Next-Gen has compiled a list of the 50 books from which everyone in the game industry could learn something. Game designer and author Ernest Adams’s list covers game design theory to histories of games companies to sociological texts to novels. The list is divided into twelve categories, including theory, design practice, graphic design, online community, and inspirations.
In Books | No Comments »

This simulation, developed by Harvard Business School professor Rogelio Oliva, analyzes the service capability of organizations with experienced and inexperienced staff. Many service organizations rely on specific skill sets that need to be developed through apprenticeship and on the job training. Under these circumstances, personnel development consumes a significant fraction of organizational resources and limits the organization’s growth rate. This simulator permits to assess the impact of different growth scenarios on the service capability (productivity) in this type of organizations.
In User Created Sims | No Comments »
The Art of Computer Game Design is a book that was written in 1982 by game design guru Chris Crawford. Crawford worked as a game designer for Atari in the 70s and is the author of Balance of Power, a bestselling game. The orginal book has been out of print for years, but this link will take you to a downloadable .PDF copy of the book. Crawford includes six precepts for computer game design that are still true, twenty years after the original text was written. The precepts include: Go ...
In Books | No Comments »
New Yorker author Malcolm Gladwell reviews the book "Live from New York" which analyzes the extraordinary creativity and talent emerging from the early days of the popular U.S. TV program "Saturday Night Live". Gladwell explains that innovation is found in groups: that it tends to arise out of social interaction—conversation, validation, the intimacy of proximity, and the look in your listener's eye that tells you you're onto something.
In News and Links | No Comments »

This animated simulation, developed by a German biomotion lab, demonstrates what biologically and socially relevant information is conveyed in walking patterns. You can change the biological properties, personality, and emotions of a simulated walker.
In News and Links | No Comments »