GAMEDEV, EXPLAINED BY CATS: What Cats Can Teach Us About Building Games, Working With People, and Getting Things Done
Language: English
Published by Leszek Lisowski, 2026
- Softcover
- New

Seller: California Books, Miami, FL, U.S.A.California Books
AbeBooks seller since October 27, 2023
Condition: New
£ 14.00
Quantity: Over 20 available
Add to basketSeller Inventory # I-9788398299107
- Title
- GAMEDEV, EXPLAINED BY CATS: What Cats Can Teach Us About Building Games, Working With People, and Getting Things Done
- Author
- Lisowski, Leszek
- Publisher
- Leszek Lisowski
- Publication year
- 2026
- Condition
- New
- Binding
- Soft cover
- Language
- English
- ISBN 10
- 839829910X
- ISBN 13
- 9788398299107
You know how to do your job.
But do you always understand why the project around you works the way it does?
Why does a promising feature suddenly get cut? Why does scope keep growing when the schedule is already tight? Why can something be “done” and still return weeks later? Why do three people sometimes leave the same meeting with three different ideas of what was decided?
When you are new to game development, situations like these can feel random.
They usually follow familiar patterns.
Game projects repeatedly struggle with unclear priorities, hidden constraints, too much work in progress, weak ownership, unmanaged risk, shifting scope, overloaded teams, and decisions that never become truly explicit.
Cats happen to be very good at dealing with uncertain environments.
They map the territory before moving quickly. They learn the boundaries. They test unfamiliar surfaces before committing their weight. They conserve energy, ignore distractions, protect their space, and know when a chase is no longer worth the effort.
Those behaviors make surprisingly useful mental models for building games.
Gamedev, Explained by Cats is a practical guide to game production, project management, teamwork, and personal organisation built around seventeen memorable lessons inspired by feline behavior.
It is written for junior and early-mid game developers, producers, designers, programmers, artists, QA, coordinators, first-time leads, feature owners, and anyone beginning to take more responsibility for how work gets organised.
You do not need to be a producer or project manager to benefit from it.
If you understand your craft but want a clearer mental model for how scope, priorities, risk, capacity, ownership, communication, milestones, and shipping fit together, this book is for you.
Inside, you will learn how to:
• turn project vision into a practical decision filter
• recognize constraints and risks before they become expensive
• prioritize work and control scope without heavy process
• understand why too much work in progress slows teams down
• plan capacity with room for uncertainty
• use prototypes, playtests, and vertical slices to reduce risk early
• make milestones answer real questions instead of simply marking dates
• create clearer ownership, communication, and decision-making
• protect focus and recognise when further iteration stops paying off
• prepare a project for release with clear responsibilities and fewer surprises
Each chapter begins with a recognisable piece of cat behaviour, connects it to a realistic game-development problem, explains what is happening underneath the surface, and ends with one small action you can use in your own work.
There is no large management framework to memorise.
The ideas are deliberately lightweight: practical questions, rules, habits, and mental models designed to help you recognize patterns faster when production gets messy.
Map the territory before you run.
Know where the boundaries are.
Keep an exit route.
Do not chase every toy.
Finish the hunt you already started.
Test the surface before committing your full weight.
Know where you need to land.
These patterns help you move beyond completing your own tasks and start understanding how the entire project behaves.
That means better questions, earlier warning signs, clearer decisions, and a stronger understanding of how professional game development actually works.
Although the examples come from game development, many of the same principles apply to project managers, software teams, creative teams, startups, and anyone coordinating complex work with limited time, limited people, and changing priorities.
Gamedev, Explained by Cats gives you seventeen practical lessons small enough to remember and useful enough to apply the next working day.
"Synopsis" may belong to another edition of this title.
California Books
Miami, FL, U.S.A.
AbeBooks seller since October 27, 2023
Shipping rates within U.S.A.
| Item | 3 to 7 business days | 2 to 5 business days |
|---|---|---|
| First item | £ 0.00 | £ 9.06 |
Payment methods
Store description
We have 20 years experience selling books worldwide! Friendly customer support. Your satisfaction guaranteed!
Specialty
All authorized categoriesSeller's business information
Miramar International Services LLC
FL, U.S.A.
Right of withdrawal
If you are a consumer you can withdraw from the contract in accordance with the following. Consumer means any natural person who is acting for purposes which are outside his trade, business, craft or profession.
Information regarding the right of withdrawal
Statutory right to withdraw
You have the right to withdraw from this contract within 14 days without giving any reason.
The withdrawal period will expire after 14 days from the day on which you acquire, or a third party other than the carrier and indicated by you acquires, physical possession of the last good or the last lot or piece.
To exercise the right of withdrawal, electronically fill in and submit a clear statement on our website, under "My Purchases" in "My Account". We will communicate to you an acknowledgement of receipt of such a withdrawal on a durable medium (e.g. by e-mail) without delay.
To meet the withdrawal deadline, it is sufficient for you to send your communication concerning your exercise of the right of withdrawal before the withdrawal period has expired.
Effects of withdrawal
If you withdraw from this contract, we will reimburse to you all payments received from you, including the costs of delivery (except for the supplementary costs arising if you chose a type of delivery other than the least expensive type of standard delivery offered by us).
We may make a deduction from the reimbursement for loss in value of any goods supplied, if the loss is the result of unnecessary handling by you.
We will make the reimbursement without undue delay, and not later than 14 days after the day on which we are informed about your decision to withdraw from this contract.
We will make the reimbursement using the same means of payment as you used for the initial transaction, unless you have expressly agreed otherwise; in any event, you will not incur any fees as a result of such reimbursement.
We may withhold reimbursement until we have received the goods back, or you have supplied evidence of having sent back the goods, whichever is the earliest.
You shall send back the goods or hand them over to California Books, Fort Wayne, Indiana, U.S.A., without undue delay and in any event not later than 14 days from the day on which you communicate your withdrawal from this contract to us. The deadline is met if you send back the goods before the period of 14 days has expired. You will have to bear the direct cost of returning the goods. You are only liable for any diminished value of the goods resulting from the handling other than what is necessary to establish the nature, characteristics and functioning of the goods.
Exceptions to the right of withdrawal
The right of withdrawal does not apply to:
- The delivery of newspapers, journals or magazines with the exception of subscription contracts; and
- The supply of digital content which is not supplied on a tangible medium (e.g. on a CD or DVD) if you accepted when you placed your order that we could start to deliver it, and that you could not withdraw once delivery had started.