
Masters of Doom: How Two Guys Created an Empire and Transformed Pop Culture

she felt that she had been able to push the boundaries, technically and narratively. And what was the point of making games if you weren’t going to do that?
Gabrielle Zevin • Tomorrow, and Tomorrow, and Tomorrow: Give the #1 bestseller to everyone you love this Christmas
Giving the player control over everything is not only more work for the game developer; it can also be boring for the player!
Schell • The Art of Game Design: A book of lenses

make the player stop and think
Schell • The Art of Game Design: A book of lenses

The video game world was awash with money in the early 2000s. New investors had flooded the market, chasing exponentially profitable blockbusters made by non-unionized hobbyists working with budgets less than the cost of craft services for a Harry Potter movie—take Grand Theft Auto III (2001), made for 5 million USD, which grossed over 250 million ... See more