Top books for game development

Books are probably one of my favorite sources of information as well as entertainment. Many people have moved away to more modern ways to learn like YouTube tutorials or one of the many eLearning platforms. And I can't blame them, they usually provide a more interactive way to learn about certain topics.

However, books should not be disregarded, as they can go deep into a specific topic. I am quite an avid reader. Hence it was inevitable for me not to get into the rabbit hole that is books surrounding game development. By now, I have read quite a few game development-specific books, and think it could be a great thing to share with all of you.

That's why I have compiled a list of my top books for game development. I've only listed books I have read personally, but at the end, I'll also include what's on my "To Read" shelf. Also, if you haven't yet, be sure to check out the accompanying YouTube video regarding my top book picks! All links mentioned are affiliate links, so if you end up getting one of the books for yourself you'll be supporting us as well.

Blood Sweat and Pixels

Jason Schreier, 304 pages, Amazon.com

I think this book is amazing to introduce someone to the world of game development. It tells the story behind how many of the large games we know today were made. It's not just successes though, it also covers how almost every game in the book almost didn't come to fruition due to a variety of issues. Changing visions, funding being pulled, accelerated deadlines, all of these things are common in the game development world.

Video Game Storytelling

Evan Skolnick, 208 pages, Amazon.com

Back when videogames just started, the need for a (good) story wasn't there yet. Over the past 20 years, a story has become a requirement for pretty much every genre of video games. That's why I think this is such a valuable book as well. Evan Skolnick is a distinguished game writer, having worked on various games such as Star Wars 1313 and Cuphead. He covers how you can create your own storyline for a videogame, without previous knowledge of writing for any media.

The book is split up into two distinct parts. The first part gives you a high-level overview of how you can write an enticing story for your own video game. It dissects the most important parts of writing like how to apply the hero's journey to your game, and how to divide your game into these arcs. It also covers topics like how to write your characters and locations, making it all feel like a cohesive story.

The second part of the book then dissects the roles everyone has in a game development company. He goes over all the different roles, from the creative director to the sound designer, to the project manager, the developers, and everything in between. Whilst it may not be obvious, without all of these roles contributing their parts, the story would never feel as good. A creative designer may create the best story ever, but if the underlying score doesn't align with the mood he wanted to portray, the player will be disconnected from the world.

The Lean Startup

Eric Ries, 336 pages, Amazon.com

This one is not exactly game development related, but more software engineering/business in general, so it still counts in my opinion.

The term lean has been around since mid-2000 when Toyota implemented it in their car factories. Lean also laid the foundation for Agile, which is the main working methodology used in software companies all around the world.

The book is more of a business book, which shouldn't deter you because a game studio is still a company after all, and draws a lot of comparisons to traditional tech startups. The book gives a lot of actionable advice and information as to how you can build out your startup, innovate and get funding.

Masters of Doom

David Kushner, 368 pages, Amazon.com

Personally, Id Software has been the game development studio I always looked up to. In Masters of Doom, David Kushner creates a biography of the company, the key members, and the downfall of the original Id Software with John Carmack and John Romero.

I read this book more for the entertainment factor, as compared to the rest of the list, there's not that the book wants to learn you. The technological issues back then aren't relevant anymore, and the gaming landscape has changed so much since then (partly due to the success of games like Doom) that the management principles are hard to apply as well.

Which books are next for me?

Above are just some of the books I've read, but I'm not planning on stopping just yet. I will be changing things up with some non-gamedev related books first, but I still have a whole catalog of books I'm planning to read:

The art of game design

Jesse Schell, 654 pages, Amazon.com

This book is the most talked-about by /r/gamedev, even though it's not even a videogame book. It covers the main concepts of games in general and the theory around what makes games fun to play.

Gamedev: 10 steps to making your first game successful

Wlad Marhulets, 175 pages, Amazon.com

I don't even remember where I first encountered this book, but something about the premise intrigued me. As I'm personally more busy with the high-level of BiteMe Games then the rest of the team, books regarding the management and expansion always intrigue me as well. The fact that it has great reviews is a good sign as well.

Marnix Wyns

Marnix Wyns

Creative Director @ BiteMe Games
Belgium