Blood, Sweat, and Pixels

Blood, Sweat, and Pixels

The Triumphant, Turbulent Stories Behind How Video Games Are Made

Book - 2017
Average Rating:
Rate this:
1
"You've got your dream job--making video games. You have a great project, great designs, and clever controls. One morning, you get a call from your producer. Turns out that wall-jumping trick won't work because the artists don't have time to design a separate animation just for the plumber to move that way. Also, your lead designer keeps micromanaging the programmers, which is driving them crazy. Your E3 demo is due in two weeks, and you know there's no way you can get it done in less than four. You'll have to cut out some of the game's biggest features just to hit your deadlines. And suddenly the investor is asking if maybe you can slash that $10 million budget down to $8 million, even if you have to fire a few people to make it happen? Welcome to video game development. In his years covering the industry, Jason Schreier has often heard developers say that any game actually released is a miracle. In Blood, Sweat, and Pixels, Schreier takes you behind the scenes of some of the biggest recent games to share never-before-told stories of the struggles and failures the development teams faced along the way. His reputation for great storytelling and fly-on-the-wall detail will provide readers with the clearest picture yet of what actually goes on behind the scenes. Each chapter will cover a different game, from major studios with nine-figure budgets to indie games with half a dozen people on their teams. The chapters will also focus on a variety of subjects in the process, from building the basics to adjusting for fan reaction post-launch. Blood, Sweat, and Pixels will give readers an unparalleled inside look at one of the biggest entertainment industries in the world"--
In his years covering the industry, Schreier has often heard developers say that any game actually released is a miracle. Here he takes you behind the scenes of some of the biggest recent games to share never-before-told stories of the struggles and failures the development teams faced along the way. Each chapter covers a different game, from major studios with nine-figure budgets to indie games with half a dozen people on their teams.
Publisher: New York : Harper Paperbacks, [2017]
Edition: First edition
Copyright Date: ©2017
ISBN: 9780062651235
0062651234
Branch Call Number: 794.8 Sch726B 2017
Characteristics: xxi, 278 pages ; 21 cm

Opinion

From the critics


Community Activity

Comment

Add a Comment

s
StarGladiator
Sep 20, 2017

POWER ON ! ! !
Back sometime in the '80s, a young couple with their little girl lived next to me, and early on Saturday mornings their daughter would bang on my door, as she knew I was an early riser and her parents slept late on the weekends, so she could watch my TV.
She brought a toy ray gun and several other items which interacted with the TV show, Captain Power - - another genius item from Nolan Bushnell, always ahead of the curve.
Bushnell's first game, Pong, is about the only computer game I have ever played other than computer chess and computer Go, so I am certainly no gamer, but I did find this book fascinating, although it may appeal most strongly to gamers.
Although an interesting read, I'm not sure it did for game designers what Steven Levy's book did for hackers, but still an admirable achievement.

Age

Add Age Suitability

There are no ages for this title yet.

Summary

Add a Summary

There are no summaries for this title yet.

Notices

Add Notices

There are no notices for this title yet.

Quotes

Add a Quote

There are no quotes for this title yet.

Explore Further

Browse by Call Number

Recommendations

Subject Headings

  Loading...

Find it at SPL

  Loading...
[]
[]
To Top