An Architectural Approach to Level Design | 5 | - | |
| 4.5 | - | |
Mazes for Programmers: Code Your Own Twisty Little Passages | 5 | - | |
Sid Meier's Memoir!: A Life in Computer Games | 4.06 | - | |
Educational Game Design Fundamentals: A Journey to Creating Intrinsically Motivating Learning Experiences | 0 | - | |
The Gamer's Brain: How Neuroscience and UX Can Impact Video Game Design | 0 | - | |
Masters of Doom: How Two Guys Created an Empire and Transformed Pop Culture | 4.19 | - | |
Blood, Sweat, and Pixels: The Triumphant, Turbulent Stories Behind How Video Games Are Made | 4.08 | - | |
Replay - Tristan Donovan
- Richard Garriott
| 3.75 | - | |
| 3.71 | - | |
The Gulag Archipelago 1918–1956 - Aleksandr Solzhenitsyn
- Thomas P. Whitney
- H.T. Willetts
| 4.13 | - | |
| 4.41 | - | |
How to Win Friends and Influence People | 3.95 | 3.0 | |
How to Win Friends and Influence People in the Digital Age | 3.87 | - | |
Good strategy, bad strategy the difference and why it matters | 5 | - | |
Forensics: What Bugs, Burns, Prints, DNA, and More Tell Us About Crime | 4 | - | |
| 4 | - | |
| 4.11 | - | |
| 4.19 | - | |
Sprint: How to Solve Big Problems and Test New Ideas in Just Five Days | 4.13 | - | |
The Non-Designer's Design Book | 4.25 | - | |
| 5 | - | |
A Brief History of Motion | 3 | - | |
An Edible History of Humanity | 3.38 | - | |
| 3.85 | 5.0 | |
Nothing to Envy: Ordinary Lives in North Korea | 4.48 | - | |
| 3.55 | - | |
| 4.25 | - | |
| 3.74 | - | |
| 4.26 | - | |
| 4.12 | - | |
| 4.06 | - | |
| 4.32 | - | |
Books of Blood, Volume One | 3.83 | - | |
| 0 | - | |
Books of Blood, Volume Three | 3.89 | - | |
The Haunting of Hill House | 3.74 | - | |
| 4.1 | - | |
| 3.86 | - | |
| 3.74 | - | |