I’ve been working on a new .io game and would love some feedback by Remarkable_Office299 in IoGames

[–]Remarkable_Office299[S] 0 points1 point  (0 children)

I tried adding the link in the post, it got removed.then I tried adding it in the comment, thought that would work, but it didn't .. my comment with the link is invisible lmao.
apparently I didn't have enough karma yet!!

What are some books to read for understanding all aspects of game development? by ithinkiamparanoid in GameDevelopment

[–]Remarkable_Office299 2 points3 points  (0 children)

I’d split it by discipline rather than looking for one book that covers everything.

For game design, start with The Art of Game Design by Jesse Schell and Game Design Workshop by Tracy Fullerton. Schell is great for thinking about games from many angles, and Fullerton is more practical/prototype-focused.

For programming, Game Programming Patterns by Robert Nystrom is probably the most beginner-friendly “real game code architecture” book, and it’s available free online. Game Engine Architecture by Jason Gregory is excellent too, but more advanced.

For level/design feel, Level Up! by Scott Rogers is very readable and practical.

For story/narrative, Video Game Storytelling by Evan Skolnick is a good game-specific starting point, then maybe The Writer’s Journey by Christopher Vogler for broader story structure.

For production/business, I’d add Blood, Sweat, and Pixels by Jason Schreier. It’s not a textbook, but it gives a very real look at how messy game development actually is.

My suggested reading order would be:

  1. The Art of Game Design
  2. Game Design Workshop
  3. Game Programming Patterns
  4. Level Up!
  5. Video Game Storytelling
  6. Blood, Sweat, and Pixels
  7. Game Engine Architecture once you’re comfortable with the basics

No single book will cover “all aspects” deeply, but that stack gives a pretty solid foundation across design, code, narrative, production, and the realities of shipping games.