| Author |
Title |
Copyright |
| Fields & Cotton |
Social Game Design: Monetization Methods and Mechanics |
2011 |
| Mechtley & Trowbridge |
Maya Python for Games and Film: A Complete Reference for Maya Python and the Maya Python API |
2011 |
| Eberly |
Game Physics, 2nd Edition |
2010 |
| Trefry |
Casual Game Design: Designing Play for the Gamer in ALL of Us |
2010 |
| Millington |
Game Physics Engine Development, 2nd Edition: How to Build a Robust Commercial-Grade Physics Engine for your Game |
2010 |
| Millington & Funge |
Artificial Intelligence for Games, 2nd Edition |
2009 |
| Montola & Stenros |
Pervasive Games: Theory and Design |
2009 |
| Haigh-Hutchinson |
Real Time Cameras: A Guide for Game Designers and Developers |
2009 |
| Swink |
Game Feel: A Game Designer’s Guide to Virtual Sensation |
2009 |
| Isbister & Schaffer |
Game Usability: Advancing the Player Experience |
2008 |
| Fullerton |
Game Design Workshop, 2nd Edition: A Playcentric Approach to Creating Innovative Games |
2008 |
| Schell |
The Art of Game Design: A book of lenses |
2008 |
| O’Neill |
Digital Character Development: Theory and Practice |
2008 |
| Van Verth & Bishop |
Essential Mathematics for Games and Interactive Applications, 2nd Edition: A Programmer’s Guide |
2008 |
| Eberly |
3D Game Engine Design, 2nd Edition: A Practical Approach to Real-Time Computer Graphics |
2007 |
| Hanson |
Visualizing Quaternions
|
2006 |
| Isbister |
Better Game Characters by Design: A Psychological Approach |
2006 |
| Ericson |
Real-Time Collision Detection |
2005 |
| van den Bergen |
Collision Detection in Interactive 3D Environments |
2003 |
| Schneider & Eberly |
Geometric Tools for Computer Graphics |
2003 |