The following is a list of books about video games, which range from development, theory, history, to game art design books.
The following are taken from Recommended Reading lists in the Centennial College Seminar Series: The Video Game Industry Lecture Series handouts (2005):
Franchise | Title | Author(s) | ISBN | Based on/ Notes |
---|---|---|---|---|
Alice: Madness Returns | The Art of Alice: Madness Returns | R.J. Berg | ISBN 978-1-59582-697-8 | |
Assassin's Creed III | The Art of Assassin's Creed III | Andy McVittie | ISBN 978-1-78116-425-9 | |
Atelier | Atelier: Artworks of Arland | Various | ISBN 978-1-926778-63-1 | |
BioShock Infinite | The Art of BioShock Infinite | Various | ISBN 978-1-59582-994-8 | |
Borderlands 2 | The Art of Borderlands 2 | Various | ISBN 978-0-7440-1437-2 | |
Brütal Legend | The Art of Brütal Legend | Scott Campbell, Daniel Bukszpan, Tim Schafer | ISBN 978-1-926778-64-8 | |
Darksiders | The Art of Darksiders | Matt Moylan | ISBN 978-1-926778-10-5 | |
The Art of Darksiders II | Joe Madureira, Jonathan Kirtz | ISBN 978-1-926778-53-2 | Based on Darksiders II | |
Dead Space | The Art of Dead Space | Martin Robinson | ISBN 978-1-78116-426-6 | |
Disgaea | DISGAEArt!!! Disgaea Official Illustration Collection | Takehito Harada | ISBN 978-1-926778-50-1 | |
Doom 3 | The Making of Doom 3: The Official Guide | Steven L. Kent | ISBN 978-0-07-223052-9 | |
Doom Eternal | The Art of Doom: Eternal | Id Studios | ISBN 978-1-50-671554-4 | |
Gears of War 3 | The Art of Gears of War 3 | Ronnie Gramazio | ISBN 978-1-921828-15-7 | |
God of War III | The Art of God of War III | Daniel P. Wade | ISBN 978-1-921002-72-4 | |
Half-Life 2 | Half-Life 2: Raising the Bar | David Hodgson | ISBN 0-7615-4364-3 | |
Halo | Halo: The Art of Building Worlds | Titan Books | ISBN 978-0-85768-562-9 | |
Halo: The Essential Visual Guide | Various | ISBN 978-0-7566-7592-9 | ||
Halo Encyclopedia: The Definitive Guide to the Halo Universe | Tobias Buckell | ISBN 978-0-7566-8869-1 | ||
Awakening: The Art of Halo 4 | Paul Davies | ISBN 978-1-78116-324-5 | ||
Karateka | The Making of Karateka: Journals 1982-1985 | Jordan Mechner | ISBN 978-1480297234 | |
Marvel vs. Capcom | Marvel vs. Capcom: Official Complete Works | UDON, Shinkiro, Akiman, Bengus | ISBN 978-1-926778-49-5 | |
Mass Effect | The Art of the Mass Effect Universe | Various | ISBN 978-1-59582-768-5 | |
Myst | From Myst To Riven | Richard Kadrey | ISBN 978-0-7868-6365-5 | |
Myst and Riven: The World of the D'ni | Mark J. P. Wolf | ISBN 978-0-472-05149-6 | ||
Ōkami | Ōkami Official Complete Works | Michelle Kirie Hayashi (Translator) | ISBN 978-1-897376-02-7 | |
Persona | Persona 3: Official Design Works | Shigenori Soejima, Shigenori Atlus | ISBN 978-1-926778-43-3 | Persona 3 |
Persona 4: Official Design Works | Shigenori Soejima, Shigenori Atlus | ISBN 978-1-926778-45-7 | Persona 4 | |
Persona 4 Arena: Official Design Works | Shigenori Soejima | ISBN 978-1-926778-81-5 | Publication Date: August 13, 2013 [8] | |
Prince of Persia | The Making of Prince of Persia: Journals 1985–1993 | Jordan Mechner | ISBN 978-1-4680-9365-0 | |
Remember Me | The Art of Remember Me | Aleksi Briclot, Michel Koch, Jean-Max Moris | ISBN 978-1-61655-163-6 | |
Resident Evil | Resident Evil Archives (Vol. 1) | Various | ISBN 978-0-7440-0655-1 | |
Resident Evil Archives Volume 2 | Various | ISBN 978-0-7440-1321-4 | ||
Silent Hill | Silent Hill: The Terror Engine | Bernard Perron | ISBN 978-0-472-05162-5 | Close analysis of the first three Silent Hill games and general look at the whole franchise. |
Street Fighter | Street Fighter World Warrior Encyclopedia | Matt Moylan, Jo Chen, Arnold Tsang, Jeffrey Chamba Cruz, Joe Ng, Gonzalo Ordonez | ISBN 978-1-926778-01-3 | |
Street Fighter: The Ultimate Edition | Ken Siu-Chong, Alvin Lee, Omar Dogan, Long Vo, Arnold Tsang, Joe Madureira, Adam Warren, Jo Chen | ISBN 978-1-926778-07-5 | ||
Sonic the Hedgehog | The History of Sonic the Hedgehog | Various | ISBN 978-1-926778-56-3 | |
The Last of Us | The Art of The Last of Us | Naughty Dog Studios, Rachel Edidin | ISBN 978-1-61655-164-3 | |
The Legend of Zelda | The Legend of Zelda: Hyrule Historia | Akira Himekawa, Shigeru Miyamoto, Eiji Aonuma | ISBN 978-1-61655-041-7 | |
Tomb Raider | Tomb Raider: The Art of Survival | Various | ISBN 978-0-7440-1454-9 | Based on Tomb Raider version 2013. |
Uncharted | The Art of Uncharted 2: Among Thieves | Daniel P. Wade | ISBN 978-1-921002-71-7 | Uncharted 2: Among Thieves |
Drake's Journal Inside the Making of Uncharted 3 | Nolan North | ISBN 978-0-615-55440-2 | Uncharted 3 | |
Valkyria Chronicles | Valkyria Chronicles: Design Archive | Various | ISBN 978-1-926778-16-7 | |
Valkyria Chronicles 2: World Artworks | Various | ISBN 978-1-926778-38-9 | ||
Valkyria Chronicles 3: Complete Artworks | Raita Honjou | ISBN 978-1-926778-61-7 | ||
Various | 1000 Game Heroes | David Choquet | ISBN 3-8228-1633-7 | |
High Score! The Illustrated History of Electronic Games | Rusel DeMaria, Johnny Lee Wilson | ISBN 978-0-07-222428-3 | ||
Sega Video Game Illustrations | Graphic Sha Pub Co | ISBN 978-4-7661-0772-2 | Artworks from early-1990s Mega Drive/Genesis, Master System and Game Gear titles. | |
The Art of Game Worlds | Dave Morris and Leo Hartas | ISBN 1-904705-34-0 |
Asteroids is a space-themed multidirectional shooter arcade video game designed by Lyle Rains and Ed Logg released in November 1979 by Atari, Inc. The player controls a single spaceship in an asteroid field which is periodically traversed by flying saucers. The object of the game is to shoot and destroy the asteroids and saucers, while not colliding with either, or being hit by the saucers' counter-fire. The game becomes harder as the number of asteroids increases.
Pong is a table tennis–themed twitch arcade sports video game, featuring simple two-dimensional graphics, manufactured by Atari and originally released on 29 November 1972. It is one of the earliest arcade video games; it was created by Allan Alcorn as a training exercise assigned to him by Atari co-founder Nolan Bushnell, but Bushnell and Atari co-founder Ted Dabney were surprised by the quality of Alcorn's work and decided to manufacture the game. Bushnell based the game's concept on an electronic ping-pong game included in the Magnavox Odyssey, the first home video game console. In response, Magnavox later sued Atari for patent infringement.
The history of video games began in the 1950s and 1960s as computer scientists began designing simple games and simulations on minicomputers and mainframes. Spacewar! was developed by Massachusetts Institute of Technology (MIT) student hobbyists in 1962 as one of the first such games on a video display. The first consumer video game hardware was released in the early 1970s. The first home video game console was the Magnavox Odyssey, and the first arcade video games were Computer Space and Pong. After its home console conversions, numerous companies sprang up to capture Pong's success in both the arcade and the home by cloning the game, causing a series of boom and bust cycles due to oversaturation and lack of innovation.
A video game console is an electronic device that outputs a video signal or image to display a video game that can be played with a game controller. These may be home consoles, which are generally placed in a permanent location connected to a television or other display devices and controlled with a separate game controller, or handheld consoles, which include their own display unit and controller functions built into the unit and which can be played anywhere. Hybrid consoles combine elements of both home and handheld consoles.
The video game crash of 1983 was a large-scale recession in the video game industry that occurred from 1983 to 1985 in the United States. The crash was attributed to several factors, including market saturation in the number of video game consoles and available games, many of which were of poor quality. Waning interest in console games in favor of personal computers also played a role. Home video game revenue peaked at around $3.2 billion in 1983, then fell to around $100 million by 1985. The crash abruptly ended what is retrospectively considered the second generation of console video gaming in North America. To a lesser extent, the arcade video game market also weakened as the golden age of arcade video games came to an end.
Missile Command is a 1980 shoot 'em up arcade video game developed and published by Atari, Inc. and later licensed to Sega for Japanese and European releases. It was designed by Dave Theurer, who also designed Atari's vector graphics game Tempest from the same year. The game was released during the Cold War, and the player uses a trackball to defend six cities from intercontinental ballistic missiles by launching anti-ballistic missiles from three bases.
A console game is a type of video game consisting of images and often sounds generated by a video game console, which are displayed on a television or similar audio-video system, and that can be manipulated by a player. This manipulation usually takes place using a handheld device connected to the console, called a controller. The controller generally contains several buttons and directional controls such as analogue joysticks, each of which has been assigned a purpose for interacting with and controlling the images on the screen. The display, speakers, console, and controls of a console can also be incorporated into one small object known as a handheld game.
In the history of video games, the third generation of video game consoles, commonly referred to as the 8-bit era, began on July 15, 1983, with the Japanese release of two systems: Nintendo's Family Computer and Sega's SG-1000. When the Famicom was released outside of Japan, it was remodeled and marketed as the Nintendo Entertainment System (NES). This generation marked the end of the video game crash of 1983, and a shift in the dominance of home video game manufacturers from the United States to Japan. Handheld consoles were not a major part of this generation; the Game & Watch line from Nintendo and the Milton Bradley Microvision that were sold at the time are both considered part of the previous generation due to hardware typical of the second generation.
Dig Dug is a maze arcade video game released by Namco in 1982. It was distributed in North America by Atari, Inc. The player digs underground tunnels to attack enemies in each level, by either inflating them to bursting or crushing them underneath rocks.
The history of video game consoles, both home and handheld, began in the 1970s. The first console that played games on a television set was the 1972 Magnavox Odyssey, first conceived by Ralph H. Baer in 1966. Handheld consoles originated from electro-mechanical games that used mechanical controls and light-emitting diodes (LED) as visual indicators. Handheld electronic games had replaced the mechanical controls with electronic and digital components, and with the introduction of Liquid-crystal display (LCD) to create video-like screens with programmable pixels, systems like the Microvision and the Game & Watch became the first handheld video game consoles.
Combat is a 1977 video game by Atari, Inc. for the Atari Video Computer System. In the game, two players controlling either a tank, a biplane, or a jet fire missiles at each other for two minutes and sixteen seconds. Points are scored by hitting the opponent, and the player with more points when the time runs out wins. Variations on the gameplay introduce elements such as invisible vehicles, missiles that ricochet off of walls, and different playing fields.
1980 saw the release of a number of games with influential concepts, including Pac-Man, Battlezone, Crazy Climber, Mystery House, Missile Command, Phoenix, Rally-X, Space Panic, Stratovox, Zork, Adventure, and Olympic Decathlon. The year's highest-grossing video game was Namco's arcade game Pac-Man, while the best-selling home system was Nintendo's Game & Watch. The Atari VCS also grew in popularity with a port of Space Invaders and support from new third-party developer Activision.
Air-Sea Battle is a fixed shooter developed and published by Atari, Inc. for the Atari Video Computer System. The game was designed by Larry Kaplan who joined Atari in 1976. It was the first game he developed for the company. Air-Sea Battle involves the player controlling a gun to shoot down various targets to earn points in different themed areas. In the various gameplay modes, the player can either control the angle of the gun or move the gun across the screen or adjust the guns speed as it automatically moves for aiming.
In the history of video games, the second-generation era refers to computer and video games, video game consoles, and handheld video game consoles available from 1976 to 1992. Notable platforms of the second generation include the Fairchild Channel F, Atari 2600, Intellivision, Odyssey 2, and ColecoVision. The generation began in November 1976 with the release of the Fairchild Channel F. This was followed by the Atari 2600 in 1977, Magnavox Odyssey² in 1978, Intellivision in 1980 and then the Emerson Arcadia 2001, ColecoVision, Atari 5200, and Vectrex, all in 1982. By the end of the era, there were over 15 different consoles. It coincided with, and was partly fuelled by, the golden age of arcade video games. This peak era of popularity and innovation for the medium resulted in many games for second generation home consoles being ports of arcade games. Space Invaders, the first "killer app" arcade game to be ported, was released in 1980 for the Atari 2600, though earlier Atari-published arcade games were ported to the 2600 previously. Coleco packaged Nintendo's Donkey Kong with the ColecoVision when it was released in August 1982.
In the history of video games, the first generation era refers to the video games, video game consoles, and handheld video game consoles available from 1972 to 1983. Notable consoles of the first generation include the Odyssey series, the Atari Home Pong, the Coleco Telstar series and the Color TV-Game series. The generation ended with the Computer TV-Game in 1980 and its following discontinuation in 1983, but many manufacturers had left the market prior due to the market decline in the year of 1978 and the start of the second generation of video game consoles.
Basic Math is an educational video game for the Atari Video Computer System. The game was developed at Atari, Inc. by Gary Palmer. The game involves a series of ten arithmetic problems involving addition, subtraction, multiplication, or division. The player can edit different gameplay modes to alter how the numbers in the problem are chosen, or if their questions are timed. The game was released in 1977 as one of the earliest releases for the console.
M Network was the brand name used by Mattel Electronics in 1982 and 1983, to publish video games for the Atari 2600, IBM PC, and Apple II.
Secret Quest is an action-adventure game developed by Axlon for the Atari 2600 and published by Atari Corporation in 1989. The player controls a humanoid character that fights monsters and gathers items on a series of space stations. It was one of the last cartridges released for the console and has a larger ROM capacity than most 2600 games plus a small amount of RAM. The box credits Nolan Bushnell for the game and includes his photo on both the front and back. According to Secret Quest programmer Steve DeFrisco, "Atari thought that his name would entice people to buy some more 2600 titles".
In the video game industry, a console war describes the competition between two or more video game console manufacturers in trying to achieve better consumer sales through more advanced console technology, an improved selection of video games, and general marketing around their consoles. While console manufacturers are generally always trying to out-perform other manufacturers in sales, these console wars engage in more direct tactics to compare their offerings directly against their competitors or to disparage the competition in contrast to their own, and thus the marketing efforts have tended to escalate in back-and-forth pushes.