Some Books for the Aspiring Video Game Designer

Discover the best books for aspiring video game designers! Explore essential reads on game design, development, and creativity to kickstart your career in the gaming industry.

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Story

by Robert McKee

Robert McKee's screenwriting workshops have earned him an international reputation for inspiring novices, refining works in progress and putting major screenwriting careers back on track. Quincy Jones, Diane Keaton, Gloria Steinem, Julia Roberts, John Cleese and David Bowie are just a few of his celebrity alumni. Writers, producers, development executives and agents all flock to his lecture series, praising it as a mesmerizing and intense learning experience. In Story, McKee expands on the concepts he teaches in his $450 seminars (considered a must by industry insiders), providing readers with the most comprehensive, integrated explanation of the craft of writing for the screen. No one better understands how all the elements of a screenplay fit together, and no one is better qualified to explain the "magic" of story construction and the relationship between structure and character than Robert McKee.
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Understanding Comics

by Scott McCloud

Praised throughout the cartoon industry by such luminaries as Art Spiegelman, Matt Groening, and Will Eisner, this innovative comic book provides a detailed look at the history, meaning, and art of comics and cartooning.
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Zen and the Art of Motorcycle Maintenance

by Robert M. Pirsig

"The real cycle you're working on is a cycle called 'yourself.'" One of the most important and influential books of the past half-century, Robert M. Pirsig's Zen and the Art of Motorcycle Maintenance is a powerful, moving, and penetrating examination of how we live and a meditation on how to live better. The narrative of a father on a summer motorcycle trip across America's Northwest with his young son, it becomes a profound personal and philosophical odyssey into life's fundamental questions. A true modern classic, it remains at once touching and transcendent, resonant with the myriad confusions of existence and the small, essential triumphs that propel us forward.
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Drawing on the Right Side of the Brain

by Betty Edwards

No summary available.
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Founders at Work

by Jessica Livingston

Now available in paperback—with a new preface and interview with Jessica Livingston about Y Combinator! Founders at Work: Stories of Startups’ Early Days is a collection of interviews with founders of famous technology companies about what happened in the very earliest days. These people are celebrities now. What was it like when they were just a couple friends with an idea? Founders like Steve Wozniak (Apple), Caterina Fake (Flickr), Mitch Kapor (Lotus), Max Levchin (PayPal), and Sabeer Bhatia (Hotmail) tell you in their own words about their surprising and often very funny discoveries as they learned how to build a company. Where did they get the ideas that made them rich? How did they convince investors to back them? What went wrong, and how did they recover? Nearly all technical people have thought of one day starting or working for a startup. For them, this book is the closest you can come to being a fly on the wall at a successful startup, to learn how it's done. But ultimately these interviews are required reading for anyone who wants to understand business, because startups are business reduced to its essence. The reason their founders become rich is that startups do what businesses do—create value—more intensively than almost any other part of the economy. How? What are the secrets that make successful startups so insanely productive? Read this book, and let the founders themselves tell you.
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Game Over Cover
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Game Over

by David Sheff

How did a Japanese company that once manufactured playing cards end up capturing nearly all of America's multi-billion dollar video-game industry in the early '90s? What is it about games that feature an obstinate ape ("Donkey Kong") and an intrepid plumber ("Super Mario Bros.") that make them so addictive to consumers of all ages? And was it inventive genius or business hardball that enabled Nintendo to gross more after taxes in 1992 than Apple, IBM, Microsoft or all the major U.S. film studios combined?