select a pattern with their favorite theme.
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Release date | April 2012 |
44. The Game Narrative Toolbox (Focal Press Game Design Workshops)
- 100 carat capacity x 0.01 carat resolution. Also measures in grams, grains, ounces, troy ounces, pennyweights and milligrams.
- Compact 4.75" x 3" x 1.5" size for easy storage and portability.
- Tare, calibration, auto-off and counting functions.
- Calibration weight, weighing tray, hard shell case and batteries included.
- 20 year manufacturer's warranty.
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Height | 9.5 Inches |
Length | 7.5 Inches |
Number of items | 1 |
Weight | 1.3999353637 Pounds |
Width | 0.5 Inches |
45. No-Code Video Game Development Using Unity and Playmaker
A K Peters Ltd
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Height | 8.75 Inches |
Length | 6.13 Inches |
Number of items | 1 |
Release date | June 2016 |
Weight | 1.00089866948 Pounds |
Width | 0.71 Inches |
46. Introduction to 3D Game Programming with DirectX 12
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Height | 9 Inches |
Length | 7 Inches |
Number of items | 1 |
Weight | 2.95 Pounds |
Width | 1.9 Inches |
47. Unity Game Development in 24 Hours, Sams Teach Yourself (Sams Teach Yourself -- Hours)
- Used Book in Good Condition
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Height | 9.25 Inches |
Length | 7.25 Inches |
Number of items | 1 |
Weight | 1.653466965 Pounds |
Width | 0.75 Inches |
48. Game Programming Algorithms and Techniques: A Platform-Agnostic Approach (Game Design)
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Release date | December 2013 |
49. Clockwork Game Design
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Height | 8.8 Inches |
Length | 5.9 Inches |
Number of items | 1 |
Weight | 0.64815905028 Pounds |
Width | 0.4 Inches |
50. World of Warcraft Programming: A Guide and Reference for Creating WoW Addons
- World of Warcraft: Chronicle Volume 1 is a journey through an age of myth and legend, a time long before the Horde and the Alliance came to be.
- Hardcover features twenty-five full-page paintings by World of Warcraft artist Peter Lee.
- Book also features a cosmology chart, half a dozen maps charting changes through time, and other line art illustrations by Joseph Lacroix.
- First in a multipart series exploring the Warcraft universe; from the distant past to the modern era.
- Hardcover. 184 pages. Product Dimensions: 9.3 x 0.7 x 12.2 inches.
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Release date | October 2009 |
51. Game Design Theory: A New Philosophy for Understanding Games
Used Book in Good Condition
Specs:
Height | 9 Inches |
Length | 6 Inches |
Number of items | 1 |
Release date | August 2012 |
Weight | 0.59965735264 Pounds |
Width | 0.43 Inches |
52. The Gamer's Brain: How Neuroscience and UX Can Impact Video Game Design
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Height | 9.21258 Inches |
Length | 6.14172 Inches |
Number of items | 1 |
Release date | September 2017 |
Weight | 0.9810570659 Pounds |
Width | 0.6 Inches |
53. Game Engine Gems 3
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Height | 9.3 Inches |
Length | 7.5 Inches |
Number of items | 1 |
Weight | 1.79897205792 Pounds |
Width | 0.8 Inches |
54. Gaming the System: Designing with Gamestar Mechanic (The John D. and Catherine T. MacArthur Foundation Series on Digital Media and Learning)
Specs:
Height | 9 Inches |
Length | 8 Inches |
Number of items | 1 |
Release date | October 2014 |
Weight | 2.31 Pounds |
Width | 0.9375 Inches |
55. Communities of Play: Emergent Cultures in Multiplayer Games and Virtual Worlds (The MIT Press)
Used Book in Good Condition
Specs:
Color | Black |
Height | 9 Inches |
Length | 7 Inches |
Number of items | 1 |
Release date | September 2011 |
Weight | 1.19931470528 Pounds |
Width | 0.78 Inches |
56. Animated Storytelling: Simple Steps For Creating Animation and Motion Graphics
- Focal Press
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Height | 8 Inches |
Length | 5.5 Inches |
Number of items | 1 |
Weight | 0.48942622164 Pounds |
Width | 0.9 Inches |
57. ZBrush Studio Projects: Realistic Game Characters
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Height | 9.200769 Inches |
Length | 7.499985 Inches |
Number of items | 1 |
Weight | 1.70196866264 Pounds |
Width | 0.700786 Inches |
58. Understanding Video Games: The Essential Introduction
- Bamboo-Organic Cotton for extra softness and durability
- Traditional flat cloth diaper requires folding
- Makes great inserts for pocket diapers
- Six per package
- Nicest, most generously sized flat diaper made to date.
Features:
Specs:
Height | 10 Inches |
Length | 7 Inches |
Number of items | 1 |
Weight | 1.79897205792 Pounds |
Width | 1 Inches |
59. Game Audio Programming 2: Principles and Practices
Specs:
Height | 9.25 Inches |
Length | 6.25 Inches |
Number of items | 1 |
Release date | October 2018 |
Weight | 1.4991433816 Pounds |
Width | 0 Inches |
60. Playing with Sound: A Theory of Interacting with Sound and Music in Video Games (The MIT Press)
Specs:
Color | White |
Height | 9.31 Inches |
Length | 6.31 Inches |
Number of items | 1 |
Release date | January 2013 |
Weight | 1.00089866948 Pounds |
Width | 0.67 Inches |
🎓 Reddit experts on computer & video game design books
The comments and opinions expressed on this page are written exclusively by redditors. To provide you with the most relevant data, we sourced opinions from the most knowledgeable Reddit users based the total number of upvotes and downvotes received across comments on subreddits where computer & video game design books are discussed. For your reference and for the sake of transparency, here are the specialists whose opinions mattered the most in our ranking.
Ah, it seems we have just filled those positions! Apologies to get your hopes up, that was bad timing. We will need more UI designers later this year - most likely in late Summer. Perhaps this is better suited for you anyway so you have time to prepare an application!
Adobe XD is a must - the fastest "basic" prototyping I've ever experienced. I've pushed it's use through our studio and it's producing awesome results (at least till InVision Studio comes out!). After Effects is optional but an invaluable tool for communicating bespoke animations for the programmers.
Really, as long as you can apply good UX practices to your designs, consider different player experiences at all stages, and can create something awesome in XD / Photoshop / Illustrator that is enough.
Some relevant books from the top of my head:
> Basic, good for references to how other games implement UI. Gets you thinking about all the necessary interactions and states required for effective communication
> Old but gold. Remains the most solid book for understanding UX for software applications of all time. Still relevant to games, particularly on PC.
> Very good for understanding basic psychology without delving too deep, and applying those fundamentals to game mechanics and common player behaviours.
There's plenty more non-game specific design books that are fantastic. I can send more examples if you like via DM.
I tend to watch a lot of YouTube channels too that create game design-specific content. Tends to be more detailed about mechanics and user experience. Nothing too UI heavy (There is a sever lack of game UI video content online) but will help you get into a game design mindframe:
Finally, some good reference sites to look up inspiration and ideas when you want to work on a new element:
DM me if you want extra details. Good luck!
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I think it's definitely developmentally appropriate if you approach it the right way. Here's a link to Kylie's "Gaming the System" book that is targeted at middle schoolers.
In my (undergrad) courses and presentations the point I make is this: systems thinking is to the 21st century as literacy was to the 20th. You could get by in the early 20th without knowing how to read or write, but eventually if you were illiterate it sidelined you completely. We're facing the same thing now with systems thinking, and we have to be teaching this in the lower grades.
For your purposes, some goals could be having students be able to diagram dynamic relationships (predator-prey, accelerating erosion, etc.) using the language of sources, stocks, and drains to the point that they can see how many relationships result in non-linear effects -- how many small inputs can create a disproportionately large output. This is like the analytic part of playing with a sand/stream table: they have to be able to recognize and describe the processes at work, not just observe them (and ideally, they should be able to transfer that knowledge from one domain to another). If you can get them (and you! :) ) to the point of being able to recognize and describe emergent effects too, that's a huge win.
And man, congrats on living close to (or being able to travel to) the Olympic peninsula. that's one of the most beautiful (if, okay, not always sunny) places on Earth.
Edited to add: if it helps, here's a video of me giving a presentation about systemic design and game design at a conference in Sweden. Probably above where you want to be with your students (and just hitting the wave tops of what I do in my course), but maybe some useful concepts for you.
Ah! Looks like I saw this post a little late but I'll throw in some additional suggestions as I am year into a PhD on a games related subject area (social dynamics of online games are of particular importance to my work).
I would start off by suggesting Johan Huzinga's Homo Ludens and Roger Cailois' Man, Play and Games which often underpin so much of the game studies field. Although many of the assertions made here are often extremely dated in new technological contexts they do provide an excellent reference point to more pure notions of play (as problematic as the concept may be).
Keeping it specific to your interest of social games and mention of T.L. Taylors Play Between Worlds I would recommend Mark Chen’s Leet Noobs; Celia Pearce’s Communities of Play: Emergent Cultures in Multiplayer Games and Virtual Worlds; the recent Routledge compilation Online Gaming in Context: The Social and Cultural Significance of Online Games and also Mia Consalvo’s Cheating: Gaining Advantages in Videogames. All of these books approach the topic of sociality in and around games in different ways but I would highly recommend them all.
I would also recommend T.L. Taylor’s latest book Raising the Stakes: E-sports and the Professionalization of Computer Gaming for an important study into the burgeoning cultural practices surrounding e-sports in the West. This is a subject matter that is really close to my own personal interests and current work so I might be a little biased, but much the same as Play Between Worlds, it’s a fantastically informed and important book to the field.
I could go on for a while though.. If you would like any more suggestions or have any similar material to share yourself please don’t hesitate to drop a message!
My degree was only in Film, which was heavily spent on theory, which at the time I thought was stupid. I wanted to learn the tools.
Now I realize that it's actually a lot more important to understand how and why things work(the kuleshov effect, editing theories, story archetypes) because the tools are always changing(at an insane rate too). Learning these theories and studying the past gives you a better "eye" and more inspiration to pull from.
So you can take those ideas/theories you learned in film school and apply them to almost any visual medium. I was already using After Effects and Photoshop outside of class(heavily) and I originally wanted to be an editor. So eventually I just cutup a reel of all the animations I was doing in my free-time. Luckily learning all those techniques and devouring tons of other material and reels allowed me to create a shitty but short reel(nobody wants to watch 2 minutes of garbage animation).
It was enough to get me an internship, which lead to my first advertising job, which lead to my second job in a much higher paying field. In-order to keep up and progress I basically just bought a bunch of textbooks on animation and design.
I didn't read all of the books, I just got what I needed from them and moved on. Online communities are incredibly helpful as well. You can learn everything you need about design, animation, and even film online. Just create a good portfolio.
And I'd just like to clarify animation is a pretty broad term, technically I'm in the middle of design, animation, and video. I've worked on commercials, installations, and explainer videos and I'd like to eventually get into title sequences like the Bond intros or True Detective titles.
I'd recommend picking up these books.
Animators Survival Guide
Design for Motion
Animated Storytelling
Also start learning some of the tools. All of the adobe programs are heavily used, specifically After Effects, and some 3D programs like Cinema4D are helpful. As with anything it's good to get the fundamentals down. People don't realize how much animation there is in their daily lives. From apps to games to TV shows. You can carve out a niche in anyone of those spaces.
awesome, I'm glad, some people are really bad at taking criticism. (these people tend not to last long unless they are total rockstars.)
http://www.zbrushworkshops.com/
http://www.visualarium.com/
http://www.amazon.com/ZBrush-Studio-Projects-Realistic-Characters/dp/047087256X/ref=sr_1_1?ie=UTF8&qid=1334196595&sr=8-1
the websites are by a guy named ryan kingslien. He offers online courses on lots of topics, I took his zbrush sculpting course, and his anatomy course (which was ridiculous, we went so much further than an artist needs to, including learning about forensics, medical journals, and all kinds of crazy obscure stuff).
He is a traditional sculptor that studied in florence under some of the best living masters in the world. he was also the product manager for pixologic when zbrush first was invented. he knows zbrush inside and out. He is also an outstanding teacher.
I hope it doesn't sound like I'm a spammer or anything. but honestly, his courses levelled me up in a few short months faster than 3 years at college for game design did.
If you have the time and money I would seriously suggest taking one of the courses he offers.
If you can't afford it, you can get a subscription to his website which offers at least 100 hours of training videos.
or you can get his book.
there's tons of other good stuff out there too,
Mark DeDeckers stuff over at gnomon is excellent.
or just keep plugging away on your own.
But honestly, take the time to truly learn anatomy. buy an anatomy for the artist book and read it cover to cover. Anatomy is the true key to character modelling. if you want something to be believable, you have to understand the forms all the way down to the skeleton. Learn what causes these forms. then you can recreate them.
Learning anatomy will level you up exponentially.
sorry for the long responses, but it may seem like a long and difficult road (anatomy) but it is so worth it. :)
keep up the good work.
I followed your blogspot by the way.
markorbik.blogspot.com if you'd like to see mine :)
I'll start off with some titles that might not be so apparent:
Unexpected Fundamentals
These 2 books provide much needed information about making reusable patterns and objects. These are life saving things! They are not language dependent. You need to know how to do these patterns, and it shouldn't be too hard to figure out how to implement them in your chosen language.
 
Good General book
 
This book is great if you're going to make a browser based game
 
General Knowledge books
 
Provide a working moveable 3D model with C++ and DirectX, Very cool.
 
More general game base building
 
Working product results books, little if any modification needed
Releasing in a couple months (hopefully) 2 Very good books using C++ to develop by.
 
Not presented in the best manner but still noteworthy:
 
I used to love XNA...but now it's not feasible for commercial development. If you're a beginner to game design...starting out with XNA might actually be useful. It's easy to pickup and put out a working product. XNA is C#
 
 
Working product books, modification needed to make run on current systems
Provides a working FPS game in C++ on DirectX 9. Good for some starting out knowledge for an FPS
 
Good for 3D Terrain rendering in DX9...however much of this is outdated...some concepts still apply, and it's not the worst idea to see a working example.
 
TLDR: Click links starting at top, buy, read, profit
The developers and the gaming community in general needs to have better language to designate types of player characters. I think our expectations get messed up because our terms are muddled.
For my part, I consider basically three types of player characters: avatars, actor characters, and role-playing characters (terminology borrowed from this textbook, and that's honestly the only part of the book that's remotely useful). Avatars are literally just the player in virtual space; they have no place in narrative games and largely function as representation for the player among other players. Actor characters are fully-scripted, set-in-stone characters whom the player happens to control during gameplay segments (so most FE lords-- Marth, Eirika, Alm, etc.-- would fall into this category). And then in between those two you've got a spectrum of role-playing characters where the player has varying degrees of control over their person and narrative actions (whether in their imagination, as with silent protagonists, or in the actual mechanics of the game). It's possible to build a functioning story around a role-playing character, but it requires tact and understanding. I would say it also only works well with a tacit understanding that the player is separating themselves from their character to a certain extent. They are, in fact, playing a role. They should not be coddled.
I think IS has been writing for actor characters in FE games, letting the player change their gender and hair color, marketing them like they're role-playing characters and their choices matter, and then putting bumpers on the narrative to avoid hurting the player's ego. It's pretty confused IMO. But I also think Nintendo's getting more of a handle on this sort of thing. I'm looking at stuff like Xenoblade going from a customizable player character back to an actor one, Zelda finally settling on just calling Link Link... it seems like they're starting to get either that they can write better stories with actor characters or that role-playing characters stretch their resources too thin without offering the player the payoff of meaningful choice (which would require, guess what, more resources). FE Switch may be a good outing for them to experiment with meaningful choice, but they really gotta commit to it and get over any "avatar-ism" with the character. Otherwise I'd be fine with an MU in a very minor role. I'd recommend planning for supports with every character, but parceling them out among different character "types," so that only 4-6 are available per playthrough. This creates organic character development and a sense of choice without forcing the MU on characters unnaturally or getting into massively branching paths.
Hey there, so I'm on the same journey as you are and trying to find a pathway to learning this stuff seems really difficult. First of all there is an audio programming discord server you should be a part of. I'll send you a pm with an invite.
Second, there seems to be two branches to game audio programming: DSP programming and engine programming. The DSP stuff is easy to find resources for as it is a more general audio programming discipline. Not just for games. And the JUCE framework is a great place to get started. This guy has a course that you can take days 1-7 for free and he has a good way of showing and explaining things and giving exercises and a slack channel. The guy who runs the audio programming discord server also has a youtube channel with an in depth series for JUCE.
Sooo... for the engine programming stuff. Really good tuts or resources are hard to come by. I'm still looking for a good guide. The book you mentioned: "Getting Started with C++ Audio Programming for Game Development" Seems to be a good resource and it was the next book I wanted to get! buuuuut.. What you said about the API not being available anymore is worrisome. The next book on my list is Game Audio Programming 2. But I hear this is more of a good practice and tips and tricks book than a how to manual. The author of the book, Guy Somberg, Gives a presentation that lays out the basics. And so its kind of like learn how to do that stuff? that's the stuff you need to know, but good luck trying to find some resource that walks you through it. My path was going to be to find a basic game engine like the OlcPixelEngine from One Lone Coder and then try and do with that engine what Guy Somberg lays out in the presentation.
Good luck! If you find any awesome resources please pass it along!
> What should I do now?
Here's what you should do: keep learning C# for now. C++ and C# are both form the C-family programming languages so when it's time to switch to C++ lots of things will feel familiar. When you are starting to feel comfortable with the language, install Unity and start learning about programming games while using your C# skills. C#/Unity will provide you with an awesome safe sandbox where you can experiment. Try creating small minigames like Snake or Tetris in the beginning and then try more complicated things. Also, at this point may be read Game Engine Architecture or a similar book. Learn about Scenes, game objects, entities, components, 3D math, meshes, shaders, animations, particle systems, etc. It will help you a lot to be familiar with all these concepts when you start working with Source.
When you are starting to feel comfortable with C# and Unity then start learning C++. The main difference compared to C# is that you will have to learn to be a bit more disciplined and manage the memory yourself instead of relying on a GC. Modern C++ (i.e. smart pointers) helps a lot with that but you should familiarise yourself with new and malloc also since Source is pretty old and I don't think it takes advantage of all the [not so] new [anymore] goodies in the standard. When you are starting to feel comfortable with c++, install Source and start working on that awesome Half-Life mod you have in mind! Looking forward to playing it! 😁
> Wait, what free drink? I totally missed this.
If you're in London hmu on reddit. I buy first drink for anyone whose name I recognise from reddit, as a general rule.
>(I'm sure there is more theory out there, of course, I just don't know what it is or how to find it.)
Once you've got the basics, you're starting to get into specialist areas. It's a bit like saying "I want to learn some science". Music theory becomes musicology, and that's literally a degree topic.
You could look for the following books:
On the topic of analysing music, try Nicolas Cook. A Guide to Musical Analysis, 1994. I'm not a fan of a lot of what Nicolas Cook writes and says but I can't deny that as an entry level for people that haven't read deeply, he has some of the seminal texts.
On the topic of harmony and form, you could try either Aldwell and Schachter or the much cheaper, but much less thorough [Pratt](https://www.amazon.co.uk/Dynamics-Harmony-Principles-Practice.
On the topic of music history, you probably want to start with a general overview of classical music. Nicolas Cook wrote A Very Short Introduction. A textbook like Burkholder, Grout and Palisca covers most of the areas first year undergrads are expected to learn in the UK. Alternately, something like that Taruskin is also very thorough.
When you then want to focus down, you can use bibliographies from any of those books to find your favourite area.
Ethnomusicology might be worth considering. Look at the Very Short Introductions to Ethnomusicology, World Music and Folk Music.
If you have an interest in film music and how that functions, then you could start by looking at a book like Music and Mythmaking which is quite a nice introduction. There's another Very Short Introduction which is also useful. Kalinak is someone I find generally on target. There's also the Mervyn Cooke introduction to the history of film music which I found slightly inaccurate as it got more modern, but that's often the case in these books written contemporarily.
A subsection of this is ludomusicology (my field!) which you probably want to get into by reading either Collins or Summers depending on whether you want to read an established author, or read something written by one of my potential supervisors. You might struggle to find either of these depending on where you are. You could also try Ludomusicology.
There's also composition, but this might be a good start?
Jazz I'm not as sure about off the top of my head, alas.
E: It's worth noting that a lot of this steps away from purely mathematical relationships though. The mathematical relationships just get weird as you push further and as mentioned elsewhere in this AMA, the people that study them are the kind of people that nerds avoid at parties because they might want to talk about mathemusic.
Seems you want to code your own addon UI? If so, first you have to learn how to program. The best book for programming in WoW and Lua (the script language WoW uses) is World of Warcraft Programming: A Guide and Reference for Creating WoW Addons, which will teach you the basic of programming, lua and WoW stuff. Good for completely novices and programmers that want to learn how to code for WoW.
Keep in mind though that UI programming is the hardest one when it comes to WoW because it requires a lot of knowledge of Lua and how WoW handles a bunch of stuff. That's why UI addons like Tuk and ElvUI have more than one programmer and thousands and thousands of lines of code. I don't know if you're already a programmer but, if you're not, start by making small things and then go bigger. The book I suggested you is a good way to start.
I'm really happy with using Aseprite.. It has a few simple, but powerful tools for drawing, animating and exporting to your preferred game engine..
But ultimately it's not about what tool you use, but how you use it.. I would recommend watching/reading some pixel art tutorials to learn the fundamentals and what makes good pixel art good.. With enough practice, you can make great art with even the worst tools..
In short, to make good art, practice is more important than tools..
edit: A couple of recommendations
Honestly, I don't know of any good resources that focus on designing strategy games specifically. Unfortunately every book on "game design" is addressing "all of interactive entertainment" so it's hard to get anything really concrete down. I mean, I guess I could recommend my own book FULL DISCLOSURE, I wrote it, haha.
Also maybe a book called Game Mechanics - Advanced Game Design by E. Adams.
Other than that, I'd perhaps recommend going to Boardgamegeek, learning about boardgames as much as you can, and reading their game design section perhaps.
When I first started I bought this book from Amazon. It goes over a lot of the different API's, the physics engine, and just general setup and submission of a game. If you don't want to spend any money though the Corona SDK forums and documentation are really great for figuring out a tough programming situation. I don't think I've ever had an issue I wasn't able to find the answer to with Google. Good luck! Hope to see your games soon.
Hi AvicSolaris,
EncapsulatedPickle's advice to start small is much better than ostrich160's advice to go crazy and just do it. But what is considered small these days is actually relatively big...
I'm going to give you a lot of unpopular advice (programmers hate it), but trust me, as a former uni. adj. prof., #gamedev, and published #gamedev textbook author it works. Start out w/ Playmaker and Unity. You can actually create video games by plotting out flowcharts instead of programming. I created The Blind Shrine Maiden using only Playmaker.
I have a video series on mastering Unity: https://www.youtube.com/watch?v=FaHk7Ix0PZU&list=PLWWn-q7oQDhGi8-Z3BRMCL0RMOCnPPsr3
I have a book/video series on Unity and Playmaker in which you make a modest, but complete, FPS game: https://www.amazon.com/No-Code-Video-Development-Using-Playmaker/dp/1498735657/ref=sr_1_1?ie=UTF8&qid=1462307560&sr=8-1&keywords=nocode+kelley
If you can't afford the book, let me know and I'll try to work smthg out for you. Email me. If I don't respond it's because I'm really busy these days (recently diagnosed w/ cancer).
Good luck!
> I played a little bit with Unity, but I would prefer to make it out of scratch.
if i understand correctly, you mean like using c/c++ and opengl/d3d. if that's the case, handmade hero is a decent resource. another more recent resource is handmade quake.
frank luna's upcoming d3d12 book might be of interest. from there you should see links to other books like gregory's game engine architecture, etc.
Try posting on /r/gamewritinglab, there doesn't seem to be a surplus of experienced game writers here.
I would recommend taking a look at games with mod support and tearing down their narrative structure - indie games that do this will often have a modular system for this. For example, Starbound uses JSON files for its NPCs, and they contain a list of randomly-triggered barks (ambient/short dialogue) as well as barks that respond to more specific situations. On the other hand, Hacknet - which I recently worked on - uses XML files to store its mission data, which includes both systems-related info (server difficulty, etc) and narrative elements (emails, chatlogs, smart devices).
In terms of larger games to look at, many use proprietary tools and formats, so it can be a bit of a crapshoot if you want to dissect them. That said, games like Divinity: Original Sin and StarCraft II have very robust toolsets that allow you to easily delve into narrative and scripted events, so maybe give them a shot. I think StarCraft has a free starter edition, too.
From the sounds of it, you're pretty new to game writing, but even if you weren't, I'd highly recommend The Game Narrative Toolbox as an introduction/comprehensive reference for games writing.
I started programming last year with the Corona SDK (www.coronalabs.com). You use a programming language called Lua, its a very easy syntax and very beginner friendly to learn. Its free to deploy to both android & iOS.
This book got me started: http://www.amazon.co.uk/kindle/dp/B007X3UAE8
Well, for narrative design there's The Game Narrative Toolbox and The Advanced Narrative Toolbox (the second one just came out a month or two ago, so it's super fresh)
For general game design there's been a couple of good suggestions, but there's also this repository for tons of articles/blogs entries/etc, on game design, the list is massive.
As for game writing, that's generally something you pick up from work experience, but it's essentially the same as general writing.
Ultimately though I'd suggest you pick a specialization because it's a huge field with lots of sub-specialties. If you want to storytelling route, game writing is more to do with things like barks, item info, dialouge, etc. whereas narrative design is more high-level and deal with how you arrange the story and the implications, ect.
Raimondas Pupius has a couple of books on SFML (which is C++ based), which are quite good despite being published by Packt: SFML Game Development by Example and Mastering SFML Game Development.
As /r/Redkast has pointed out above, Game Programming Patterns by Robert Nystrom is a definite 'must read' in my opinion as well. I also like this one by Sanjay Madhav: Game Programming Algorithms and Techniques.
The Kindle editions of all of the above books are reasonably priced.
I would say that this one is pretty good: https://www.amazon.com/Unity-Development-Hours-Teach-Yourself/dp/0672336960
I have looked at a few books, though I feel a tad overwhelmed by the sheer volume of C# books out there. I am not interested in just Unity though, I don't want to use it as a crutch and want to be able to make programs/games outside of it as well. Here are a few I picked out that seemed good via reviews.
The C# Players Guide
Microsoft Visual C# 2012 Step-By-Step
Beginning Visual C# 2012 Programming
Unity Game Development in 24-Hours Sams Teach yourself
Sams Teach Yourself C# 2010 in 24 hours
Pro Unity Game Development with C#
C# Programming Cookbook for Unity3D
Learnign C# Programming With Unity 3D
It's a small print run right now, and I (obviously) don't have the money to do a book tour, but I am talking to the publisher (CRC Press) about other ways to promote the book. Here's the amazon link, I think it becomes available in just a few hours.
http://www.amazon.com/Game-Design-Theory-Philosophy-Understanding/dp/1466554207/ref=sr_1_1?ie=UTF8&qid=1344010206&sr=8-1
Did you know Amazon will donate a portion of every purchase if you shop by going to smile.amazon.com instead? Over $50,000,000 has been raised for charity - all you need to do is change the URL!
Here are your smile-ified links:
https://smile.amazon.com/No-Code-Video-Development-Using-Playmaker/dp/1498735657/ref=sr_1_1
---
^^i'm ^^a ^^friendly bot
I'm also making my own engine (C++ with lua integration) and here are some resources I found helpful:
- Game Engine Architecture By Jason Gregory Probably my most used resource, especially chapter 6.
- This Blog by Ming Lou "Allen" Chou (All parts)
- Lua Integration (All parts)
As a side note, I would recommend using C++ because with game engines performance is a key problem and C++ gives you so much more control. Plus using C++ will make sure you really understand everything that is going into making a game engine.
I'm not sure if this is what you mean - https://www.amazon.ca/Pixel-Game-Developers-Daniel-Silber/dp/1482252309/ref=sr_1_8?ie=UTF8&qid=1511670706&sr=8-8&keywords=pixel+graphics+book
I found it to be short but really clear on how to actually make pixel art.
I wouldn't recommend Allegro for game programming tasks, but this is my personal taste.
For books, I recommend these:
If you want to make interesting mechanical game i suggest you Clockwork Game Design from Keith Burgun
In this discussion i wrote some more information and links.
Highly recommend Clockwork Gamedesign
You can search the web and download the pixel art that you like to your PC and look at it with %1000 zoom and see how the pixels are organized and then try to replicate that yourself.
You can also read a book on the subject. I have this one and it covers the basics for beginners:
Pixel Art for Game Developers
its available on amazon on both kindle and paperback
I find on amazon 1 results for either "d3d12 programming guide" and "dx12 programming guide" and that book seems to only be a touched up version of a previous dx11 book.
The LunaGXchange holds the official Docs, SDK and examples. Most of it can also be cloned from Github.
You should check out Ralph Koster's A Theory of Fun, and Keith Burgun's Clockwork Game Design.
Those were the "eye openers" for me.
On the UX/psychology side, there is this book by the woman who directed the UX design of Fortnite.
http://www.amazon.ca/gp/product/0672336960/ref=oh_details_o04_s00_i00?ie=UTF8&psc=1
http://www.amazon.ca/gp/product/1466586524/ref=oh_details_o01_s00_i00?ie=UTF8&psc=1
Have both. Helped me greatly. I only had some slight knowledge of programming prior to.
Pick your API first, then Google for that. For instance, here is one.
If you want to go even lower, then learn about Z buffers. Note that performance will be poor, though, since you will be implementing them in software.