Process

The Studio Reading List: What We Send New Clients

A short reading list for founders starting a game project, organised by what it helps you do, plus what we deliberately leave off and why.

Vectra Play 6 min read
A stack of books

The reading that helps a founder most covers three areas: how games are designed, how production actually works, and how the mobile market behaves commercially. A short list read properly beats a long one skimmed. What follows is organised by what each part helps you do rather than by format.

Why this matters

Founders starting their first game usually read either everything or nothing, and both leave gaps.

The useful goal is not expertise. It is enough shared vocabulary to have a productive conversation with a studio, and enough context to recognise when something is going wrong.

That is a small amount of reading, provided it is the right small amount.

How to use this list

Three rules make it worth the time.

  1. Read for vocabulary, not answers. The value is being able to name what you are looking at.
  2. Read one thing per area before starting, and the rest as questions arise.
  3. Skip anything not matching your genre. Advice from a different kind of game is frequently the opposite of what you need.

The point of reading is to shorten conversations, not to replace them.

Books on design

Look for books covering three specific topics.

Game feel. Material on how moment-to-moment interaction is constructed. This is the area where founder vocabulary is weakest and where it matters most in reviews, because "it feels off" is unactionable and the language to be specific is learnable. The practical version is in Why Juice Sells.

Design fundamentals. A general text on how games are structured: loops, goals, feedback, and difficulty. One is enough, and reading a second adds little.

Player psychology and motivation. Useful for understanding retention design rather than manipulating it, and it makes the mechanics in Three Retention Mechanics Worth Stealing legible rather than arbitrary.

Choose recent editions where mobile is treated as a first-class platform. Older texts often assume console or PC economics, which changes most of the conclusions.

Books and posts on production

The area founders underestimate.

Project management for creative work. Anything on scheduling under uncertainty, milestone structure, and scope control. The general principles transfer well.

Post-mortems. The most useful production reading available and it is free. Studios publish detailed accounts of what went wrong, and reading several from your genre is worth more than any single book.

Read post-mortems for the production sections rather than the design ones. The design sections tell you what worked for that specific game; the production sections describe failures that repeat across every project.

Studio blogs on process. How other teams run reviews, handle feedback, and structure milestones. Practical and specific.

Newsletters and podcasts worth the time

For the commercial layer, which changes too quickly for books.

Source typeWhat it gives you
Mobile games industry newslettersMarket movement, publisher news, and monetisation trends
Analytics and benchmark reportsCurrent numbers, though always check the methodology
Games business podcastsLonger analysis of why titles succeeded or failed
Developer devlogsGround-level detail on how things are actually built

Two cautions. Benchmark reports vary in method, so read how a number was produced before using it. And industry commentary skews toward large titles, so weight it accordingly if you are building something small.

Subscribe to two, not ten. The value is in following a consistent view over months rather than sampling everything.

Talks we send new clients

Conference talks are the highest-density format available, and most of the good ones are free.

Look for three kinds.

Prefer talks by people who shipped the specific thing being discussed, and prefer specific case studies over general advice. A talk about one game's economy is more useful than a talk about economies.

What we deliberately leave off

Being direct about this, because it saves time.

Programming tutorials, unless you intend to build it yourself. Understanding how a system is implemented rarely helps you make better decisions about it.

Engine documentation. Reference material for people writing code, and not a useful read for a founder.

Anything promising a formula for a hit. If a repeatable formula existed, it would stop working the moment it was published.

Marketing books written for other industries. Mobile game acquisition is specific enough that general marketing advice misleads more than it helps.

Long design texts aimed at large productions. Excellent books, wrong scale. A first mobile title has different constraints from a hundred-person production.

The short version of the list

If you only read four things before starting:

  1. One book on game feel, for vocabulary you will use in every review.
  2. Three post-mortems from games in your genre, for production reality.
  3. One current market overview, for commercial context.
  4. One design teardown talk, for how experienced people think about systems.

That is a few evenings, and it covers most of what makes the first three months easier.

What we would do

Read the game feel material first. It is the fastest improvement to how useful your feedback is, and better feedback improves everything downstream.

Read post-mortems continuously rather than in a batch. One a month keeps production reality present without becoming a project of its own.

Then write down what you disagree with. The parts you push back on are the ones you have actually thought about, and they are usually the start of a genuinely useful conversation with your studio.

The short version

Pick one book on game feel and three post-mortems in your genre this month. If you would like our current specific recommendations for your genre, ask us.

Related reading: Where to Find Reference Games Worth Studying, How to Give Feedback on Game Builds, and Client Role During Game Development.

#Tools#Process#Design#Clients
Your turn

Got a game idea? We build it.

You bring the concept. We design, build, test and launch it, and you own 100% of the finished game.

Share Your Game Idea  →