Books like Reverse Design by Patrick Holleman


First publish date: 2018
Genre: Technology & Computing/Computer Science
Authors: Patrick Holleman
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Reverse Design by Patrick Holleman

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Books similar to Reverse Design (21 similar books)

Steal like an artist by 11161966|Austin Kleon book cover

πŸ“˜ Steal like an artist

Steal Like an Artist is a visually engaging guide that translates Austinβ€―Kleon’s viral lecture into actionable advice for writers, artists, designers, entrepreneurs and anyone who wants to make things in the digital age.

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Don't Make Me Think by 7173266|Steve Krug book cover

πŸ“˜ Don't Make Me Think
 by Steve Krug

Steve Krug’s practical guide distills usability expertise into clear principles for creating intuitive, user-friendly web sites that keep visitors coming back.

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Theory of Fun for Game Design by 7408764|Raph Koster book cover

πŸ“˜ Theory of Fun for Game Design

Explores the nature of fun in games, why some games succeed while others falter, and how game design intersects with culture, psychology, and social responsibility.

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Universal principles of design by 7428147|William Lidwell book cover

πŸ“˜ Universal principles of design


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Thinking with Type by 8836233|Ellen Lupton book cover

πŸ“˜ Thinking with Type

A comprehensive guide to graphic design and typography, offering practical advice and design techniques for students and designers alike.

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Responsive Web Design by 7422728|Ethan Marcotte book cover

πŸ“˜ Responsive Web Design

Responsive Web Design shows how to craft web sites that adapt fluidly to mobiles, netbooks, tablets and large desktops, using CSS techniques like fluid grids, flexible images, and media queries to meet users’ needs across devices.

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Design as art by 5022176|Bruno Munari book cover

πŸ“˜ Design as art

Brunoβ€―Munari, celebrated Italian designer, shares his vision that design should be beautiful, functional and accessible, exploring its impact on everyday objects from lamps to road signs and typography.

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Super Mario by 11364329|Jeff Ryan book cover

πŸ“˜ Super Mario
 by Jeff Ryan

An in‑depth history, review and business analysis of Nintendo’s Mario games across platforms, examining gameplay evolution, company history, and cultural impact.

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Designing Interactions by 7564343|Bill Moggridge book cover

πŸ“˜ Designing Interactions


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The Elements of Graphic Design by 11332531|Alex W. White book cover

πŸ“˜ The Elements of Graphic Design

The Elements of Graphic Design, Second Edition, presents a refreshed, color‑rich exploration of typography, layout and visual hierarchy, featuring over 750 images and new content on web design, modularity and motion.

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Grid Systems in Graphic Design by 9163081|Josef Müller-Brockmann book cover

πŸ“˜ Grid Systems in Graphic Design

A foundational manual for graphic designers, typographers, and exhibition designers, detailing how to use grids to create clear, organized, and visually appealing layouts.

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Fundamentals of Game Design by 4759169|Ernest Adams book cover

πŸ“˜ Fundamentals of Game Design


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The ultimate guide to video game writing and design by 13856492|Flint Dille book cover

πŸ“˜ The ultimate guide to video game writing and design

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The Big Book of Nintendo Games by 8399007|Steven A. Schwartz book cover

πŸ“˜ The Big Book of Nintendo Games

This is a review, strategy, tips, and hints book. It is a 'Best of' compilation of two earlier books, along with new material. This book covers 68 Nintendo Entertainment System (NES) games, nine accessories for the system and how to hook up a VCR. There are reviews of 21 Game Boy games, and five of its accessories. There are also previews of 3 Super Nintendo Entertainment System (SNES) games. Each of the NES and SNES games as a gray-scale screenshot. Each review has a 'Summary' the occasional 'Tips, Tricks, and Techniques' and 'Super Secrets' sections. There is also a statistics cart for each game telling the games, "Classification", number of "Players", the "Controller" used, if a "Pause" feature is available, if there are any "Continues", and the games "Manufacturer. There are diagram type maps for some games. The chapter illustrations are by the author's wife Janet Schwartz. The cover art is by Ken Cay. Parts of this book were printed as "Compute's Guide to Nintendo Games" ISBN: 0874552214, and "Compute's Nintendo Secrets" ISBN: 0874552346. Compute! Nintendo books in this series; * Compute's Nintendo Tips & Tricks. 087455246X * Compute!'s Guide to Nintendo Games. ISBN: 0874552214 * Compute!'s Nintendo Secrets. ISBN: 0874552346 * The Big Book of Nintendo Games. ISBN: 0874552486 * Compute!'s Nintendo Adventure Games. ISBN: 0874552435 * The Official Guide to Mega Man. ISBN: 0874552419 * Conquering Super Mario Bros., and {Conquering Super Mario Bros. Adventures} ISBN: 0874552427, and 0874552656 * Conquering Zelda, and {Conquering Zelda Adventures} ISBN: 0874552397, and 0874552702 * Castlevania: The Official Hint Book. ISBN: 0874552613 * Compute's Guide to Super NES Games. ISBN: 0874552494

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The Game design reader by 7544218|Katie Salen book cover

πŸ“˜ The Game design reader

A curated collection of 32 seminal essays that explore game design, analysis, and criticism, serving as a classroom companion and professional reference.

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Game Ai Pro 360 by 7403295|Steve Rabin book cover

πŸ“˜ Game Ai Pro 360


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Tabletop Game Design for Video Game Designers by 12493384|Ethan Ham book cover

πŸ“˜ Tabletop Game Design for Video Game Designers
 by Ethan Ham

Do you aspire to be a game designer but aren’t sure where to begin? Tabletop Game Design for Video Game Designers guides you through your initial attempts to design game mechanics. It goes beyond simple description and definition to explore in detail the issues that designers grapple with for every game they create.

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Making and breaking the grid by 4201053|Timothy Samara book cover

πŸ“˜ Making and breaking the grid

For designers working in every medium, layout is arguably the most basic, and most important, element. Effective layout is essential to communication and enables the end user to not only be drawn in with an innovative design but to digest information easily. Making and Breaking the Grid is a comprehensive layout design workshop that assumes that in order to effectively break the rules of grid-based design, one must first understand those rules and see them applied to real-world projects. Basics include composing typographic space, format determination, and sequencing and systemization. Various types of grids a manuscript, column, modular, hierarchical a are also covered. Text reveals top designers' work in process and rationale. Projects with similar characteristics are linked through a simple notational system that encourages exploration and comparison of structure ideas. Each project is shown comprehensively so readers can see its structure revealed over several pages, at a size that allows for inspection of detail. Also included are historical overviews that summarize the development of layout concepts, both grid-based and non-grid based, in modern design practice.

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The game narrative toolbox by 11947613|Tobias Heussner book cover

πŸ“˜ The game narrative toolbox


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Holistic Game Development with Unity 3e by 12528494|Penny de Byl book cover

πŸ“˜ Holistic Game Development with Unity 3e


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Principles of Game Audio and Sound Design by 12237844|Jean-Luc Sinclair book cover

πŸ“˜ Principles of Game Audio and Sound Design


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Some Other Similar Books

Designing with Type, Second Edition by James Craig
Thinking with Type: A Critical Guide for Designers, Writers, and Students by Ellen Lupton
Type & Typography by Justin Mezzell
Type Rules! A Hands-On Guide to Using Typography in Design by Ilene Strizver
The Geometry of Home: Simple Steps for Even More Style by David A. W. Harvey
Making and Breaking the Grid: A Graphic Design Layout Workshop by Prakash Sadhu
Lettering & Type: Creating Letters and Designing Typefaces by Bruce Willen and Nolen Strals
Creative Workshop: 80 Challenges to Sharpen Your Design Skills by Amy Jones
Designing Design by Naoto Fukasawa

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