Adams, E. and Dormans, J. (no date) Game mechanics: advanced game design. Berkeley, Calif: New Riders.
Adams, E. and Rollings, A. (2010) Fundamentals of game design. 2nd ed. Berkeley, CA: New Riders.
Anderson, B. (2015) GameMaker Language: an in-depth guide. [United States]: [Benjamin Anderson].
Auckett, N. (2015) Gamemaker essentials: learn all the essential skills of GameMaker: Studio and start making your own impressive games with ease. Birmingham, United Kingdom: Packt Publishing Limited. Available at: http://ebookcentral.proquest.com/lib/bangor/detail.action?docID=2000934.
Bates, B. (2004) Game design. 2nd ed. Boston, Mass: Premier Press.
Ben Tyers (10AD) Learn RPGs in GameMaker: Studio: Build and Design Role Playing Games. Apress; 1st ed. edition. Available at: https://www.amazon.co.uk/Learn-RPGs-GameMaker-Studio-Playing/dp/1484229452/ref=pd_sim_14_1?_encoding=UTF8&pd_rd_i=1484229452&pd_rd_r=fd3df6e1-1908-11e9-a834-8351cfd197b1&pd_rd_w=TqmHS&pd_rd_wg=AlRs0&pf_rd_p=1e3b4162-429b-4ea8-80b8-75d978d3d89e&pf_rd_r=VP936VG02ENSXY2ZFTJ0&psc=1&refRID=VP936VG02ENSXY2ZFTJ0.
Ben Tyers (11AD) GameMaker: Studio 100 Programming Challenges. Apress; 1st ed. edition. Available at: https://www.amazon.co.uk/GameMaker-Studio-100-Programming-Challenges/dp/1484226437/ref=pd_sim_14_2?_encoding=UTF8&pd_rd_i=1484226437&pd_rd_r=c1564fa7-1909-11e9-a12a-4b13213faf1c&pd_rd_w=XVOeo&pd_rd_wg=8W4v1&pf_rd_p=1e3b4162-429b-4ea8-80b8-75d978d3d89e&pf_rd_r=PHDS8J3T4A93KRXES8MF&psc=1&refRID=PHDS8J3T4A93KRXES8MF.
Bogost, I. (2016) Play anything: the pleasure of limits, the uses of boredom, and the secret of games. New York: Basic Books.
Brathwaite, B., Schreiber, I., and Charles River Media (Firm) (2009) Challenges for game designers. Boston, MA: Course Technology/Cengage Learning.
Bryant, R.D. and Giglio, K. (2015) Slay the dragon: writing great video games. Studio City, CA: Michael Wiese Productions.
Burgun, K. (2015) Clockwork game design. Burlington, MA: Focal Press/Taylor & Francis Group.
Burgun, K. (no date a) Game design theory: a new philosophy for understanding games. Boca Raton, FL: A K Peters/CRC Press. Available at: http://ebookcentral.proquest.com/lib/bangor/detail.action?docID=989818.
Burgun, K. (no date b) Game design theory: a new philosophy for understanding games. Boca Raton, FL: A K Peters/CRC Press. Available at: http://ebookcentral.proquest.com/lib/bangor/detail.action?docID=989818.
Christian, B. and Isaacs, S. (2015) Gamemaker programming by example: master the development of 2D games by learning to use the powerful GameMaker language and tools provided by the GameMaker : studio workspace and engine. Birmingham: Packt Publishing Limited. Available at: http://ebookcentral.proquest.com/lib/bangor/detail.action?docID=4520755.
Co, P. (2006) Level design for games: creating compelling game experiences. Berkeley, CA: New Riders Games.
Cook, D. (2007) ‘The Chemistry Of Game Design’. Available at: http://www.gamasutra.com/view/feature/129948/the_chemistry_of_game_design.php.
David Mullich (2016) ‘Why Do We Play Games?’ Available at: https://www.linkedin.com/pulse/why-do-we-play-games-david-mullich.
DeLucas, M. (no date) GameMaker game programming with GML: learn GameMaker Language programming concepts and script integration with GameMaker: Studio through hands-on, playable examples. Birmingham, U.K.: Packt Pub. Available at: http://ebookcentral.proquest.com/lib/bangor/detail.action?docID=1564346.
Dille, F. (2006) The ultimate guide to video game writing and design. Los Angeles: Lone Eagle.
Elias, G.S., Garfield, R. and Gutschera, K.R. (2012a) Characteristics of games. Cambridge, MA: MIT Press.
Elias, G.S., Garfield, R. and Gutschera, K.R. (2012b) Characteristics of games. Cambridge, MA: MIT Press.
Eliott J. Lilly (30AD) The Big Bad World of Concept Art for Video Games: An Insider’s Guide for Beginners. Design Studio Press. Available at: https://www.amazon.co.uk/Big-World-Concept-Video-Games/dp/1624650201/ref=pd_bxgy_14_img_3?_encoding=UTF8&pd_rd_i=1624650201&pd_rd_r=9c2fc690-a15c-11e8-bbec-69d96e2fffa1&pd_rd_w=4tNfL&pd_rd_wg=SuHnR&pf_rd_i=desktop-dp-sims&pf_rd_m=A3P5ROKL5A1OLE&pf_rd_p=9eec4bbd-c065-4a4d-b0d1-92d63ee9e53b&pf_rd_r=F3CKEDVFWTDMSNAKCM4B&pf_rd_s=desktop-dp-sims&pf_rd_t=40701&psc=1&refRID=F3CKEDVFWTDMSNAKCM4B.
Elliott, J.L. (2013) HTML5 game development with GameMaker. Birmingham, U.K.: Packt Publishing. Available at: http://ebookcentral.proquest.com/lib/bangor/detail.action?docID=1192662.
Finch, A. (2013) The Unreal game engine: a comprehensive guide to creating playable levels. New edition. United Kingdom: 3DTotal Publishing.
Fullerton, T. (2014) Game design workshop: a playcentric approach to creating innovative games. 3rd edition. Boca Raton: CRC Press/Taylor & Francis. Available at: http://ebookcentral.proquest.com/lib/bangor/detail.action?docID=4743142.
Game Art: Art from 40 Video Games and Interviews with Their Creators (21AD). No Starch Press; 1 edition. Available at: https://www.amazon.co.uk/Game-Art-Video-Interviews-Creators/dp/1593276656/ref=sr_1_7?s=books&ie=UTF8&qid=1534517569&sr=1-7&keywords=game+art.
Game Design Concepts | An experiment in game design and teaching (no date). Available at: https://gamedesignconcepts.wordpress.com/.
Gardiner, B. (2015a) Gamemaker cookbook: over 50 hands-on recipes to help you build exhilarating games using the robust GameMaker system. Birmingham: Packt Publishing Limited.
Gardiner, B. (2015b) Gamemaker cookbook: over 50 hands-on recipes to help you build exhilarating games using the robust GameMaker system. Birmingham: Packt Publishing Limited.
Gibson, J. (no date) Introduction to game design, prototyping, and development: from concept to playable game-with Unity and C#. Upper Saddle River, NJ: Addison-Wesley.
Graner Ray, S. (2004) Gender inclusive game design: expanding the market. 1st ed. Hingham, Mass: Charles River Media.
Gregory, J. (2009) Game engine architecture. Wellesley, Mass: A K Peters.
Habgood, J., Nielsen, N. and Rijks, M. (2010) The game maker’s companion: game development : the journey continues. [Berkeley, Calif.]: Apress. Available at: http://whelf-bangor.alma.exlibrisgroup.com/view/action/uresolver.do?operation=resolveService&package_service_id=5237344180002422&institutionId=2422&customerId=2415.
Habgood, J. and Overmars, M.H. (2006) The game maker’s apprentice: game development for beginners. Berkeley, CA: Apress. Available at: http://whelf-bangor.alma.exlibrisgroup.com/view/action/uresolver.do?operation=resolveService&package_service_id=5237146340002422&institutionId=2422&customerId=2415.
Handbook of digital games (2014). Hoboken, NJ: Wiley-IEEE Press.
Heussner, T. (2015) The game narrative toolbox. New York: Focal Press/Taylor & Francis Group. Available at: http://ebookcentral.proquest.com/lib/bangor/detail.action?docID=2065269.
Huntley, Jarryd, author (2018) Game programming for artists / Jarryd Huntley and Hanna Brady. Boca Raton: CRC Press.
Johnson, S. (2010) ‘GD Column 11: Theme is Not Meaning (Part I) | DESIGNER NOTES’. Available at: http://www.designer-notes.com/?p=237.
Joshua Porter (2009) ‘Game Mechanics for Interaction Design: An Interview with Amy Jo Kim’. Available at: http://bokardo.com/archives/game-mechanics-for-interaction-design-an-interview-with-amy-jo-kim/.
Kim, S. (2006) How to Invent Puzzles. scottkim.com. Available at: http://www.scottkim.com.previewc40.carrierzone.com/thinkinggames/exploratorium06/how-to-invent-puzzles.html.
Knizia, R. (no date) Dice games properly explained. [Place of publication not identified]: Blue Terrier Press.
Koster, R. (2005) A theory of fun for game design. Scottsdale, AZ: Paraglyph Press.
Luke McMillan (2012) ‘The Metrics of Space: Tactical Level Design’. Available at: http://www.gamasutra.com/view/feature/176933/the_metrics_of_space_tactical_.php?page=1.
‘Matilda Wants Some Foods’ (no date). Available at: http://www.jonathonmyers.com/narrative-game-samples.html.
Matthew Gallant (2009a) ‘Mechanics, Dynamics & Aesthetics’. Available at: http://gangles.ca/2009/08/21/mda/.
Matthew Gallant (2009b) ‘The Six Layers’. Available at: http://gangles.ca/2009/01/20/the-six-layers/.
McCloud, S. (1994) Understanding comics: the invisible art. 1st HarperPerennial ed. New York: HarperPerennial.
McGuire, M. and Jenkins, O.C. (2009) Creating games: mechanics, content, and technology. Wellesley, Mass: AK Peters. Available at: https://ebookcentral.proquest.com/lib/bangor/detail.action?docID=1633643.
McShaffry, M. (no date) Game coding complete. 4th ed. Boston, MA: Course Technology, Cengage Learning.
Meyers, K.A. (2008) Paid to play: the business of game design. New York: iUniverse, Inc.
Nystrom, R. (2014) Game programming patterns. [United States?]: Genever Benning.
Perry, D. and DeMaria, R. (2009) David Perry on game design: a brainstorming toolbox. Boston: Charles River Media.
Petri Lankoski (no date) ‘Character-Driven Game Design: Characters, Conflict, and Gameplay’. Available at: https://petrilankoski.com/2008/11/12/character-driven-game-design-characters-conflict-and-gameplay/.
Plowman, J. (2016) 3D game design with Unreal Engine 4 and Blender: combine the powerful UE4 with Blender to create visually appealing and comprehensive game environments. Birmingham, UK: Packt Pub.
Pulsipher, L. (2012) Game design: how to create video and tabletop games, start to finish. Jefferson, NC: McFarland & Co., Publishers.
Richard Bartle (no date) ‘Hearts, clubs, diamonds, spades: players who suit MUDs’. Available at: http://mud.co.uk/richard/hcds.htm.
Robin Hunicke, et al. (no date) ‘MDA: A Formal Approach to Game Design and Game Research’. Available at: http://www.cs.northwestern.edu/~hunicke/MDA.pdf.
Rogers, S. (2014) Level up!: the guide to great video game design. 2nd edition. Chichester, West Sussex: Wiley.
Salen, K. and Zimmerman, E. (2004) Rules of play: game design fundamentals. Cambridge, Mass: MIT Press.
Sam Kennedy (2012) How to become a video game artist. New York: Watson-Guptill Publications.
Schell, J. (2015) The art of game design: a book of lenses. Second edition. Boca Raton: CRC Press.
Selinker, M. (2011) The Kobold guide to board game design. Kirkland, W.A: One Design.
Simons, I. (2007) Inside game design. London: Laurence King Pub.
Skolnick, E. (2014) Video game storytelling: what every developer needs to know about narrative techniques. Berkeley: Watson-Guptill.
Solarski, C. (2012) Drawing Basics and Video Game Art: Classic to Cutting-Edge Art Techniques for Winning Game Design. First edition. New York: Watson-Guptill.
Starr, P. (1994) ‘Seductions of Sim: Policy as a Simulation Game’. Available at: http://prospect.org/article/seductions-sim-policy-simulation-game.
Swink, S. (no date a) Game feel: a game designer’s guide to virtual sensation. Amsterdam: Morgan Kaufmann Publishers/Elsevier.
Swink, S. (no date b) Game feel: a game designer’s guide to virtual sensation. Amsterdam: Morgan Kaufmann Publishers/Elsevier.
Thompson, J., Berbank-Green, B. and Cusworth, N. (2007) The computer game design course: principles, practices and techniques for the aspiring game designer. London: Thames & Hudson.
Tinsman, B. (2008) The game inventor’s guidebook: how to invent and sell board games, card games, role-playing games, and everything in between. Garden City, NY: Morgan James Pub.
Tyers, B. (2016) Gamemaker: Studio book 50 retro remakes. [Place of publication not identified]: Createspace Independent Publishing Platform.
Tyers, B. (2017) GameMaker. Berkeley, CA: Apress L. P. Available at: http://whelf-bangor.alma.exlibrisgroup.com/view/action/uresolver.do?operation=resolveService&package_service_id=5258923850002422&institutionId=2422&customerId=2415.
Tyers, B. (2018) Practical GameMaker projects: build games with GameMaker Studio 2. [United States]: Apress.
Tyler Sigman (2009) Anatomy of a Game Mechanic. Gamasutra. Available at: http://www.gamasutra.com/view/feature/132480/anatomy_of_a_game_mechanic.php.
Vinciguerra, D.C. and Howell, A.J. (2016) The GameMaker standard. Boca Raton, FL: CRC Press.