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008 170330s2017 nyu g b 000 0 eng
010 _a2017015481
020 _a9780062651235
_qpaperback
020 _a0062651234
_qpaperback
035 _a(UTL)11440311-01utoronto_inst
035 _a(SIRSI)11440311
035 _a(OCoLC)967501381
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040 _aDLC
_beng
_erda
_cDLC
_dBTCTA
_dYDX
_dOCLCO
_dJQR
_dFM0
_dILC
_dYDX
_dOCLCF
041 _aEnglish
042 _apcc
050 0 0 _aGV1469.3
_b.S37 2017
100 _aSchreier, Jason,
_eauthor.
_927090
245 1 0 _aBlood, sweat, and pixels
_b: the triumphant, turbulent stories behind how video games are made
_c/ Jason Schreier.
250 _aFirst edition.
264 1 _aNew York :
_bHarper,
_c[2017]
300 _axxi, 278 pages ;
_c21 cm
504 _aIncludes bibliographical references.
505 0 _aReporting note — Pillars of eternity — Uncharted 4 — Stardew Valley — Diablo III — Halo wars — Dragon age: Inquisition — Shovel Knight — Destiny — The Witcher 3 — Star Wars 1313 — Epilogue.
520 _a"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"--
_cProvided by publisher.
520 _aIn 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.
650 0 _aVideo games industry
_927087
650 0 _aVideo Games —Economic aspects.
_927092
650 0 _aVideo games—Design
_927075
942 _2lcc
999 _c5469
_d5469