References
The intellectual lineage behind this knowledge base - key thinkers, texts, and traditions that inform the Gesture + Aesthetic Heritage approach.
Core Videogame-Focused Books
- Steve Swink - Game Feel (2009). The definitive text on real-time control feel. Essential for understanding Gesture.
- Ian Bogost - Persuasive Games (2007). Procedural rhetoric: videogames make arguments through rules.
- Brendan Keogh - A Play of Bodies (2018). Phenomenological approach to videogames. The body as site of meaning.
- Anna Anthropy & Naomi Clark - A Game Design Vocabulary (2014). Player-centric vocabulary, accessible design language.
- Raph Koster - A Theory of Fun for Game Design (2004). Connects learning and pattern recognition to player enjoyment.
- Tracy Fullerton - A Playful Production Process (2024). On iterative design and playtesting.
Key Thinkers
Game Studies & Design
- Jesse Schell - The Art of Game Design: A Book of Lenses. The lenses framework. See The Design Lens.
- Jesper Juul - Half-Real. Rules and fiction in videogames. Foundational videogame studies text.
- Miguel Sicart - Beyond Choices: The Design of Ethical Gameplay (2013). Ethics in videogame design.
Design Theory
- Donald Schon - The Reflective Practitioner (1983). Design as conversation with materials. Core to Code as Material.
- Christopher Alexander - A Pattern Language. Architecture as communication. Influences level design thinking.
Psychology & Learning
- Mihaly Csikszentmihalyi - Flow: The Psychology of Optimal Experience (1990). The optimal experience that good pacing supports. See Player Psychology.
- Seymour Papert - Mindstorms (1980). Coding as thinking tool. Influences Debugging as Literacy.
Heritage
- Harold Bloom - The Anxiety of Influence (1973). Literary influence theory. Informs our approach to Aesthetic Heritage.
Academic Papers
- Hunicke, LeBlanc, Zubek - "MDA: A Formal Approach to Game Design" (2004). The Mechanics-Dynamics-Aesthetics framework.
GDC Talks Worth Watching
- Valve's developer commentaries (in-game, Portal and Half-Life series)
- Mark Brown's Game Maker's Toolkit series (YouTube)
- Itay Keren - "Scroll Back: The Theory and Practice of Cameras in Side-Scrollers"
- Jan Willem Nijman - "The Art of Screenshake" (Vlambeer's juicing philosophy)
- Tim Rogers - Action Button Reviews (long-form analysis)
What We Take, What We Leave
This knowledge base doesn't adopt any theory wholesale. For each thinker/tradition:
- From Bogost: Procedural rhetoric, videogames-as-arguments. Leaving: Sometimes too formalist.
- From Keogh: Embodiment, phenomenology. Leaving: Can be inaccessible writing.
- From Swink: Feel vocabulary, real-time control. Leaving: Narrow focus on action videogames.
- From Schell: Lenses, comprehensive view. Leaving: Can be encyclopedic without depth.
This is a maker's knowledge base, not a scholar's. Theory serves practice.
See Also
- The Design Lens - how to use multiple perspectives
- Play → Name → Make → Reflect - learning philosophy
- Glossary - terminology used in this KB