You can't learn Production from a book, but, I do believe you can take inspiration and ideas from these three and I would recommend them to all Producers, no matter your level.
The "Hero's Journey" is a narrative pattern we have adopted from the film industry. Since then we try to create our narratives around it. I will explain why this is nonsense. Games create hero's journeys all by themselves - or they wouldn't be games.
This article is the beginning of the series in which we will describe the design and implementation of boss fights in X-Morph: Defense.
Continuing our study on replayability, it's time for a quick refresher on the difference between randomly and procedurally generated content.
The independent space since its inception has popularized modern retro design, but while many view it as an easy way to create a game, there is a lot more than just looking at the classics.
This is a hopefully human readable version of my second paper published in the Computer Games Journal. It's about the stats that have emerged from the Meeple Centred Design project with regards to game accessibility.