This compilation consists of texts at this point, but will eventually contain other resources. The (CP) appendage refers to books owned by Coach Payne, and all of them may be found at popular online retailers.


Game Design

Brackeen, David, with Bret Barker. Developing Games in Java. Indianapolis, IN: New Riders Publishing. 2004. ISBN 1-5927-3005-1. This text goes into the programming aspects of game design using Java, and it is a detailed text. (CP)

Brathwaite, Brenda, and Ian Schreiber. Challenges for Game Designers: Non-Digital Exercise for Video Game Designers. Boston, MA: Course Technology, a part of Cengage Learning. 2009. ISBN 1-58450-580-X. Uses non-digital games to develop an idea of how to develop, write, and market a video game. Great challenges that make creativity a vital part of a game development course. (CP)

Dille, Flint, and John Zuur Patten. The Ultimate Guide to Video Game Writing and Design. New York, NY: Watson-Guptill Publications. 2007. ISBN 1-58065-066-X. A compendium of vital information to help direct a potential video game designer. John Zuur Patten was a keynote speaker at a local game summit, and has generously given his time to receive questions from my Game Development class last Spring (2010). (CP)

Habgood, Jacob, and Mark Overmars. The Game Maker’s Apprentice: Game Development for Beginners. Berkeley, CA.:Apress. 2006. ISBN 1-59059-615-3. Good starting point, as it includes files to use with Game Maker. A newer edition was just published, but I haven’t seen it yet. (CP)

Koster, Ralph. A Theory of Fun for Game Design. Scottsdale, AZ: Paraglyph Press. 2005. ISBN 1-932111-97-2. Asks, and answers, the question “What makes a game fun?” (CP)

Perry, David, and Rusel DeMaria. David Perry on Game Design: A Brainstorming Toolbox. Boston, MA: Course Technology, a part of Cengage Learning. 2009. ISBN 1-58450-668-7. What a compendium of knowledge! Over 1000 pages of material relevant to video game design. (CP)

Rogers, Scott. Level Up: The Guide to Great Video Game Design. West Sussex, United Kingdom: John Wiley & Sons Ltd. 2010. ISBN 978-0-470-68867-0. Written by leading video game expert Scott Rogers, who has designed the hits; Pac Man World, God of War, Maxim vs. army of Zin and SpongeBob Squarepants. This book is full of Rogers' wit and imaginative style which demonstrates everything you need to know about designing great video games. (From Amazon.com description) (CP)

Schell, Jesse. The Art of Game Design. Burlington, MA: Morgan Kaufmann Publishers. 2008. ISBN 978-0-12-369496-6. A really good description of the elements of game design. (CP)

General Computer Programming


Bentley, Jon. Programming Pearls (2nd Edition). Reading, MA. Addison-Wesley Professional; 2 Edition. 1999. ISBN-10: 0201657880. One of the first books about programming I bought when I taught C++ for AP Computer Science. Lots of good direction and suggestions here. (CP)


Brooks, Frederick P. The Mythical Man-Month: Essays on Software Engineering, Anniversary Edition (2nd Edition). Reading, MA. Addison-Wesley Professional; Anniversary edition. 1995. ISBN-10: 0201835959. THE classic, shows that software design has changed, but not necessarily in terms of collaborative and individual work. Dr. Brooks is Durham-born, a Duke graduate, and founded the Computer Science Department at UNC Chapel Hill. He was known to me decades ago as the “father of the IBM System/360” computer. (CP)

Cawood, Stephen, and Mark Fiala. Augmented Reality: A Practical Guide. Raleigh, NC. The Pragmatic Bookshelf. 2008. ISBN-10: 1934356034. Exploring the new field of Augmented Reality (AR) and 3D programming. (CP)

Hunt, Andy. Pragmatic Thinking & Learning: Refactor Your Wetware. Raleigh, NC. The Pragmatic Bookshelf. 2008. ISBN-10: 1934356050. Guide to thinking and cognitive science, from a programming perspective. (CP)

Hunt, Andrew, and David Thomas. The Pragmatic Programmer: From Journeyman to Master. Reading, MA. Addison-Wesley Professional. 1999. ISBN-10: 020161622X. Practical guide for programming and software designs from two veterans of the industry. (CP)

Kernighan, Brian W., and Rob Pike. The Practice of Programming. Reading, MA. Addison-Wesley Professional. 1999. ISBN-10: 020161586X. Lots of great information about programming, from style to debugging, this is another must-have! (CP)


McConnell, Steve. Code Complete: A Practical Handbook of Software Construction. Microsoft Press; 2nd edition. 2004. ISBN-10: 0735619670. Best practices in the art and science of constructing software, code examples--both good and bad--in C++, Microsoft(r) Visual Basic(r), C#, and Java, though the focus is squarely on techniques and practices (from the Amazon site). Lots of good material from a former Microsoft programmer. (CP)


Ruby Programming

Thomas, Dave, with Chad Fowler and Andy Hunt. Programming Ruby 1.9: The Pragmatic Programmers' Guide. Raleigh, NC. The Pragmatic Bookshelf. 2010. ISBN: 978-1-93435-608-1 The classic "pick-axe" version, updated to 1.9.2. (CP)


Thomas, Dave, with Chad Fowler and Andy Hunt. Programming Ruby (2nd edition): The Pragmatic Programmers' Guide. Raleigh, NC. The Pragmatic Bookshelf. 2004. ISBN: 978-0-9745-1405-5 The original "pick-axe" version, 2nd edition, good through Ruby 1.8. (CP)


Pine, Chris. Learn to Program (2nd Edition). Raleigh, NC. The Pragmatic Bookshelf. 2004. ISBN: 978-1-93435-636-4. A great resource for learning and teaching Ruby. We started programming with Ruby in the Computer Programming I course. (CP)


Alice Programming


Dann, Wanda, et al. Learning to Program with Alice. Upper Saddle River, NJ: Pearson Education, Inc. 2006. ISBN 0-13-187289-3. Excellent beginning text, now in its second edition. Works with Alice 2.0 or 2.2. (CP)

Gaddis, Tony. Starting Out with Alice. Boston, MA: Pearson Education. 2008. ISBN 0-321-47515-1. Good text, recently cited for its collision detection methods. Now in a second edition, which I’ve not seen. I was a cited reviewer for the first edition. (CP)

Herbert, Charles W. An Introduction to Programming Using Alice. Boston, MA: Thomson Course Technology. 2007. ISBN 1-4188-3625-7. Good introduction to Alice. Includes some good material on flowcharting (no flames, please!). (CP)

Shelly, Gary B., et al. Alice 2.0: Introductory Concepts and Techniques. Boston, MA: Thomson Course Technology. 2007. ISBN 1-4188-5934-6. Highly visual textbook. (CP)

Game Theory, Gaming, and Other Interesting Resources

Fisher, Len. Rock, Paper, Scissors: Game Theory in Everyday Life. New York: Basic Books. 2008. ISBN 978-0-465-00938-1. An interesting and sometimes humorous examination of Game Theory. The story of Rock, Paper, and Scissors alone is fascinating! (CP)

Huizinga, Johan. Homo Ludens: A Study of the Play Element in Culture. Boston, MA: The Beacon Press. 1950. ISBN 978-0-8070-4681-4. The classic book on play. I actually read this during my journey towards an M.Ed. in 1975. (CP)

Johnson, Steven. Everything Bad is Good for You: How Today’s Popular Culture is Actually Making Us Smarter. New York: Riverhead Books. 2005, 2006. ISBN 1-59448-194-6. A good discussion of why current media is NOT bad for us! (CP)

McCloud, Scott. Understanding Comics: The Invisible Art. New York, NY: HarperPerennial. 1994. ISBN 0-06-097625. The visual part of games, the art, is sometimes overlooked by game makers. This book involves the reader in areas of style and content. (CP)

McGonigal, Jane, Reality is Broken: Why Games Make Us Better and How They Change the World. New York, NY:The Penguin Press. 2011. ISBN978-1-59420-285-8. Amazon.com says "Reality is Broken explains the science behind why games are good for us--why they make us happier, more creative, more resilient, and better able to lead others in world-changing efforts. But some games are better for us than others, and there is too much of a good thing." As a long-time gamer and educator, lots of statements in this book ring true. Education can learn from this! (CP)

Mlodinow, Leonard. The Drunkard’s Walk: How Randomness Rules our Lives. New York: Vintage Books. 2008. ISBN 978-0-307-27517-2. The use of randomness in games adds a measure of authenticity, and this is a great examination of an area we generally cover in computer science. (CP)

Salen, Katie (ed). The Ecology of Games: Connecting Youth, Games, and Learning. Cambridge, MA: The MIT Press. 2008. ISBN 978-0-262-69364-6. Essays on the value of games, especially as an educational tool. (CP)