The 3D Handbook
Reference Reference shelfPage 247 of 248 on the reading route
Reference

Books

A short shelf of books worth owning as a 3D, environment or level artist, from architecture and urban design (Totten, Ching, Lynch) to painting light and colour (Gurney), design and usability (Norman, Fullerton, Schell), rendering (Real-Time Rendering) and studio art books, each with verified edition details and a note on why it matters.

referencebooksfundamentalslevel-designenvironment-art

Talks and breakdowns show how studios work today; books explain the ideas underneath, and they age much more slowly. This shelf is deliberately short: a few books on space and architecture, light and colour, design and usability, rendering, and studio art. Each entry gives the edition that was checked for this page and why it matters to a 3D, environment or level artist.

Editions change. The details below come from publisher pages or library catalogue records; check for a newer edition before you buy.

#How to read an art or design book as a 3D artist

  • Read with a scene open. After each chapter, change one thing in a current blockout or scene because of it.
  • Translate to your medium. Architecture books talk about buildings, painting books about canvas. Ask what the idea becomes in a level the player walks through, under real-time light.
  • Keep a page of rules you have tested. A principle you have tested is more useful than many you have only highlighted.
  • Second-hand is fine. For fundamentals, an older edition usually teaches the same ideas.

#Space, architecture and the city

The most useful books for level and environment artists are often not about games at all.

Christopher W. Totten: An Architectural Approach to Level Design (2nd edition)
A K Peters/CRC Press, 2019, ISBN 9780815361367. Described by its publisher as "one of the first books to integrate architectural and spatial design theory with the field of level design", covering spatial layout, how space can evoke emotion, tutorial levels and procedural generation, with chapter exercises. Totten also wrote on prospect and refuge for Game Developer. A good first book for layout and flow. Intermediate, paid.
BookIntermediatePaid

#Light, colour and drawing

Painting and drawing books teach the eye that 3D tools assume you already have.

#Design, usability and players

Environment art has to be read and used by players. These books explain how.

Tracy Fullerton: Game Design Workshop (5th edition)
subtitled "A Playcentric Approach to Creating Innovative Games"; the 5th edition was published by A K Peters/CRC Press on 18 April 2024 (ISBN 9781032607009), following the 4th edition (Taylor & Francis, 2018). Chapter 12 covers team structures. A game design textbook built around the "playcentric" approach of its subtitle; useful for artists who want to understand the design side of a team and playtesting spaces. Beginner, paid.
BookBeginnerPaid

#Rendering and technical art

For artists who want to understand what the engine does with their work.

Akenine-Möller et al.: Real-Time Rendering (4th edition)
A K Peters/CRC Press, 1,198 pages, ISBN 978-1138627000, by Tomas Akenine-Möller, Eric Haines, Naty Hoffman, Angelo Pesce, Michał Iwanicki and Sébastien Hillaire. The book's website offers two chapters and two appendices "only online, for free", per-chapter resource links and a list of free graphics books. The reference behind physically based rendering, texture formats, compression and mipmaps, level of detail and shaders for artists. Advanced, paid (free online chapters).
WebAdvancedFreePaid

#Studio art books

"Art of" books collect a production's art, often with commentary from the team. They show the visual target the team built towards, which a technical breakdown rarely does.

When choosing other art books, prefer those with environment concept art and creator commentary over collections of character renders. Read them next to the game's own breakdowns: the book shows the target, the breakdown shows the method.

#Further reading and watching

References

  1. Christopher W. Totten · An Architectural Approach to Level Design, Second Edition · A K Peters/CRC Press (Routledge catalogue page), 2019 · book · accessed 2026-10-21
  2. Christopher W. Totten · Designing Better Levels Through Human Survival Instincts · Game Developer, 2011 · article · accessed 2026-10-21
  3. Francis D. K. Ching · Architecture: Form, Space, & Order (Fourth edition) · Open Library catalogue record, ISBN 9781118745083, 2015 · book · accessed 2026-10-21
  4. Kevin Lynch · The Image of the City · The M.I.T. Press (Open Library catalogue record, ISBN 9780262620017) · book · accessed 2026-10-21
  5. Wikipedia contributors · The Image of the City · Wikipedia, 2026 · web · accessed 2026-10-21
  6. The Level Design Book · Shape and color psychology · The Level Design Book · web · accessed 2026-10-21
  7. James Gurney · Color and Light: A Guide for the Realist Painter · Andrews McMeel Publishing (Open Library catalogue record, ISBN 9780740797712), 2010 · book · accessed 2026-10-21
  8. Chris Solarski · Drawing Basics and Video Game Art: Classic to Cutting Edge Art Techniques for Winning Game Design · Watson-Guptill (Open Library catalogue record, ISBN 9780823098477), 2012 · book · accessed 2026-10-21
  9. Don Norman · The Design of Everyday Things (Revised and Expanded Edition) · Basic Books (Open Library catalogue record, ISBN 9780465050659), 2013 · book · accessed 2026-10-21
  10. Don Norman · Signifiers, not affordances · jnd.org (first published in ACM Interactions 15(6)), 2008 · article · accessed 2026-10-21
  11. Tracy Fullerton · Game Design Workshop: A Playcentric Approach to Creating Innovative Games, 5th Edition · A K Peters/CRC Press, 2024 · book · accessed 2026-10-21
  12. Tracy Fullerton · Game Design Workshop: A Playcentric Approach to Creating Innovative Games, Fourth Edition · Taylor & Francis Group (Open Library catalogue record, ISBN 9781138098770), 2018 · book · accessed 2026-10-21
  13. Jesse Schell · The Art of Game Design: A Book of Lenses, Third Edition · A K Peters/CRC Press (Open Library catalogue record, ISBN 9781138632059), 2019 · book · accessed 2026-10-21
  14. Tomas Akenine-Möller, Eric Haines, Naty Hoffman, Angelo Pesce, Michał Iwanicki, Sébastien Hillaire · Real-Time Rendering, Fourth Edition (book website) · A K Peters/CRC Press · book · accessed 2026-10-21
  15. Naughty Dog · The Art of the Last of Us Part II HC · Dark Horse Books, 2020 · book · accessed 2026-10-21

Last updated 2026-10-22