Book Recommendations
These are some of the texts that I would recommend for anyone looking to study Game Design. These have helped me significantly in dissecting complex concepts for UE5 and game psychology.
"Unreal Engine 5 Game Development with C++ Scripting" by Zhenyu George Li The book focuses on the inner details of Unreal Engine 5, one of the leading game development engines, focusing on C++ scripting. This book will serve as a step-by-step guide for developers in building high-quality games by learning both the inner mechanics of the game engine and how to effectively write C++ code to bring across complex functionalities to life. This likely covers the main systems in Unreal Engine, including gameplay programming, AI, animation blueprints, and visual scripting. It is valuable for learning how to optimize game logic, utilize UE5's real-time rendering capabilities, and manage assets for both indie and AAA game projects. "The Art of Game Design: A Book of Lenses" by Jesse Schell This game design theory classic provides a broad way to understand game creation through a series of "lenses," or ways of perspective, such as mechanics, aesthetics, and narrative. Schell provides insights on how to make games more engaging by considering player psychology and design philosophies. Its conceptual framework means that it helps developers think critically about each and every aspect of game design-from story to interaction-enabling a more cohesive and rounded game experience. "Game Programming Patterns" by Robert Nystrom Nystrom deconstructs common programming patterns appropriate for game development, from object-oriented designs through component-based architecture to event systems. Such patterns give best practices to code efficiently and maintainably. By using these strategies, developers can delicately manage the complexity of games, handle convoluted pipelines, and receive coherent performance enhancements. This will especially be helpful for the amateur and professional developer looking to enhance coding practices and problem-solving within a gaming framework. "Game Engine Architecture" by Jason Gregory It goes deep into the inner details of how a game engine works: from a detailed review of its architecture to the screening, physics, animation, intelligence, and management of the assets. Gregory also covers the principles of software engineering needed to build, maintain, and optimize game engines, making it an essential book for any developer looking either to build or modify game engines. It will be important for those who want to understand how to work not only with game engines but also how to create their own or modify existing ones in order to realize a certain unique project. |