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Game Development

From the game loop and a first small game to engines, browser frameworks, multiplayer architecture, production and generative AI, game development as told through the free samples of the Leanpub books and courses about it.

Created from the free samples of 15 Leanpub books and the descriptions and tables of contents of 36 more books and courses, with every source cited.

Game development is the making of games, above all video games: the programming that makes a world update and draw itself many times a second, the design of rules worth playing by, the art, sound and animation, and the production work that gets a team to a finished thing. A book on simulations in the library gives the neatest definition of the object itself: a computer game is a simulation, a model of objects acting on one another over time, with one thing a simulation lacks, an internal goal that the player tries to advance.[13] Almost every programming book on the shelf starts from the same mechanism, the game loop, which runs over and over while the game is active, handling input, updating the world, playing audio and drawing the screen.[1]

The field is unusually broad in its tools. At one end are the large engines; one author observes that the three-dimensional blockbuster belongs to C++ and specialised engines.[2] At the other are small libraries, handheld consoles, and frameworks that run a game in a web page or assemble one without written code.[8] The library's shelf leans to the small end. Its largest single body of work is Stephen Gose's workbooks and courses on browser games, some two dozen titles on the Phaser and Construct frameworks; around them sit books on Unity, UNIGINE, Godot, Flutter and the Playdate console, a multiplayer architecture series planned at nine volumes of which three are here, and a newer group on what generative AI is doing to the work.

This article follows the subject from the first program outward: where to begin, the history, the game loop and a first game, engines and frameworks, browser games, design and the business of a game, multiplayer, production and tools, generative AI, and games used for learning. Its sources are the free samples of the Leanpub books and courses listed at the end, with the descriptions and tables of contents of those whose samples were not available, and every claim that rests on a source is cited to it.

Where to start

A reader who has never programmed has several ways in. Make Games for Playdate with Lua calls itself perfect for beginners: it teaches Lua by building small games for a handheld console, and the console is not needed, since its development kit includes a simulator.[1] From Player to Creator (2026) is written for school-age readers and follows one game from idea to publication in Godot.[21] Two short books build a dungeon game in plain Python in the terminal, Build Your Own RPG Dungeon Crawler in Python with no engine and no artwork,[22] and The Dragons Code as a first programming course for complete beginners, children and parents included;[23] Python - A Space Adventure teaches a first language through a story and ends with a small space game.[24] Those who would rather not write code can begin with the course Code-less Game Design Workshop, which assembles a ball-and-brick game in Construct,[51] and Minecraft-learn from scratch (2021) introduces programming ideas to children inside a game they already play.[14]

Programmers should pick by what they already know. Beginning Game Programming with Go assumes Go and no experience of games;[2] Unity for Software Engineers is for professional software engineers and skips the introductory C# that other Unity material begins with;[3] Forge2D and Flame with Flutter: Create 2D Physics Games From Scratch expects Flutter and Flame,[6] and Game Engine Foundations With C++ expects C++.[5] For JavaScript there is a course from the first variable, Using JavaScript OLOO in game development,[44] and the sixteen-lesson Phaser III Game Design Course Workshop (2019), which builds one browser game in Phaser 3.[43]

The books for working professionals are about architecture and people rather than a first game. Development & Deployment of Multiplayer Online Games Vol. I (2017) addresses intermediate and senior developers and technical decision-makers;[7] Gear Up, 2nd Edition (2018) is for teams and their leads;[18] Outlast the Tools is for producers;[11] Practical Python for Production under Pressure is for technical directors who already use Python and Qt;[12] and The Guide to Computer Simulations and Games (2018) is for trainers and educators and does not assume the reader can program.[13]

History

Video games began in research laboratories around 1960, reached the public through arcades and home consoles in the 1970s, and for two decades were written close to the hardware by small teams. Through the 1990s the reusable engine separated from the game built on it, and in the 2000s engines such as Unity and Unreal were licensed widely enough that a small studio, or one person, could ship a game. The web browser became a platform twice: first through Adobe Flash, and then, as Flash was withdrawn in the 2010s, through HTML5 and JavaScript frameworks.

The library's books carry traces of each stage. One is a case study of a text adventure its author wrote in 1986 in assembly language for a supercomputer's input and output subsystem.[15] The author of a Unity book began around 2003 with Game Maker, a two-dimensional engine, and returned years later to a scene he found greatly changed.[3] The browser-game collections include chapters on converting old Flash games to JavaScript,[35] and the Go book rebuilds, at small scale, an independent game of 2022 that started a style of its own.[2] A book on roguelikes notes that the form has lasted forty years.[22] The newest books record a harder moment: one cites an industry survey of 2026 in which 28 per cent of game professionals reported having been laid off in the previous two years.[11]

The game loop and a first game

A game differs from most programs in that it never waits: the loop runs every frame whether or not the player does anything. Make Games for Playdate with Lua introduces it by counting frames, then explains screen coordinates, with the origin at the upper left, and the build step that turns source code and assets into a file the console or its simulator can run. Its games grow from a version of table tennis to a turn-based role-playing game in the last two chapters, and it treats the console's limits in resolution, colour and input as an advantage for learning.[1] Beginning Game Programming with Go takes the same route for a programmer who wants no black boxes. It uses Ebitengine, a two-dimensional library that supplies a window, a loop, rendering, input and audio and deliberately nothing more, no editor, physics or scripting layer, and has the reader build the scene graph, camera, collisions and particles of one action game across fourteen chapters. Its case for Go is fast compilation, a single executable and easy cross-compilation, and its design chapter sets out exactly what the game being imitated does, down to weapons that fire by themselves so that the player's only job is to move.[2]

The smallest first games need no graphics at all. Build Your Own RPG Dungeon Crawler in Python builds a terminal game with a tile map, randomly generated dungeons, monsters and turn-based combat,[22] and The Dragons Code introduces each Python idea as a feature of its dungeon, lists for the inventory and functions for combat.[23] Python - A Space Adventure reaches a game loop, ship movement, collisions and sound only in its twelfth chapter.[24] Snake Game for the Web (2026) is a larger exercise, a worm game for the browser built in fourteen iterations with Node.js, a database and Docker, much of it the web application around the game.[25] Vibe Coding Video Games with Python (2026) asks a different question, whether someone with no knowledge can get such games from a language model by prompting: it has several models write Python imitations of classic titles and reports where they fall short.[26]

Engines and frameworks

An engine supplies what every game needs so that a team writes only what is particular to its own. The shelf has one book each on several, and two on how an engine is made.

Unity

Unity for Software Engineers explains the engine in a professional programmer's terms. Everything in a Unity game is organised into scenes, game objects, components, assets and prefabs. A scene is the largest unit, usually one level, though several can be loaded at once so that distant parts of a large world stay on disk; a game object may be a visible thing, a tree or a bullet, or an invisible one such as an inventory manager; objects nest, each positioned relative to its parent, so that moving a car moves its wheels; and what an object does comes from its components, a renderer to draw it, a collider to bound it, a script to take input. Later chapters map familiar practice onto the engine, dependency injection through its scriptable objects, asynchronous code, testing and the data-oriented entity system, and the last asks the engineer's characteristic question: is the reader developing a game or architecting systems?[3]

UNIGINE, Godot and Flame

3D Game and Graphics Programming using UNIGINE (2020) introduces UNIGINE 2, an engine for three-dimensional graphics, games and virtual reality. Its sampled chapter creates a first project and explains the choice of a development build that carries debugging information; the chapters that follow pair an editor project with a programming task, on nodes, materials, lighting, terrain, physics, pathfinding and shaders.[4] From Player to Creator uses Godot 4 and its author's own project, with advice on keeping a first idea small enough to finish and a bonus tutorial for a two-player game.[21] Forge2D and Flame with Flutter: Create 2D Physics Games From Scratch is about one layer only, the Forge2D physics engine used with the Flame game library on Flutter, which gives a two-dimensional game bodies, jumps and collisions without hand-written mathematics; it teaches through four small games, among them pinball and a platformer.[6]

Building an engine

Game Engine Foundations With C++ (2026) describes engine development as a combination of disciplines, graphics, physics, artificial intelligence, audio and software engineering, and goes through an engine one subsystem at a time: architecture and data-oriented design under real-time constraints, the rendering pipeline and shaders, input behind an abstraction layer, physics through an established library, and audio.[5] Its companion Advanced C++ Game Engine Systems continues with scripting, the entity-component system, animation and scene management, networking, debugging tools and deployment.[27] Both carry a publisher's note describing the editions as AI-crafted. For a reader who wants only the outline, How does computer science work? has one chapter among twenty-eight on how game engines work, from rendering pipelines to physics and game AI.[28]

Browser games with Phaser and Construct

Stephen Gose's books and courses share one method and one vocabulary. He separates game mechanics, the rules, logic and data of a game, from game mechanisms, the visible components a framework provides to display them, so that the same mechanics can be dressed in different artwork or moved to another framework.[8] Genres, in his account, are defined by a common challenge and not by content or medium, and single-player and multi-player are not genres but modes of delivery.[10] Each book then takes one framework and one kind of game.

Phaser

Phaser is a JavaScript framework for games that run in a web page. The entry points are two lesson-by-lesson courses that build a ball, paddle and brick game, Phaser Game Design Workshop Course for Phaser 2[42] and Phaser III Game Design Course Workshop for Phaser 3,[43] and Using JavaScript OLOO in game development, which teaches JavaScript as a language of objects linked to other objects rather than classes.[44] The prototyping workbooks, Phaser Game Prototyping[32] and Phaser III Game Prototyping,[33] build reusable components for avatars, movement, collisions, combat, tile maps and displays. The two starter kit collections give a chapter to each mechanic, among them match-three, memory, puzzle, tower defence and role-playing games: Phaser Game Starter Kit Collection for Phaser 2[34] and Phaser III Game Starter Kit Collection for Phaser 3.[35]

Single chapters are also published on their own. Role-playing games are covered by the course Making RPG Games with Phaser v2,[45] by "Walk-Thru Tutorial Series" - Blood Pit™ (IGM), which builds the same game twice, once in each version of the framework,[50] and by Making RPG Browser Games, in which the game is a front end fed by a content service.[36] Making Puzzle Browser Games builds a slider puzzle and a jigsaw from any picture;[49] Making Memory Matching Browser Games covers matching games of hidden pairs, open pairs and sequences, and a MahJong prototype;[37] Making Action-Arcade Browser Games adds design notes on human reaction time and handedness;[38] Making Phaser III Peg Solitaire Browser Games treats peg solitaire as one case of capturing by jumping;[46] and two courses take up genres seldom written about, dress-up games in Making Online Dress-UP Fashion Games[48] and quiz and dating games in Making Dating & Quiz Browser Games.[47] Most of these date from 2018 to 2021 and are tied to the versions of Phaser current then.

Construct and games without code

Construct is the code-less counterpart: the author's summary is that such a framework generates the JavaScript and leaves the maker to supply imagination and some logic.[8] The course Code-less Game Design Workshop builds one prototype in Construct 2, repeats it in Construct 3 and then shows that exchanging the artwork yields a different game.[51] Building Browser Game Prototypes presents the prototype as a quick way to test an idea before money is spent on it.[9] The genre workbooks follow: collapsing blocks in Building "Collapsing Blocks" Browser Games, which sets out the rules and data structure before the build;[39] board games of capture such as draughts and chess variants in Building Bump & Jump-to-Capture Browser Games, with a computer opponent;[10] military strategy on hexagonal maps in Building "Strategy" Browser Games;[40] and role-playing games in Building "Role Playing" Browser Games, with generated labyrinths, inventory, dialogue and quests.[41] Building Combat Engines for Browser Games treats combat as a part that can be exchanged: a set of stand-alone engines, some modelled on card games and slot machines, any of which can replace the roll of dice in an encounter.[8] Kiwi Game Design Workbook (2020) applies the same workbook form to another HTML5 framework, Kiwi.js.[31]

Design and the business of a game

The design books on the shelf are practical ones. Phaser Game Design Workbook frames making a game as product management, from the concept and the business questions through a design document to distribution and marketing, and has the reader develop a game of their own beside the author's rather than copy it.[30] The combat workbook argues that the earliest decision, what kind of game a studio builds, shapes every later one, and that games with open-ended possibilities have historically been the hardest to schedule.[8] On genre the same author is cautious: a genre does not sell a game, but it tells an audience what to expect, and a designer who strays too far from those expectations loses the audience while one who stays too close is overlooked.[10]

The multiplayer series begins its own account with the design document, read from the point of view of a game that many people will play at once.[7] The simulation guide supplies the vocabulary underneath: the simulation gives the player something to manipulate, the mechanic, and the need to raise a score supplies the conflict.[13] And the 1986 text adventure shows how far design can be compressed: the whole state of the game was sixteen yes-or-no facts, worked out on paper first.[15]

Multiplayer and online games

Development & Deployment of Multiplayer Online Games Vol. I exists, its author says, because the practices that work in multiplayer games are known in the industry and rarely published: senior developers at different companies would confess to doing things against every book and discover they were all doing the same. The series treats everything from social games to massively multiplayer shooters, and stock exchanges with them, as one family. All of them exchange packets over the Internet, any of which may be lost; all have in practice two transport protocols to choose from, UDP and TCP; and their servers and databases resemble one another more than their clients do, the differences lying chiefly in how much delay each kind of game can tolerate.[7] The second volume takes up what to build and what to reuse, including the dependence that comes with adopting an engine, and an event-driven architecture for the client;[16] the third covers server-side architecture, the database server and fault tolerance, and was published as a beta its author put at about 80 per cent complete.[17]

Making Multiplayer Online Games (2021) approaches the same subject for browser games, a JavaScript client talking to a server over WebSockets, and as a business to be run.[19] Identity, Authentication and Gaming (2025) covers one service every online game needs. A single-player game on one device may need no login, it notes, but once a game spans devices or is played with others, accounts and permissions have to be built, and the login is the front door to the game.[20]

Production, tools and teams

Gear Up, 2nd Edition collects more than a hundred practices contributed by veterans of game studios, on how teams work day to day, on coaching and leadership, on iterations and risk, and on the environment a studio provides.[18] Practical Python for Production under Pressure is about the tools behind the artists. Its author compares writing pipeline software for film and games to working in a pit crew, where getting the driver back out is the first priority, and defends Python for the purpose on grounds other than speed: flexibility, integration with the existing software, a low barrier to entry and ease of distribution. The sampled chapters are on frontline tools and the code debt they leave, on shipping a rough tool now and a proper one later, and on managing one's own workload.[12]

Generative AI and game work

The newest books are about what language models change. Outlast the Tools (2026) sets two tests for any use of AI in production, whether it makes the work better for the team and whether it makes the product better for players, and distinguishes both from productivity. Its concern is how judgement forms. A producer learns, it argues, through mistakes that are costly enough to teach and cheap enough to survive, made in junior roles under a senior's eye; layoffs have removed those roles from above while AI absorbs the same administrative and coordinating work from below, and the tools are used most by the executives who already have the judgement to assess what they return.[11] AI Workflow for Game Designers (2026) is the practical counterpart, a designer's manual for using a coding assistant task by task in systems design, combat, narrative, level design, balance and live operations, with chapters on cost and copyright.[29] Vibe Coding Video Games with Python supplies the experiment, and reports that its generated games are first levels only and not always complete.[26]

Games for learning

The Guide to Computer Simulations and Games is written on the principle that a racing driver should understand the car: people who commission or design educational games, its authors say, often know little about how such software works, and the book undertakes to explain how simulations and games are built so that they can be designed, used and evaluated better.[13] Minecraft-learn from scratch works from the other side, using an existing game as the classroom. It describes Minecraft as a sandbox with no set objectives, in which players set their own goals, and then teaches events, variables and loops through small projects inside it.[14]

Sources

Every source is a Leanpub book or course. The note after each says which part of it was read; where no sample was available, only the public description and table of contents were used.

  1. 1.
    Make Games for Playdate with Lua, Brett Chalupa: A fun introduction to game programming with Lua and the Playdate SDK Free sample: the introduction, the installation of the development kit and editor, and the first chapters on drawing text, the game loop and input. 2026. Free sample: PDF · EPUB
  2. 2.
    Beginning Game Programming with Go, Luigi Vanacore: A hands-on, project-based guide to 2D game development in Go Free sample: the introduction on Go and Ebitengine, the description of the game being built and of the one it imitates, and the start of chapter one. 2026. Free sample: PDF · EPUB
  3. 3.
    Unity for Software Engineers, Eyas Sharaiha: Mastering Game Development with Rigor and Best Practices (Early Access) Free sample: the table of contents, the introduction, chapter one on scenes, game objects and components, and the opening of a later chapter. 2025. Free sample: PDF
  4. 4.
    3D Game and Graphics Programming using UNIGINE, Rohit Gonsalves: C++, C#, and CG Artist perspective Free sample: chapter three, on creating a first project and the editor; chapters one and two are headings only. 2020. Free sample: PDF · EPUB
  5. 5.
    Game Engine Foundations With C++, gareth thomas: A Practical Guide for Modern C++ Developers Free sample: the preface and a detailed table of contents; no chapter text. 2026. Free sample: PDF
  6. 6.
    Forge2D and Flame with Flutter: Create 2D Physics Games From Scratch, Andrés Cruz Yoris: A practical guide to learning physics, collisions, momentum and movement in 2D games with Flame and Forge2D. Free sample: the front matter, foreword and chapter map, and a first experiment with two bodies. 2026. Free sample: PDF
  7. 7.
    Development & Deployment of Multiplayer Online Games Vol. I, 'No Bugs' Hare: GDD, Authoritative Servers, Communications Free sample: the front matter, the contents of its three chapters and the introduction on why the series was written and what it covers. 2017. Free sample: PDF
  8. 8.
    Building Combat Engines for Browser Games, Stephen Gose: Codeless Game Construction using Construct2 & Construct3 Free sample: the introduction to Part I, on the author's design system, what a combat engine prototype is, and game mechanics and mechanisms. 2026. Free sample: PDF · EPUB
  9. 9.
    Building Browser Game Prototypes, Stephen Gose: Codeless Game Construction using Construct2 & Construct3 Free sample: the front matter, the list of skills taught and the opening of chapter two; chapter one is withheld. 2026. Free sample: PDF · EPUB
  10. 10.
    Building Bump & Jump-to-Capture Browser Games, Stephen Gose: Codeless Game Construction Using Construct2 and Construct3 Free sample: the opening of Part I, on how game genres are defined, demand for abstract games and modes of delivery. 2025. Free sample: PDF · EPUB
  11. 11.
    Outlast the Tools, Rob Sandberg: A Game Producer's Field Guide to AI Free sample: the opening section on the two tests for an AI decision and the start of chapter one; the text carries draft markers. 2026. Free sample: PDF · EPUB
  12. 12.
    Practical Python for Production under Pressure, Alex Telford: Managing the insanity that is developing pipelines alongside a production at full speed Free sample: the introduction, why Python is used for pipelines, and chapters on frontline tools and managing workload. 2025. Free sample: PDF · EPUB
  13. 13.
    The Guide to Computer Simulations and Games, Katrin Becker, Jim Parker Free sample: the preface, on how games relate to simulations, who the book is for and how to use it. 2018. Free sample: PDF
  14. 14.
    Minecraft-learn from scratch, Satnam Singh Khanuja: THE WORLD IS YOURS FOR THE MAKING Free sample: the opening pages on what Minecraft is and why it is used with children. 2021. Free sample: PDF
  15. 15.
    Constraint-Based Design: An Unexpected Gateway to Understanding Modern LLM Architecture, Edward W. Barnard: The HPC Tradecraft Master Practitioner, Volume 3 Free sample: chapter one on the plan of the book and the game's design, and an appendix. 2026. Free sample: PDF · EPUB
  16. 16.
    Development and Deployment of Multiplayer Online Games, Vol. II., 'No Bugs' Hare: DIY, (Re)Actors, Client Arch, Unity/UE4/Lumberyard No sample: from the description and table of contents. 2017.
  17. 17.
    Development and Deployment of Multiplayer Online Games, Vol. III., 'No Bugs' Hare: Server Arch, Fault Tolerance, Pre-Coding No sample: from the description and table of contents. 2017.
  18. 18.
    Gear Up, 2nd Edition, Clinton Keith, Grant Shonkwiler: 100+ ways to grow your studio culture No sample: from the description alone; the table of contents is empty. 2018.
  19. 19.
    Making Multiplayer Online Games, Stephen Gose: A Game Development Workbook for any JavaScript Gaming Framework. No sample: from the description and table of contents. 2021.
  20. 20.
    Identity, Authentication and Gaming, Edited by Dan Moore No sample: from the description and table of contents. 2025.
  21. 21.
    From Player to Creator, Mack Hoh Choi: A Beginner's Guide to Making Your First Game in Godot No sample: from the description alone; the table of contents is empty. 2026.
  22. 22.
    Build Your Own RPG Dungeon Crawler in Python, Mike Gold: A Complete Roguelike Tutorial No sample: from the description and table of contents. 2026.
  23. 23.
    The Dragons Code, Rob Lear: Build Your Own Python Adventure Game No sample: from the description alone; the table of contents is empty. 2026.
  24. 24.
    Python - A Space Adventure, Chris Noring No sample: from the description and table of contents. 2025.
  25. 25.
    Snake Game for the Web, Jaakko Vanhala, Anssi Gröhn: Journey into Nodejs, HTML5, CSS3, MySQL & Docker No sample: from the description and table of contents. 2026.
  26. 26.
    Vibe Coding Video Games with Python, Michael Driscoll No sample: from the description and table of contents. 2026.
  27. 27.
    Advanced C++ Game Engine Systems, gareth thomas: Design Patterns ECS, Scripting, and Networking in C++ No sample: from the description and a table of contents that lists chapters 7 to 12. 2026.
  28. 28.
    How does computer science work?, Hela Ben Khalfallah: Answering 28 Key Questions Every Software Engineer Should Know No sample: from the description, which lists its 28 chapters; the index records no publication date.
  29. 29.
    AI Workflow for Game Designers, Min-Soo, Lee: No Fabricated Numbers — A Six-Month Field Manual for Claude Code, Prompts, Validation, and Production Memory No sample: from the description alone; the table of contents is empty. 2026.
  30. 30.
    Phaser Game Design Workbook, Stephen Gose: Game Product Management for the Phaser v2.x.x & v3.24+ Gaming Frameworks (6th Edition) No sample: from the description and table of contents. 2021.
  31. 31.
    Kiwi Game Design Workbook, Stephen Gose: Game development guide using HTML5 & JavaScript Game Frameworks No sample: from the description and table of contents. 2020.
  32. 32.
    Phaser Game Prototyping, Stephen Gose: Building 100s of games using HTML5 & Phaser.js Gaming Frameworks (6th Edition includes v2.x.x & v3.24+) No sample: from the description and table of contents. 2021.
  33. 33.
    Phaser III Game Prototyping, Stephen Gose: Building 100s of games using HTML and Phaser3 JavaScript Gaming Framework No sample: from the description and table of contents. 2021.
  34. 34.
    Phaser Game Starter Kit Collection, Stephen Gose: 16+ Classic Game Mechanics using Phaser v2 Gaming Framework No sample: from the description and table of contents. 2021.
  35. 35.
    Phaser III Game Starter Kit Collection, Stephen Gose: 16+ Classic Game Mechanics using Phaser.js III Gaming Framework. No sample: from the description and table of contents. 2022.
  36. 36.
    Making RPG Browser Games, Stephen Gose: Constructing Role-Playing Game "Content-as-a-Service" (CaaS) for Phaser.js Gaming Frameworks v3.x.x and v2.x.x. No sample: from the description and table of contents. 2021.
  37. 37.
    Making Memory Matching Browser Games, Stephen Gose: Creating "Concentration" Game Mechanics for Phaser.js Gaming Frameworks v3.x.x & v2.x.x No sample: from the description and table of contents. 2020.
  38. 38.
    Making Action-Arcade Browser Games, Stephen Gose: Casual Game Mechanics for Phaser.js Gaming Frameworks v3.x.x & v2.x.x No sample: from the description and table of contents. 2020.
  39. 39.
    Building "Collapsing Blocks" Browser Games, Stephen Gose: Codeless Game Construction using Construct2 & Construct3 No sample: from the description and table of contents. 2025.
  40. 40.
    Building "Strategy" Browser Games, Stephen Gose: Codeless Game Construction using Construct2 & Construct3 No sample: from the description and table of contents. 2025.
  41. 41.
    Building "Role Playing" Browser Games, Stephen Gose: Codeless Game Construction using Construct 2 or Construct 3. No sample: from the description and table of contents. 2026.
  42. 42.
    Phaser Game Design Workshop CourseCourse, Stephen Gose: Game Development Course using Phaser v2.x.x Gaming Framework. No sample: from the course description and lesson list. 2019.
  43. 43.
    Phaser III Game Design Course WorkshopCourse, Stephen Gose: Game Development Course using Phaser III (v3.5+) Gaming Framework. No sample: from the course description and lesson list. 2019.
  44. 44.
    Using JavaScript OLOO in game developmentCourse, Stephen Gose: Abandon OOP for Composition Game Development No sample: from the course description and lesson list. 2019.
  45. 45.
    Making RPG Games with Phaser v2Course, Stephen Gose: Game Starter Kit Course using Phaser v2 Gaming Frameworks No sample: from the course description and lesson list. 2018.
  46. 46.
    Making Phaser III Peg Solitaire Browser GamesCourse, Stephen Gose: A Phaser3 Starter Kit Tutorial for "Jump to Capture" Game Mechanics No sample: from the course description and lesson list. 2019.
  47. 47.
    Making Dating & Quiz Browser GamesCourse, Stephen Gose: A Phaser v2 Course for Dating & Quiz Game Mechanics No sample: from the course description and lesson list. 2018.
  48. 48.
    Making Online Dress-UP Fashion GamesCourse, Stephen Gose: A Game Recipe using Phaser v2.x.x & v3.16+ JS Gaming Frameworks. No sample: from the course description and lesson list. 2018.
  49. 49.
    Making Puzzle Browser GamesCourse, Stephen Gose: A Phaser v2 Course for Puzzle Game Mechanics No sample: from the course description and lesson list. 2018.
  50. 50.
    "Walk-Thru Tutorial Series" - Blood Pit™ (IGM)Course, Stephen Gose: Step-by-Step Game Recipe using HTML5 & Phaser v3.16+ or v2.x.x JS Gaming Frameworks. No sample: from the course description and lesson list. 2020.
  51. 51.
    Code-less Game Design WorkshopCourse, Stephen Gose: Game Development Course using Construct 2 & 3. No sample: from the course description and lesson list. 2025.

Further reading

Other books in the library on the same ground, not cited above.

  • League of Legends: theory and practice, Ilya Shpigor: The book about the fundamentals of League of Legends. A guide to playing League of Legends, from the psychology of learning to micromanagement and macromanagement; about playing a game, not making one. 2026.

This is an article created from the free samples of 15 Leanpub books and the descriptions and tables of contents of 36 more books and courses. We're building these articles to provide you, the Leanpub reader, with a good jumping-off point to discover more Leanpub books that are interesting and relevant to you. We never use material which is paid-only when building these articles: we only use material which is already free on Leanpub. However, Leanpub authors can opt out from inclusion in articles from their book settings page.

Updated November 2026.

In the Leanpub store: 100 books · 14 courses in the Game Development category · also filed under Gaming, AI Game Production, Animation

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