Blood, Sweat, and Pixels

Blood, Sweat, and Pixels

The Triumphant, Turbulent Stories Behind How Video Games Are Made

Book - 2017
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"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

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FPL_Annie Dec 09, 2019

I originally checked this out for the part on Stardew Valley, but I found the whole book to be interesting. It's a wonder that any game manages to get released at all! Also, I'm pretty sure crunch literally kills people. Alas, poor game devs.

h
humbleworm
Jul 17, 2019

Although interesting in a light reading, behind the scenes kind of way, this focuses more on what I'd consider life lessons for game designers and has very few technical details. The writing style reminds me of Kidder's "The Soul of a New Machine" (1981) about development of the first 32-bit computer and Goldberg's 2012 biography of Markus "Notch" Persson, the creator of Minecraft.

k
kwsmith
Oct 28, 2018

In this cheerful compilation, dedicated video game journalist Jason Schreier describes how some of the most popular video games came to life (or not in the case of Star Wars 1313). Although, at times it feels like you're reading a long blog about video games, I still enjoyed this book.

m
mammothhawk229e
May 05, 2018

Entertaining read on ten different case studies from one man programing team on a game while his wife was breadwinner, independent game company using kickstarter to fund their pared down game, team recreating 1980s Nintendo NES style game, one big time game developer trying to fix their customer's ire on not playing online to game closed down because owner sold to TV conglomerate.
Every game is different thanks to different game engine, technology, what the game mission of statement.
Author lifted the curtain on paranoid industry by interviewing 150 people on why any video game get delayed, missing features to clunky graphics from relationship & health damaging "crunch" in late stages of development.

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.

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