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SoBrief
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Blood, Sweat, and Pixels
by Jason Schreier • 2017
Behind the scenes of Destiny, Diablo, and Stardew Valley: chaos, crunch, and last-minute saves.
4.20
25k+
Blood, Sweat, and Pixels Summary
Blood, Sweat, and Pixels 89%
Behind the scenes of Destiny, Diablo, and Stardew Valley: chaos, crunch, and last-minute saves.
by Jason Schreier 2017
4.20
25k+ ratings
Press Reset
by Jason Schreier • 2021
Why game developers lose their jobs after shipping hit games, and who profits.
4.05
8k+
Press Reset Summary
Press Reset 88%
Why game developers lose their jobs after shipping hit games, and who profits.
by Jason Schreier 2021
4.05
8k+ ratings
Coders at Work
by Peter Seibel • 2009
Fifteen master programmers on how they think, debug, and design: the craft in their own words.
3.95
5k+
Coders at Work Summary
Coders at Work 87%
Fifteen master programmers on how they think, debug, and design: the craft in their own words.
by Peter Seibel 2009
3.95
5k+ ratings
Level Up!
by Scott Rogers • 2010
The game design manual that puts controls, camera, and characters first, then shows you the rest.
4.09
1k+
Level Up! Summary
Level Up! 87%
The game design manual that puts controls, camera, and characters first, then shows you the rest.
by Scott Rogers 2010
4.09
1k+ ratings
Gamers at Work
by Morgan Ramsay • 2012
Atari, EA, Blizzard, Valve: the founders reveal the near-death moments behind gaming's biggest hits.
3.69
138
Gamers at Work Summary
Gamers at Work 87%
Atari, EA, Blizzard, Valve: the founders reveal the near-death moments behind gaming's biggest hits.
by Morgan Ramsay 2012
3.69
138 ratings
Soft Skills to Advance Your Developer Career
by Zsolt Nagy • 2019
Code earned you the interview. The soft skills that win the offer and the promotion are learnable.
3.67
9
Soft Skills to Advance Your Developer Career Summary
Soft Skills to Advance Your Developer Career 87%
Code earned you the interview. The soft skills that win the offer and the promotion are learnable.
by Zsolt Nagy 2019
3.67
9 ratings
Masters of Doom
by David Kushner • 2003
Two coders, one lake house, and the game that turned office workers into after-hours warriors.
4.30
20k+
Masters of Doom Summary
Masters of Doom 87%
Two coders, one lake house, and the game that turned office workers into after-hours warriors.
by David Kushner 2003
4.30
20k+ ratings
More Joel on Software
by Joel Spolsky • 2008
Ship on schedule, hire developers who skip the job boards, and know when fixing beats rewriting.
4.05
549
More Joel on Software Summary
More Joel on Software 87%
Ship on schedule, hire developers who skip the job boards, and know when fixing beats rewriting.
by Joel Spolsky 2008
4.05
549 ratings
Game Development Patterns and Best Practices
by John P. Doran • 2017
Design patterns that ship games: when to use each and how they prevent late-stage collapse.
3.90
20
Game Development Patterns and Best Practices Summary
Game Development Patterns and Best Practices 87%
Design patterns that ship games: when to use each and how they prevent late-stage collapse.
by John P. Doran 2017
3.90
20 ratings
A Game Design Vocabulary
by Anna Anthropy • 2013
The grammar of game design: how to script a back-and-forth that players lose themselves in.
3.94
134
A Game Design Vocabulary Summary
A Game Design Vocabulary 87%
The grammar of game design: how to script a back-and-forth that players lose themselves in.
by Anna Anthropy 2013
3.94
134 ratings
The Complete Software Developer's Career Guide
by John Sonmez • 2017
One language, one portfolio, one interview strategy: the sequence that turns learners into hires.
4.02
1k+
The Complete Software Developer's Career Guide Summary
The Complete Software Developer's Career Guide 86%
One language, one portfolio, one interview strategy: the sequence that turns learners into hires.
by John Sonmez 2017
4.02
1k+ ratings
The Game Maker's Apprentice
by Jacob Habgood • 2006
Build games without writing code: a visual logic system that teaches design as you go.
3.94
148
The Game Maker's Apprentice Summary
The Game Maker's Apprentice 86%
Build games without writing code: a visual logic system that teaches design as you go.
by Jacob Habgood 2006
3.94
148 ratings
Smart and Gets Things Done
by Spolsky • 2007
Why great engineers are worth ten times the average, and the interview tactics that reveal them.
4.00
1k+
Smart and Gets Things Done Summary
Smart and Gets Things Done 86%
Why great engineers are worth ten times the average, and the interview tactics that reveal them.
by Spolsky 2007
4.00
1k+ ratings
Hitchcock/Truffaut
by François Truffaut • 1985
A bomb under the table, a document nobody cares about: Hitchcock decodes suspense for Truffaut.
4.47
10k+
Hitchcock/Truffaut Summary
Hitchcock/Truffaut 86%
A bomb under the table, a document nobody cares about: Hitchcock decodes suspense for Truffaut.
by François Truffaut 1985
4.47
10k+ ratings
Persuasive Games
by Ian Bogost • 2007
A videogame's rules are arguments. Learning to read them changes how you see every screen.
3.84
360
Persuasive Games Summary
Persuasive Games 86%
A videogame's rules are arguments. Learning to read them changes how you see every screen.
by Ian Bogost 2007
3.84
360 ratings
One Up
by Joost van Dreunen • 2020
Three transformations in four decades, and each one rewarded strategy over creative genius.
4.13
213
One Up Summary
One Up 86%
Three transformations in four decades, and each one rewarded strategy over creative genius.
by Joost van Dreunen 2020
4.13
213 ratings
Designing Games
by Tynan Sylvester • 2013
Build games as emotion machines: a systems guide to rules, choices, and difficulty.
4.47
517
Designing Games Summary
Designing Games 86%
Build games as emotion machines: a systems guide to rules, choices, and difficulty.
by Tynan Sylvester 2013
4.47
517 ratings
Video Game Storytelling
by Evan Skolnick • 2014
Screenwriting's classic tools applied to games, so story and gameplay pull the same direction.
3.99
503
Video Game Storytelling Summary
Video Game Storytelling 86%
Screenwriting's classic tools applied to games, so story and gameplay pull the same direction.
by Evan Skolnick 2014
3.99
503 ratings
Deploy Empathy
by Michele Hansen • 2021
The questions that make customers reveal the problems they'll actually pay to solve.
4.37
131
Deploy Empathy Summary
Deploy Empathy 86%
The questions that make customers reveal the problems they'll actually pay to solve.
by Michele Hansen 2021
4.37
131 ratings
Designing the User Experience of Game Development Tools
by David Lightbown • 2015
Game tools are an unmeasured productivity drain. A UX method for fixing what studios overlook.
4.13
16
Designing the User Experience of Game Development Tools Summary
Designing the User Experience of Game Development Tools 86%
Game tools are an unmeasured productivity drain. A UX method for fixing what studios overlook.
by David Lightbown 2015
4.13
16 ratings
Cracking the Coding Interview
by Gayle Laakmann McDowell • 2020
189 interview problems that teach you to think out loud, because code follows from thinking.
4.33
476
Cracking the Coding Interview Summary
Cracking the Coding Interview 86%
189 interview problems that teach you to think out loud, because code follows from thinking.
by Gayle Laakmann McDowell 2020
4.33
476 ratings
Cracking the Tech Career
by Gayle Laakmann McDowell • 2014
Recruiters give your resume six seconds. Here is the full system for making them count.
4.02
436
Cracking the Tech Career Summary
Cracking the Tech Career 86%
Recruiters give your resume six seconds. Here is the full system for making them count.
by Gayle Laakmann McDowell 2014
4.02
436 ratings
Effective Programming
by Jeff Atwood • 2012
Syntax lands the job. Everything else—teams, users, security—is what actually keeps it.
3.91
931
Effective Programming Summary
Effective Programming 86%
Syntax lands the job. Everything else—teams, users, security—is what actually keeps it.
by Jeff Atwood 2012
3.91
931 ratings
Cracking the PM Interview
by Gayle Laakmann McDowell • 2013
Five interview formats make or break PM candidates. Most people prep for two.
4.17
4k+
Cracking the PM Interview Summary
Cracking the PM Interview 86%
Five interview formats make or break PM candidates. Most people prep for two.
by Gayle Laakmann McDowell 2013
4.17
4k+ ratings
A Theory Of Fun For Game Design
by Ralph Koster • 2004
Games tap into your brain's learning circuits. The rush of fun is the moment something clicks.
3.90
3k+
A Theory Of Fun For Game Design Summary
A Theory Of Fun For Game Design 86%
Games tap into your brain's learning circuits. The rush of fun is the moment something clicks.
by Ralph Koster 2004
3.90
3k+ ratings
Game Programming Patterns
by Robert Nystrom • 2011
The programming patterns that make game code resilient to change, and the ones that don't.
4.49
2k+
Game Programming Patterns Summary
Game Programming Patterns 86%
The programming patterns that make game code resilient to change, and the ones that don't.
by Robert Nystrom 2011
4.49
2k+ ratings
Smashing WordPress
by Thord Daniel Hedengren • 2010
Take WordPress beyond blogging with themes, custom post types, and the loop for any site.
3.76
247
Smashing WordPress Summary
Smashing WordPress 86%
Take WordPress beyond blogging with themes, custom post types, and the loop for any site.
by Thord Daniel Hedengren 2010
3.76
247 ratings
Think Like a Game Designer
by Justin Gary • 2018
A repeatable design loop that turns raw ideas into tested, publishable games, no genius required.
4.01
184
Think Like a Game Designer Summary
Think Like a Game Designer 86%
A repeatable design loop that turns raw ideas into tested, publishable games, no genius required.
by Justin Gary 2018
4.01
184 ratings
Silent Hill
by Bernard Perron • 2006
Fog, radio static, broken controls: Silent Hill made your own mind the real horror.
3.65
253
Silent Hill Summary
Silent Hill 86%
Fog, radio static, broken controls: Silent Hill made your own mind the real horror.
by Bernard Perron 2006
3.65
253 ratings
The Clean Coder
by Robert C. Martin • 2011
A pro programmer's real job: saying no, keeping promises, staying calm when the build breaks.
4.26
9k+
The Clean Coder Summary
The Clean Coder 86%
A pro programmer's real job: saying no, keeping promises, staying calm when the build breaks.
by Robert C. Martin 2011
4.26
9k+ ratings
Play Nice
by Jason Schreier • 2024
$80 million and seven years for a game that never shipped: the unraveling of Blizzard Entertainment.
4.16
7k+
Play Nice Summary
Play Nice 86%
$80 million and seven years for a game that never shipped: the unraveling of Blizzard Entertainment.
by Jason Schreier 2024
4.16
7k+ ratings
A Composer's Guide to Game Music
by Winifred Phillips • 2014
Game music bends to the player. The craft, technology, and business behind interactive scores.
4.21
175
A Composer's Guide to Game Music Summary
A Composer's Guide to Game Music 86%
Game music bends to the player. The craft, technology, and business behind interactive scores.
by Winifred Phillips 2014
4.21
175 ratings
Game Design Workshop
by Tracy Fullerton • 2008
The prototyping-first method that catches design disasters before you write a single line of code.
4.11
513
Game Design Workshop Summary
Game Design Workshop 86%
The prototyping-first method that catches design disasters before you write a single line of code.
by Tracy Fullerton 2008
4.11
513 ratings
Understanding Software
by Max Kanat-Alexander • 2017
Code that's easy to write is hard to maintain. Here's how to flip that equation.
3.58
179
Understanding Software Summary
Understanding Software 86%
Code that's easy to write is hard to maintain. Here's how to flip that equation.
by Max Kanat-Alexander 2017
3.58
179 ratings
The Art of Game Design
by Jesse Schell • 2008
Players feel your work, they don't read it. A hundred ways to design what they feel.
4.39
3k+
The Art of Game Design Summary
The Art of Game Design 86%
Players feel your work, they don't read it. A hundred ways to design what they feel.
by Jesse Schell 2008
4.39
3k+ ratings
60 Seconds and You're Hired!
by Robin Ryan • 1994
The one-minute pitch and five-strength framework that make employers see you as the answer.
3.96
960
60 Seconds and You're Hired! Summary
60 Seconds and You're Hired! 85%
The one-minute pitch and five-strength framework that make employers see you as the answer.
by Robin Ryan 1994
3.96
960 ratings
Unboxed
by Gordon Calleja • 2022
Board games succeed or fail on six forms of involvement. Most designers only account for one.
3.46
13
Unboxed Summary
Unboxed 85%
Board games succeed or fail on six forms of involvement. Most designers only account for one.
by Gordon Calleja 2022
3.46
13 ratings
Founders at Work
by Jessica Livingston • 2001
Thirty founders on the server crashes, empty accounts, and obsession that built their companies.
4.03
38k+
Founders at Work Summary
Founders at Work 85%
Thirty founders on the server crashes, empty accounts, and obsession that built their companies.
by Jessica Livingston 2001
4.03
38k+ ratings
14 Habits of Highly Productive Developers
by Zeno Rocha • 2020
Fourteen habits for developers who want to stop sprinting and start compounding.
4.00
723
14 Habits of Highly Productive Developers Summary
14 Habits of Highly Productive Developers 85%
Fourteen habits for developers who want to stop sprinting and start compounding.
by Zeno Rocha 2020
4.00
723 ratings
Joel on Software
by Joel Spolsky • 2004
One tester per two devs, specs before code, and informal user tests: rules for shipping software.
4.13
3k+
Joel on Software Summary
Joel on Software 85%
One tester per two devs, specs before code, and informal user tests: rules for shipping software.
by Joel Spolsky 2004
4.13
3k+ ratings
Design Thinking Research
by Larry Leifer • 2013
What if your programming environment saved every change, so you could explore ideas without risk?
4.00
1
Design Thinking Research Summary
Design Thinking Research 85%
What if your programming environment saved every change, so you could explore ideas without risk?
by Larry Leifer 2013
4.00
1 ratings
NPR's Podcast Start Up Guide
by Glen Weldon • 2021
Start a podcast with what you own. The rest is storytelling craft, and NPR wrote the manual.
4.28
213
NPR's Podcast Start Up Guide Summary
NPR's Podcast Start Up Guide 85%
Start a podcast with what you own. The rest is storytelling craft, and NPR wrote the manual.
by Glen Weldon 2021
4.28
213 ratings
Start Small, Stay Small
by Rob Walling • 2010
Stop building products for everyone. Pick a niche, build an audience, and market before you code.
3.95
2k+
Start Small, Stay Small Summary
Start Small, Stay Small 85%
Stop building products for everyone. Pick a niche, build an audience, and market before you code.
by Rob Walling 2010
3.95
2k+ ratings
Interviewing Users
by Steve Portigal • 2013
Your assumptions about users are wrong. A systematic way to find out what they actually need.
4.13
1k+
Interviewing Users Summary
Interviewing Users 85%
Your assumptions about users are wrong. A systematic way to find out what they actually need.
by Steve Portigal 2013
4.13
1k+ ratings
Working in Public
by Nadia Eghbal • 2020
Open source runs on solo maintainers, not communities. The scarcest resource: attention, not code.
3.92
951
Working in Public Summary
Working in Public 85%
Open source runs on solo maintainers, not communities. The scarcest resource: attention, not code.
by Nadia Eghbal 2020
3.92
951 ratings
The Kickstarter Handbook
by Don Steinberg • 2012
Your Kickstarter succeeds on 30 days, a video, and the crowd you build beforehand. The playbook.
3.74
133
The Kickstarter Handbook Summary
The Kickstarter Handbook 85%
Your Kickstarter succeeds on 30 days, a video, and the crowd you build beforehand. The playbook.
by Don Steinberg 2012
3.74
133 ratings
101 Great Answers to the Toughest Interview Questions
by Ron Fry • 1991
An interview is a sale with you as the product. 101 answers that close the deal.
3.77
689
101 Great Answers to the Toughest Interview Questions Summary
101 Great Answers to the Toughest Interview Questions 85%
An interview is a sale with you as the product. 101 answers that close the deal.
by Ron Fry 1991
3.77
689 ratings
Solving Product Design Exercises
by Artiom Dashinsky • 2018
The interview exercise that screens designers out. The structured process that gets them through.
4.31
672
Solving Product Design Exercises Summary
Solving Product Design Exercises 85%
The interview exercise that screens designers out. The structured process that gets them through.
by Artiom Dashinsky 2018
4.31
672 ratings
Stop Asking Questions
by Andrew Warner • 2021
A therapist's secret tools for getting anyone to open up, from first hello to final reveal.
4.13
187
Stop Asking Questions Summary
Stop Asking Questions 85%
A therapist's secret tools for getting anyone to open up, from first hello to final reveal.
by Andrew Warner 2021
4.13
187 ratings
Creative Selection
by Ken Kocienda • 2018
How Apple's engineers really worked: no sudden genius, just relentless demos and decisive taste.
4.05
5k+
Creative Selection Summary
Creative Selection 85%
How Apple's engineers really worked: no sudden genius, just relentless demos and decisive taste.
by Ken Kocienda 2018
4.05
5k+ ratings
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