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Let's make a list of the best books that every game developer should read.

Each answer should have a single book (by title and optionally author), a link to buy the book, and a short synopsis of what the book is about.

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We're looking for long answers that provide some explanation and context. Don't just give a one-line answer; explain why your answer is right, ideally with citations. Answers that don't include explanations may be removed.

closed as not constructive by Tetrad Jan 21 '12 at 20:54

As it currently stands, this question is not a good fit for our Q&A format. We expect answers to be supported by facts, references, or expertise, but this question will likely solicit debate, arguments, polling, or extended discussion. If you feel that this question can be improved and possibly reopened, visit the help center for guidance.If this question can be reworded to fit the rules in the help center, please edit the question.

Fairly similar to – Cyclops Jul 22 '10 at 20:31
I disagree. Design and development are different topics, intertwined as they sometimes may be for indies. – lti Jul 22 '10 at 20:44
Either way, I'm less concerned since he changed it to a wiki. :) – Cyclops Jul 22 '10 at 22:18
Shouldn't we create a format for posting the books? One book with a linked title and a short description of why it's recommended and what it's about per answer? – Zolomon Nov 6 '10 at 12:01
I think the answers should be game development specific and not "generally accepted best practices for every coder" type books, such as Code Complete and Clean Code. Yes, those are good books, but this list should be specific. – kirk.burleson Nov 6 '10 at 14:06

31 Answers 31

Creating Interactive Fiction with Inform 7

Although I'm not nearly a good enough writer (yet?) to do much with Inform 7, I think the platform is a model for accessibility in programming, and a great environment for game designers with weak programming skills as well as strong programmer/writers.

Aaron's book is a worked example of a full Inform project, and goes into details on writing styles for interactive fiction as well as the technical details of the Inform language, interpreter, and editor.

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