Game Development Reference
In-Depth Information
Adams, Ernest. 2009.
Fundamentals of Game Design, Second Edition.
Berkeley, CA:
Peachpit Press/New Riders.
Alexander, Christopher, et al. 1977.
A Pattern Language: Towns, Buildings, Construction
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Oxford: Oxford University Press.
Ashmore, Calvin, & Nitsche, Michael. 2007. “The Quest in a Generated World.”
In Situated Play: Proceedings of the 2007 Digital Games Research Association Conference,
Tokyo, Japan, September 2007,
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Ball, Philip. 2004.
Critical Mass: How One Thing Leads To Another.
New York, NY:
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Beck, John C., and Wade, Mitchell. 2006.
The Kids are Alright: How the Gamer
Generation is Changing the Workplace.
Boston, MA: Harvard Business Review Press.
Björk, Staffan, and Holopainen, Jussi. 2005.
Patterns in Game Design.
Boston, MA:
Charles River Media.
Bogost, Ian. 2006.
Unit
Operations: An Approach to Videogame Criticism
. Cambridge,
MA: The MIT Press.
Caillois, Roger. 1958.
Man, Play, and Games.
Translated by Meyer Barash. Urbana, IL:
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Chomsky, Noam. 1972.
Language and Mind, Enlarged Edition.
New York, NY: Harcourt
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Church, Doug. 1999. “Formal Abstract Design Tools.” Article in the
Gamasutra
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www.gamasutra.com/features/19990716/design_
tools_01.htm
(referenced May 18, 2012).
Cook, Daniel. 2007. “The Chemistry of Game Design.” Article in the
Gamasutra
webzine, July 19, 2007, at
www.gamasutra.com/view/feature/1524/
(referenced
May 9, 2012).
Crawford, Chris. 1984.
The Art of Computer Game Design.
Berkeley, CA: McGraw-Hill/
Osborne Media.
Eco, Umberto. 1976.
A Theory of Semiotics
. Bloomington, IN: Indiana University Press.
Eco, Umberto. 2004.
On Literature.
Translated by Martin McLaughin. London: Secker
& Warburg.
Elrod, Corvus. 2011. “So You Wanna Call Yourself a Game Designer?”
Semionaut's
Notebook
website. Available at
http://corvus.zakelro.com/2011/08/so-you-wanna-
call-yourself-a-game-designer/
(referenced May 5, 2012).
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