Game Developer Bibliography
AI
- Millington, Ian and Funge, John. 2009. Artificial Intelligence for Games. 2nd ed. Morgan Kaufmann Publishers.
- Rabin, Steve. 2013. Game AI Pro. CRC Press.
- Rabin, Steve. 2015. Game AI Pro 2. CRC Press.
- Rabin, Steve. 2017. Game AI Pro 3. CRC Press.
Decisionmaking
Automated Planning
Hierarchical Task Network Planning
Goal-Oriented Action Planning
Behavior Trees
Finite State Machines
Monte Carlo Tree Search
Utility System
- Dicken, Luke, Dini, Dino and Dave Mark. ”Architecture Tricks: Managing Behaviors in Time, Space, and Depth”. AI Summit, Game Developers Conference, 2013.
- Lewis, Mike and Mark, Dave. ”Building a Better Centaur: AI at Massive Scale”. AI Summit, Game Developers Conference, 2015.
- Lewis, Mike. ”Winding Road Ahead: Designing Utility AI with Curvature”. AI summit, Game Developers Conference, 2018.
- Mark, Dave. 2009. Behavioral Mathematics for Game AI. Charles River Media.
- Mark, Dave and Dill, Kevin. ”Improving AI Decision Modeling Through Utility Theory”. AI Summit, Game Developers Conference, 2010.
- Mark, Dave and Dill, Kevin. ”Embracing the Dark Art of Mathematical Modeling in AI”. AI Summit, Game Developers Conference, 2012.
Navigation
Procedural Content Generation
- Sturtevant, Nathan, Smith, Gillian and Togelius, Julian. ”Making Things Up: The Power and Peril of PCG”. AI Summit, Game Developers Conference, 2015.
- Coleman, Tyler, et al. ”PCG Shotgun: 6 Techniques for Leveraging AI in Content Generation”. AI Summit, Game Developers Conference, 2017.
Art
Texturing
Physically Based Rendering
Trim Sheets
- Olsen, Morten. ”The Ultimate Trim: Texturing Techniques of Sunset Overdrive”. Visual Arts, Game Developers Conference, 2015.
- Simpson, Tim. 2019. ”Planning & Creating Trim Sheets For Games - Trim Texture Tutorial Part 1”. Polygon Academy, YouTube.
- Simpson, Tim. 2019. ”Sculpting Trim Sheets in ZBrush - Trim Texture Tutorial Part 2”. Polygon Academy, YouTube.
- Simpson, Tim. 2019. ”Trim Sheets in Substance Painter: Normal Map Baking + Smart Materials - Trim Texture Tutorial Part 3”. Polygon Academy, YouTube.
- Simpson, Tim. 2019. ”Quick and Easy Trim Sheet UV Mapping Tips -Trim Texture Tutorial Part 4”. Polygon Academy, YouTube.
Audio
Music
Design
- Salen, Katie and Zimmerman, Eric. 2004. Rules of Play - Game Design Fundamentals. MIT Press.
Level Design
- Burgess, Joel. ”Skyrim’s Modular Approach to Level Design”. 2013.
- Burgess, Joel. ”Level Design in a Day: How We Used Iterative Level Design to Ship Skyrim and Fallout 3”. Production, Game Developers Conference, 2014.
- Burgess, Joel. ”Level Design in a Day: How Modding Made Bethesda Better”. Production, Game Developers Conference, 2015.
- Burgess, Joel and Purkeypile, Nathan. ”’Fallout 4’s’ Modular Level Design”. Visual Arts, Game Developers Conference, 2016.
- Rogers, Scott. ”Everything I Learned About Level Design I Learned from Disneyland”. Game Design, Game Developers Conference, 2009.
Narrative
Narrative Generation
- Cardona-Rivera, Rogelio and Martens, Chris. ”Procedural Narrative Generation”. Game Narrative Summit, Game Developers Conference, 2017.
- Kline, Daniel, Mateas, Michael and Short, Emily. ”AI and Interactive Storytelling: How We Can Help Each Other”. AI Summit, Game Developers Conference, 2010.
- Storybricks. (2012) ”Storybricks Alpha Gameplay”. Storybricks, YouTube.
- Storybricks. (2014) ”Storybricks Engine demo (Vienna Game AI conference)”. Storybricks, YouTube.
- Szczepanski, Leszek. ”Building Non-linear Narratives in ’Horizon: Zero Dawn’”. Game Narrative Summit, Game Developers Conferance, 2017.
Programming
Physics
- van den Bergen, Gino. 2003. Collision Detection in Interactive 3D Environments. Morgan Kaufmann Publishers.
- Ericson, Christer. 2004. Real-Time Collision Detection. Morgan Kaufmann Publishers.
- Millington, Ian. 2006. Game Physics Engine Development. Morgan Kaufmann Publishers.
Rendering
- Akenine-Möller, Tomas. 2018. Real-Time Rendering, Fourth Edition. A K Peters/CRC Press.
- Engel, Wolfgang. 2018. GPU Pro 360 Guide to Geometry Manipulation. A K Peters/CRC Press.
- Engel, Wolfgang. 2018. GPU Pro 360 Guide to Image Space. A K Peters/CRC Press.
- Engel, Wolfgang. 2018. GPU Pro 360 Guide to Lighting. A K Peters/CRC Press.
- Engel, Wolfgang. 2018. GPU Pro 360 Guide to Rendering. A K Peters/CRC Press.
- Engel, Wolfgang. 2018. GPU Pro 360 Guide to Shadows. A K Peters/CRC Press.
- Engel, Wolfgang. 2017. GPU Zen: Advanced Rendering Techniques.
- Engel, Wolfgang. 2018. GPU Zen 2: Advanced Rendering Techniques.
- Zink, Jason. 2011. Practical Rendering and Computation with Direct3D 11. A K Peters/CRC Press.