Aaron A. Reed. 50 Years of Text Games (2023).

Aaron Parecki. An IndieWeb reader: My new home on the internet (2018).

Alan Turing. Computing Machinery and Intelligence (1950).

Alekséi Pázhitnov. Tetris (1984).

Andy Hunt, Dave Thomas. The Pragmatic Programmer: your journey to mastery (2019).

Antoine Bello. Elogio de la pieza ausente (1998).

Ben Moseley, Peter Marks. Out of the Tar Pit (2006).

Benjamin Mako Hill. How markets coopted free software’s most powerful weapon (2018).

Billy Wilder, Raymond Chandler. Double Indemnity (1944).

Bitmap Books. A Guide to Japanese Role-Playing Games (2021).

Bitmap Books. The Art of Point-and-Click Adventure Games (2018).

Bob Mackey. Day of The Tentacle (2023).

Brian Moriarty. Loom (1990).

Camille Fournier. The Manager’s Path: A Guide for Tech Leaders Navigating Growth and Change (2017).

Carson Gross. The Grug Brained Developer: A layman’s guide to thinking like the self-aware smol brained (2022).

Charity Majors. Friday Deploy Freezes Are Exactly Like Murdering Puppies (2019).

Chris Roberts. Wing Commander (1990).

Christopher Alexander. A Pattern Language: Towns, Buildings, Construction (1977).

Cristina Videira Lopes. Exercises in Programming Style (2014).

Dan McKinley. Choose Boring Technology (2015).

David B. Fox. Zak McKracken and the Alien Mindbenders (1988).

David Foster Wallace. Algo supuestamente divertido que nunca volveré a hacer (1997).

David Graeber. On the Phenomenon of Bullshit Jobs: A Work Rant (2013).

David Kushner. Masters of Doom (2003).

David Lynch. Twin Peaks (1990).

David Lynch. Lost Highway (1997).

David Lynch. Inland Empire (2006).

David Parnas. Software Aging (1994).

Donald E. Knuth. Literate Programming (1984).

Douglas Crockford. JavaScript: The Good Parts (2008).

Duffer Brothers. Stranger Things (2016).

Eric S. Raymond. The Art of Unix Programming (2003).

Eric S. Raymond. The Cathedral and the Bazaar: Musings on Linux and Open Source by an Accidental Revolutionary (1999).

Fabien Sanglard. Game Engine Black Book: Wolfenstein 3D (2017).

Felipe Pepe. The CRPG Book: A Guide to Computer Role-Playing Games (2019).

Fred Brooks. The Mythical Man-Month: Essays on Software Engineering (1975).

Fred Brooks.. No Silver Bullet: Essence and Accidents of Software Engineering (1987).

Fred Hébert. The Zen of Erlang (2016).

Fred Hébert. Erlang in Anger: A Survival Guide to the Erlang Ecosystem (2014).

Fred Hébert. Learn You Some Erlang for Great Good! (2013).

Gabrielle Zevin. Tomorrow, and Tomorrow, and Tomorrow (2022).

Gary Gygax, Dave Arneson. Dungeons & Dragons (1974).

George Lucas. Star Wars (1977).

Georges Perec. La vida: instrucciones de uso (1978).

Graham Nelson. The Craft of Adventure (1995).

Harry R. Lewis. Ideas That Created the Future (2021).

J.R.R. Tolkien. The Lord of the Rings (1954).

James Cameron. Terminator 2: Judgment Day (1991).

James Hamilton. On Designing and Deploying Internet Scale Services (2007).

Jamie Tanna. The IndieWeb Movement: Owning Your Data and Being the Change You Want to See in the Web (2019).

Jason Schreier. Blood, Sweat, and Pixels: The Triumphant, Turbulent Stories Behind How Video Games Are Made (2017).

Jimmy Maher. The Digital Antiquarian (2011-).

Joel Coen, Ethan Coen. A Serious Man (2009).

Joel Coen, Ethan Coen. Barton Fink (1991).

John Ousterhout. A Philosophy of Software Design (2018).

Jordan Mechner. Prince of Persia (1989).

Jorge Luis Borges. Textos cautivos (1986).

Jorge Luis Borges. Otras inquisiciones (1952).

Juan Forn. La tierra elegida (2017).

Juan Forn. El hombre que fue viernes (2012).

Juan Forn. Buenos Aires (1992).

Juan Forn. Nadar de noche (1991).

Juan Forn. Yo recordaré por ustedes (2021).

Juan José Saer. Glosa (1986).

Juan José Saer. La pesquisa (1994).

Juan José Saer. La mayor (1976).

Juan José Saer. Cicatrices (1969).

Junko Kawano. Suikoden II (1998).

L. Peter Deutsch. Fallacies of Distributed Computing (1994).

Lucas Pope. Return of the Obra Dinn (2018).

Maggie Appleton. Home-Cooked Software and Barefoot Developers (2024).

Maggie Appleton. A Brief History & Ethos of the Digital Garden (2020).

Marianne Bellotti. Kill It with Fire (2021).

Mario Levrero. La novela luminosa (2005).

Mario Levrero. El discurso vacío (1996).

Mark Richards, Neal Ford. Fundamentals of Software Architecture: An Engineering Approach (2020).

Martin Kleppmann. Designing Data-Intensive Applications: The Big Ideas Behind Reliable, Scalable, and Maintainable Systems (2017).

Martin Kleppmann, Adam Wiggins, Peter van Hardenberg, Mark McGranaghan. Local-first software: You own your data, in spite of the cloud (2019).

Martín Zariello. En realidad quería hablar de otra cosa (2014).

Michael T. Nygard. Release It! (2017).

Michael Toy, Glenn Wichman, Ken Arnold. Rogue (1980).

Mike Caulfield. The Garden and the Stream: A Technopastoral (2015).

Mike Masnick. Protocols, Not Platforms: A Technological Approach to Free Speech (2019).

Nat Bennett. Why you need a “WTF Notebook” (2021).

Nathan Altice. I Am Error: The Nintendo Family Computer / Entertainment System Platform (2017).

Oliver Burkeman. Treat your to-read pile like a river, not a bucket (2023).

Paul Chiusano. The Problematic Culture of ‘Worse is Better’ (2014).

Paul Graham. Hackers and Painters: Big Ideas from the Computer Age (2004).

Pekka Himanen. The Hacker Ethic and the Spirit of the Information Age (2001).

Peter Naur. Programming as Theory Building (1985).

Peter Seibel. Coders at Work: Reflections on the Craft of Programming (2009).

Randall Koutnik. Implementers, Solvers, and Finders (2016).

Raymond Chandler. Cartas y ensayos selectos (2013).

Raymond Chandler. The Big Sleep (1939).

Raymond Queneau. Exercises in Style (1947).

Reyan Ali. NBA Jam (2019).

Rich Hickey. Simple Made Easy (2011).

Richard P. Gabriel. The Rise of Worse is Better (1991).

Robert Nystrom. Crafting Intrepreters (2021).

Roberta Williams, Ken Williams. King’s Quest (1984).

Roberta Williams, Ken Williams. Mystery House (1980).

Roberto Bolaño. Entre paréntesis (2004).

Roberto Bolaño. 2666 (2004).

Ron Gilbert. The Secret of Monkey Island (1990).

Ron Gilbert. Grumpy Gamer (2004).

Ron Gilbert. Thimbleweed Park (2017).

Ron Gilbert. Maniac Mansion (1987).

Ron Gilbert. Why adventure games suck (1989).

Sam Newman. Building Microservices: Designing Fine-Grained Systems (2015).

Saša Jurić. Clarity (2021).

Stephan Schmidt. Radical Simplicity in Technology (2021).

Stephen King. The Stand (1978).

Steven Spielberg. Jurassic Park (1993).

Steven Spielberg. Indiana Jones and the Last Crusade (1989).

Surma. Ditherpunk — The article I wish I had about monochrome image dithering (2021).

Tanya Reilly. Being Glue: A Guide to the Craft of Soft Skills (2022).

Tanya Reilly. The Staff Engineer’s Path (2022).

Tanya Short, Tarn Adams. Procedural Generation in Game Design (2017).

Tim Schafer. Grim Fandango (1998).

Tim Schafer. Full Throttle (1995).

Tim Schafer. Double Fine Adventure (2012).

Tim Schafer. PsychOdyssey (2023).

Tim Schafer, Dave Grossman. Day of the Tentacle (1993).

Tom DeMarco, Timothy Lister. Peopleware: Productive Projects and Teams (1987).

Tracy Kidder. The Soul of a New Machine (1981).

Tristan Donovan. It’s All a Game: The History of Board Games from Monopoly to Settlers of Catan (2017).

Tristan Donovan. Replay: The History of Video Games (2010).

Various. The Paris Review Interviews (2006).

Vlad Khononov. Balancing Coupling in Software Design (2024).

Vlad Khononov. Learning Domain-Driven Design (2021).

Vladimir Khorikov. Unit Testing: Principles, Practices, and Patterns (2020).

Vladimir Mayakovsky. Mi Descubrimiento de América (1925).

Walter Isaacson. The Innovators (2014).

Will Larson. Staff Engineer: Leadership beyond the management track (2021).

Will Wright. The Sims (2000).

William Crowther, Don Woods. Colossal Cave Adventure (1976).

Yanis Varoufakis. Technofeudalism: What Killed Capitalism (2023).

Zachary Tellman. Elements of Clojure (2018).

Zachary Tellman. Explaining Software (2024).