<em>Automate the Boring Stuff with Python</em> by Al Sweigart and <em>Python Playground: Geeky Projects for the Curious Programmer</em> by Mahesh Venkitachalam are two good choices to start with.
They both use project-based approaches to learning Python and getting practice.
I'd suggest starting with Automate the Boring Stuff because it's intended to be more beginner-friendly than Python Playground. Then once you complete the first book, move on to the second.
Using those two in tandem should give you a good stream of projects to work on to become more familiar with Python.
It was originally for board games, but the textbook Rules of Play is so foundational to the creation of the language used to talk about games I can't justify not having it on a designer's shelf
If you're looking for a book, you might check out Rules of Play, although it's a bit more centered around general game design theory, it's a pretty good read.
I tend to forget to come back to saved videos, or just don't know what I don't know, so Adobe's Classroom in a Book series has been helpful reference material.
You can buy this book it's full of every aspect of Adobe illustrator
Photoshop is an entirely different set of skills - a totally different thing- than learning to draw on paper. Illustrator is the adobe drawing program, and also very different than drawing on paper. Illustrator is something you need a https://www.amazon.com/Adobe-Illustrator-Classroom-Book-Release-ebook/dp/B07L9CXPCK classroom in a book guide to learning, or you have to take a class. You'll never figure it out. If you're wanting to learn gaming environments, look up artists who do this for a living and shoot them an e-mail, asking what is most useful. I promise a lot of them will write back. People like mentoring and giving advice, and they're flattered when you ask. Photoshop is an essential tool for gaming environment building, and it is one among a few that you should learn. The more skills you have, the better. If ever the question, "Should I learn... " comes up in your life, the answer is "yes."
I don’t know of one specific resource I’d recommend but the best method I found for myself when learning Illustrator was to use books and YouTube tutorials to learn the basics. Once I got comfortable I found art that I liked from places like Dribbble and Behance and tried to recreate it for practice. If I got stuck, I’d hop on YouTube or forums to find the answers I needed. Just practice and take time to learn shortcuts so your process becomes more efficient.
This was the book I used when I was first starting out. It’s a little updated now but still a lot of useful/relevant info:
https://www.amazon.com/dp/0321562909/ref=cm_sw_r_cp_api_NIdPAbBMCDR76
I enjoyed Python Playground as a reference for projects when I'm not working on anything.
It's in the same series as 'automate the boring stuff'
"A Book of Lenses" is a great book. I'd also suggest checking out Rules of Play and maybe even Game Programming Patterns if you want something a bit more practical (sort of combines design+code).
That's the attitude! You'll get far with it.
Check out this book if you want to get into more design oriented stuff. Feel free to PM me in the future if you have any questions!
http://www.amazon.com/Rules-Play-Game-Design-Fundamentals/dp/0262240459
Game design hobbyist here, I think some perspective is needed. If you want to start designing games I suggest you begin with something smaller. Table top RPGs are a complex interconnected web of rules and stats and one of the hardest types of games to design well. The only other type of physical game that is equal in difficulty is a deck building card game (which is what I assume you meant as 'card game'). If this is a hobby you wish to pursue I suggest reading a few books on game theory, flow, and statistics. This textbook can serve as a good introduction to all of these: Rules of Play: Game Design Fundamentals. After that, write a master design document that explains everything you want to accomplish with the game. Next, get some index cards and start play-testing ideas. . . .