Well... there probably is, but there are different avenues of these things and people don't get the terminology right, even those within the industry, due to many companies calling different things differently. And then there is vagueness about the term designer to begin with.
If you want to be a developer, pick an area to specialize, like Directing, writing, art, programming, music, and minorly dabble in each so that you have a base understanding, but focus heavily on one of those things. If you figure out what to focus on people will be able to help you more concretely...
If you want to be a designer specifically then it matter whether you want to go the industry standard route which is basically Beta Tester + One of the Above and get promoted up into the position. If you want to be more of a "rebel" and go the indie route or the "people you recognize as master designers" route then what you need to do is learn quite a bit of the above, enough that you can create a game by yourself, but you also should have a good understanding of film, art, writing, history, and many other areas so that you can not only build the game, but the world in which your game is made.
The reason that is the case, Because a game with out a world is rather boring and poorly designed imo, even it's silly BS, having a vision of the world helps get kinesthetics right, which a large chunk of game design in itself.
Of course the former is largely from what I've read from various sources while the latter is more my opinion.
But the reason you won't find a good book or whatever on this stuff is because, as Lawrence Krauss pointed out it is basically that if you find a lot of books and opinions on a subject it is because noone actually has the answer and we're all still looking for it. The stuff we have the answer for usually only have 1 concrete answer. All we have are general guidelines because there are so many ways in and not one of them is all that guaranteed .