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NATIONAL BESTSELLER “The stories in this book make for a fascinating and remarkably complete pantheon of just about every common despair and every joy related to game development.” — Rami Ismail, cofounder of Vlambeer and developer of Nuclear Throne Developing video games—hero's journey or fool's errand? The creative and technical logistics that go into building today's hottest games can be more harrowing and complex than the games themselves, often seeming like an endless maze or a bottomless abyss. In Blood, Sweat, and Pixels, Jason Schreier takes readers on a fascinating odyssey behind the scenes of video game development, where the creator may be a team of 600 overworked underdogs or a solitary geek genius. Exploring the artistic challenges, technical impossibilities, marketplace demands, and Donkey Kong-sized monkey wrenches thrown into the works by corporate, Blood, Sweat, and Pixels reveals how bringing any game to completion is more than Sisyphean—it's nothing short of miraculous. Taking some of the most popular, bestselling recent games, Schreier immerses readers in the hellfire of the development process, whether it's RPG studio Bioware's challenge to beat an impossible schedule and overcome countless technical nightmares to build Dragon Age: Inquisition ; indie developer Eric Barone's single-handed efforts to grow country-life RPG Stardew Valley from one man's vision into a multi-million-dollar franchise; or Bungie spinning out from their corporate overlords at Microsoft to create Destiny , a brand new universe that they hoped would become as iconic as Star Wars and Lord of the Rings —even as it nearly ripped their studio apart. Documenting the round-the-clock crunches, buggy-eyed burnout, and last-minute saves, Blood, Sweat, and Pixels is a journey through development hell—and ultimately a tribute to the dedicated diehards and unsung heroes of the video game industry who scale mountains of obstacles in their quests to create the best games imaginable. Go behind the screens for an inside look at how some of the most popular and acclaimed games of our time were made: AAA Studios Under Pressure: Discover how Naughty Dog rebooted Uncharted 4 , how BioWare overcame countless technical nightmares on Dragon Age: Inquisition , and why Bungie struggled to launch Destiny . The Solo Developer: Follow the five-year, single-handed effort of Eric Barone to create Stardew Valley , the indie farming RPG that became a multi-million-dollar phenomenon. The Kickstarter Revolution: Learn how a successful crowdfunding campaign for Pillars of Eternity saved developer Obsidian Entertainment from the brink of collapse. Post-Launch Redemption: Witness the turbulent launches and subsequent reinventions of games like Diablo III and The Witcher 3 , proving that for some games, shipping is just the beginning. Review: Accessible to avid and casual gamers alike. Highly recommended. - "Oh, Jason," he said. "It's a miracle that any game is made." Finally, a book that captures the complexity of game development that anyone can pick up and enjoy. Jason Schreier of Kotaku spent two years traveling around the world to score in depth interviews with the industry's most renowned gaming studios. Drawing from sources speaking both on and off the record, Blood, Sweat, and Pixels provides a rare glimpse into the pain and passion that go into bringing a modern video game to market. In ten absorbing chapters Schreier covers the downright grueling development process behind such hits as Blizzard's Diablo III, Naughty Dog's Uncharted 4, CD Projekt Red's The Witcher 3 and, of course, Bungie's Destiny. Speaking of Destiny, it was Schreier's crucial 2015 exposé that laid the groundwork for this wonderful little book. (Portions of his chapter on Destiny are taken directly from that article.) As fans of the blockbuster series will remember, that Kotaku piece brought Destiny's murky origin story to light. Importantly, it provided the necessary background for understanding how the company that gave us Halo could have produced — at least at launch — such a lackluster title. Subpar development tools, a strained relationship with publisher Activision, and the complete reboot of the story (following the departure of lead writer Joe Staten) a year out from release had much to do with it. As a source tells Schreier, “A lot of the problems that came up in Destiny 1...are results of having an unwavering schedule and unwieldy tools." What we learned then from Scheier's keen reporting, and what comes across clear as day in his first book, is that making games is incredibly hard and almost impossibly demanding. Harder, perhaps, than any other creative medium. Thanks to their interactive nature and sheer potentiality, games are capable of delivering the boundless, memorable experiences we've come to love. But it's those same elements that make them such a chore to create, even for seasoned veterans. One of the designers at Obsidian (of Fallout: New Vegas fame) he interviews puts it this way: "making games is sort of like shooting movies, if you had to build an entirely new camera every time you started." Indeed, the tools and technologies used to develop the latest games are constantly in flux, as is the creative vision of the producers and directors at the top. A change in either area can prove hugely disruptive to the overall process — a process that hinges on pushing a marketable product out the door by an agreed upon deadline. It's that constant give and take between concept and technology, between developer and publisher, that defines the medium. Internal conflicts can also run a project off course. Artists and programmers might spend months, years even, sketching and coding characters, environments, quests, set pieces and combat mechanics, only to see it all thrown out as a result of higher-ups taking the game in an entirely different direction. When Naughty Dog replaced Uncharted 4's creative director Amy Hennig in 2014 — roughly two years into the game's development — the story was more or less scrapped. That meant that cut scenes, animation, and thousands of lines of recorded voicework on which the studio had already spent millions of dollars got the axe, too. For an artist emotionally invested in their work, this can be heartbreaking and demotivating. In other cases, such as the abortive Star Wars 1313, a decision by the publisher can bring it all crashing down. As Scheier recounts in the closing chapter, LucasArts, formerly a subsidiary of Lucasfilm, began work on a new action-adventure Star Wars game in 2010. The game debuted at E3 in 2012 to wide critical acclaim. Shortly afterward, the company was acquired by Disney. By 2013, Disney had shuttered the studio and canceled every one of its projects. For all the work the dedicated crew at LucasArts poured into their pet project, Star Wars 1313 was never meant to be. Given the many technical hitches, logistical nightmares, corporate pressures, and unforeseen obstacles that threaten success, it's no small wonder that any games are shipped at all. As Schreier points out, there's hardly a game on the market today that doesn't run up against insane crunch periods and dramatic setbacks over the course of its development. Whether it's a small team working on a 2D side-scroller à la Yacht Club Games' Shovel Knight or a massive effort spread across hundreds of staff in the case of BioWare's Dragon Age, producing a quality game in today's highly competitive environment is by any measure a herculean effort. Virtually every insider consulted for the book talks about how taxing the job can be on one's physical health and personal relationships. Burnout is common. And even with working around the clock for months on end — often sans overtime pay, as it's not required in the US — games rarely come out on time. Delays and cancellations are a feature, not a bug. To be sure, any successful career in game development is built on passion and an enthusiasm for creating unique playable spaces, but it's one that comes with significant costs that only the truly dedicated may be equipped to endure. Closing Thoughts Leave it to Jason Schreier to shatter any utopic notions about game development. Behind the glossy visuals and destructible environments we take for granted on screen lies a hellish landscape of Sisyphean creative challenges and brutal working hours. As the title suggests, Blood, Sweat, and Pixels constantly reminds us that game production is as much about self-sacrifice as it is about crafting quality interactive experiences. And if these breezy oral histories are any indication, it's a principle that holds true whether you're a bootstrapped indie developer beholden to Kickstarter donors or a lowly cog in the big-budget corporate machine. Schreier is a most welcome guide, bringing more casual readers up to speed on esoteric conversations ranging from rendering paths and game engines to bug testing and content iteration times. It's a testament to his talents that the book never seems to flag, even when exploring games I didn't particularly care about. While I wish Schreier had ventured more deeply into the ethics of crunch culture, his penchant for meticulous, well researched investigative journalism is on full display here. If you have even a passing interest in gaming be sure to pick this one up. I came away with a better understanding of the personal sacrifices and creative compromises that appear to go hand in hand with making video games, and a newfound perspective on increasingly commonplace monetization strategies like paid downloadable content (PDLC) and microtransaction (MTX) systems. Above all, it left me with a more profound appreciation for my most cherished hobby. Review: How Videogames are Made - A Project Management Perspective - Overview – Jason Schreier’s Blood, Sweat and Pixels is a fascinating look at how videogames are made from a production standpoint. Taking ten games, ranging from indie-darlings to the most high-profile games made in the last decade, he investigates the production process to determine what does it take to make a hit game. Written as a series of exemplars, Jason Schreier highlights how each game’s development is different but experience common challenges. Each exemplar is well-written and an unexpected page-turner. Part history and part business textbook, each exemplar has lessons for those outside the gaming industry. While each of the 10 games are a good read, Jason Schreier leaves it to the reader to identify the good project practices and lessons. Project management is incredibly difficult, Scherier illustrates how high profile games have multiple teams that are interdependent (for example: the art team is reliant on the tech team and vice-versa). Recommended. The Good – Each of the ten games that Jason Schreier uses as examples are well known. He goes into how each were developed, the problems, and how they may have been overcome. Few of the games were 100% successful, with many of the production problems dragging down the game’s final reviews and sales. He is sympathetic to the designers and that shines through. The Bad – Jason Schreier loves videogames – and this book is an ode of those in the industry. The book reads like a series of vignettes as opposed to a unified whole. Each vignette is interesting but if the reader is looking for a book more focused on the business and project management of videogames, than it will be a disappointment, but still a fascinating book. It would have been valuable if Schreier highlighted some of the games that appear to have a less rocky development process (such as Call of Duty or Madden) to illustrate successful production methods.
| Best Sellers Rank | #22,981 in Books ( See Top 100 in Books ) #2 in Entertainment Industry #21 in Business Project Management (Books) #25 in Computers & Technology Industry |
| Customer Reviews | 4.6 out of 5 stars 5,276 Reviews |
D**N
Accessible to avid and casual gamers alike. Highly recommended.
"Oh, Jason," he said. "It's a miracle that any game is made." Finally, a book that captures the complexity of game development that anyone can pick up and enjoy. Jason Schreier of Kotaku spent two years traveling around the world to score in depth interviews with the industry's most renowned gaming studios. Drawing from sources speaking both on and off the record, Blood, Sweat, and Pixels provides a rare glimpse into the pain and passion that go into bringing a modern video game to market. In ten absorbing chapters Schreier covers the downright grueling development process behind such hits as Blizzard's Diablo III, Naughty Dog's Uncharted 4, CD Projekt Red's The Witcher 3 and, of course, Bungie's Destiny. Speaking of Destiny, it was Schreier's crucial 2015 exposé that laid the groundwork for this wonderful little book. (Portions of his chapter on Destiny are taken directly from that article.) As fans of the blockbuster series will remember, that Kotaku piece brought Destiny's murky origin story to light. Importantly, it provided the necessary background for understanding how the company that gave us Halo could have produced — at least at launch — such a lackluster title. Subpar development tools, a strained relationship with publisher Activision, and the complete reboot of the story (following the departure of lead writer Joe Staten) a year out from release had much to do with it. As a source tells Schreier, “A lot of the problems that came up in Destiny 1...are results of having an unwavering schedule and unwieldy tools." What we learned then from Scheier's keen reporting, and what comes across clear as day in his first book, is that making games is incredibly hard and almost impossibly demanding. Harder, perhaps, than any other creative medium. Thanks to their interactive nature and sheer potentiality, games are capable of delivering the boundless, memorable experiences we've come to love. But it's those same elements that make them such a chore to create, even for seasoned veterans. One of the designers at Obsidian (of Fallout: New Vegas fame) he interviews puts it this way: "making games is sort of like shooting movies, if you had to build an entirely new camera every time you started." Indeed, the tools and technologies used to develop the latest games are constantly in flux, as is the creative vision of the producers and directors at the top. A change in either area can prove hugely disruptive to the overall process — a process that hinges on pushing a marketable product out the door by an agreed upon deadline. It's that constant give and take between concept and technology, between developer and publisher, that defines the medium. Internal conflicts can also run a project off course. Artists and programmers might spend months, years even, sketching and coding characters, environments, quests, set pieces and combat mechanics, only to see it all thrown out as a result of higher-ups taking the game in an entirely different direction. When Naughty Dog replaced Uncharted 4's creative director Amy Hennig in 2014 — roughly two years into the game's development — the story was more or less scrapped. That meant that cut scenes, animation, and thousands of lines of recorded voicework on which the studio had already spent millions of dollars got the axe, too. For an artist emotionally invested in their work, this can be heartbreaking and demotivating. In other cases, such as the abortive Star Wars 1313, a decision by the publisher can bring it all crashing down. As Scheier recounts in the closing chapter, LucasArts, formerly a subsidiary of Lucasfilm, began work on a new action-adventure Star Wars game in 2010. The game debuted at E3 in 2012 to wide critical acclaim. Shortly afterward, the company was acquired by Disney. By 2013, Disney had shuttered the studio and canceled every one of its projects. For all the work the dedicated crew at LucasArts poured into their pet project, Star Wars 1313 was never meant to be. Given the many technical hitches, logistical nightmares, corporate pressures, and unforeseen obstacles that threaten success, it's no small wonder that any games are shipped at all. As Schreier points out, there's hardly a game on the market today that doesn't run up against insane crunch periods and dramatic setbacks over the course of its development. Whether it's a small team working on a 2D side-scroller à la Yacht Club Games' Shovel Knight or a massive effort spread across hundreds of staff in the case of BioWare's Dragon Age, producing a quality game in today's highly competitive environment is by any measure a herculean effort. Virtually every insider consulted for the book talks about how taxing the job can be on one's physical health and personal relationships. Burnout is common. And even with working around the clock for months on end — often sans overtime pay, as it's not required in the US — games rarely come out on time. Delays and cancellations are a feature, not a bug. To be sure, any successful career in game development is built on passion and an enthusiasm for creating unique playable spaces, but it's one that comes with significant costs that only the truly dedicated may be equipped to endure. Closing Thoughts Leave it to Jason Schreier to shatter any utopic notions about game development. Behind the glossy visuals and destructible environments we take for granted on screen lies a hellish landscape of Sisyphean creative challenges and brutal working hours. As the title suggests, Blood, Sweat, and Pixels constantly reminds us that game production is as much about self-sacrifice as it is about crafting quality interactive experiences. And if these breezy oral histories are any indication, it's a principle that holds true whether you're a bootstrapped indie developer beholden to Kickstarter donors or a lowly cog in the big-budget corporate machine. Schreier is a most welcome guide, bringing more casual readers up to speed on esoteric conversations ranging from rendering paths and game engines to bug testing and content iteration times. It's a testament to his talents that the book never seems to flag, even when exploring games I didn't particularly care about. While I wish Schreier had ventured more deeply into the ethics of crunch culture, his penchant for meticulous, well researched investigative journalism is on full display here. If you have even a passing interest in gaming be sure to pick this one up. I came away with a better understanding of the personal sacrifices and creative compromises that appear to go hand in hand with making video games, and a newfound perspective on increasingly commonplace monetization strategies like paid downloadable content (PDLC) and microtransaction (MTX) systems. Above all, it left me with a more profound appreciation for my most cherished hobby.
J**K
How Videogames are Made - A Project Management Perspective
Overview – Jason Schreier’s Blood, Sweat and Pixels is a fascinating look at how videogames are made from a production standpoint. Taking ten games, ranging from indie-darlings to the most high-profile games made in the last decade, he investigates the production process to determine what does it take to make a hit game. Written as a series of exemplars, Jason Schreier highlights how each game’s development is different but experience common challenges. Each exemplar is well-written and an unexpected page-turner. Part history and part business textbook, each exemplar has lessons for those outside the gaming industry. While each of the 10 games are a good read, Jason Schreier leaves it to the reader to identify the good project practices and lessons. Project management is incredibly difficult, Scherier illustrates how high profile games have multiple teams that are interdependent (for example: the art team is reliant on the tech team and vice-versa). Recommended. The Good – Each of the ten games that Jason Schreier uses as examples are well known. He goes into how each were developed, the problems, and how they may have been overcome. Few of the games were 100% successful, with many of the production problems dragging down the game’s final reviews and sales. He is sympathetic to the designers and that shines through. The Bad – Jason Schreier loves videogames – and this book is an ode of those in the industry. The book reads like a series of vignettes as opposed to a unified whole. Each vignette is interesting but if the reader is looking for a book more focused on the business and project management of videogames, than it will be a disappointment, but still a fascinating book. It would have been valuable if Schreier highlighted some of the games that appear to have a less rocky development process (such as Call of Duty or Madden) to illustrate successful production methods.
M**R
Must read for any creator
I often find journalism boring. And I find it far between good articles when it comes to game coverage. But in Blood, Sweat, and Pixels there are 10 excellent chapters covering the challenges, triumphs, and defeats in the making of 10 different games. There are two things, in my opinion, that make this book great. The first thing is Schreier's fantastic writing style. Schreier focuses on individuals and their tale in the creation of a game, making it very close and personal to read. It's not about a big, ambiguous organisation you can't identify with. It's a hot blooded human like you, and Schreier mixes description and dialogue in a way that makes them all come alive. Secondly, Schreier masters the element of curiosity and teasing. He tells the story slowly, constantly teasing that something is about to happen, making you gobble up page after page just to know what happens next. Schreier also has a knack of opening and closing each chapter in an excellent way. This is by far two of the hardest elements in writing. Sucking the reader in, and delivering an ending you can agree on, that leaves you with a feeling of satisfaction. Schreier opens and closes ALL 10 chapters to an A+. That is extraordinary in my opinion. So... Besides Schreier's excellent writing, each chapter is uniquely interesting and never boring, because the games, people behind them, and the circumstances are so different. The chapter on Stardew Valley focuses on the story of an one-man army, starting from scratch, and follows his adventure and obstacles to make a game he wanted to play himself. The chapter on Diablo 3 focuses on the weight of carrying the legacy of the legendary Diablo 2, how things can go very wrong, and the fight to turn the ship around and re-imagine Diablo 3 into what it should have been from the start. Each chapter is just so different and interesting. Some game developers fight with impossible deadlines, others try to free themselves of the shackles of their publisher, others make promises they suddenly have to deliver on, and others simply yearn for creating something new, instead of doing the same game over and over again. I must say this is the best book I have read in a long time. If you need inspiration, and maybe feel a bit helpless in your own creative struggle, regardless of your chosen field, this book will remind you that you are not alone, and regardless if you make it or not, that it is well worth the effort spent. 5 out of 5. Please read this. And a big thanks to you, Mr. Schreier.
R**.
A Humanistic, yet Not Overbearing Look Into the Work of Video Game Developers with an Exceptional Narrator.
Very insightful read into the making of video games. I follow Jason's work on Kotaku and generally find him to be a great writer/reporter. There is a certain dramatic flair to it all feels rather organic, taken from the direct stories of people involved in the industry. Though he delivers the story on a factual basis, a few inside jokes and wise cracks here and there keep the storytelling lively. You never feel as though you're reading a straight report, but a very well woven story with plenty of humor, drama, and nerdisms from the people who spend extraordinarily long hours making the games we love. I have a new appreciation for video game developers after reading and listening to this book. As for the audible version, Ray Chase delivers an exceptional performance. Its fitting that they picked the VA for Noctis of FFXV for this role. His narration is steady and never dry, and his dramatic delivery of certain metaphors and parody moments in the book had me laugh out loud several times. "Ya know Ellie, you're just a perfect fit for the emotional void left by my dead daughter". I've known that Ray has voiced several audible titles in the past, yet I had not picked any up as I wasn't sure of the content of the books themselves. After hearing this performance, I will have to pick up one of those titles for his narration alone. Overall this book is a great purchase for any gamer, both casual and hardcore, that is interested in understanding more about video game development from a more human point of view. For any Audible fans, this is a great use of your monthly credit if you're looking for a new non- fiction title with great narration to satisfy an interest in learning more about a particular industry. I look forward to any follow up or separate title Jason and Ray work on in the future.
S**Y
Development Hell: The Inside story
Blood, Sweat and Pixels, by Jason Schreier is a look at the process of creating video games in a way that most people don't really think about. From the legally unavoidable piracy issues in Poland leading to CD Projekt Red's formation to the lackluster release of Vanilla destiny, Jason tells us the behind the scenes stories of not only what happened to some of the video games released in an unexpected state, but why. The writing is charming and well-paced. Reading it feels like listening to the story the developer would tell about the formation of their game, rather than the bland timeline of a game's development. At just under 300 pages, and containing ten chapters, no individual story wears out its welcome. Someone asked me who the target audience of this book was. I think that if you're a fan of our show, you're definitely in that demographic. In general, if you're interested in getting into game development, if you've ever been baffled a features' lack of inclusion in the game, or wondered why a broken game was shipped in that state, this book will definitely answer a lot of questions you've had. One thing that's made clear is that nobody is more aware of a game's shortcomings than its makers. They ship games in that state because they feel they have no choice. Also, if you've ever used the phrase "lazy game devs" unironically, karma dictates that you have to purchase and read this book. He also covers a wide variety of stories within game development. Uncharted 4 had a team of over 300, while Shovel Knight was created by a team of five individuals. While Dragon Age: Inquisition's story ends essentially at launch, Diablo III's story begins with the story of its console port, about a year before the launch of the main game and mostly discusses the post-launch support of that title. Halo Wars and Pillars of Eternity didn't make sense to a lot of people, but the teams believed there was an unseen audience that were desperate for the games they were creating... And they were right. Stardew Valley showed the pitfalls of what happens when a developer has no external guidance, as Eric Barone meanders through a five year process with a very inconsistent momentum. On the opposing end of the spectrum, the final chapter covers Lucasarts' Star Wars 1313. As the only cancelled game in the book, it shines a light on the outside forces and business politics that can doom even potentially the best, and most lucrative game programs. One of the most memorable quotes in the book that will stick with me is one developer telling Schreier, "It's a miracle that any game is made." If nothing else, this book will make you grateful and perhaps a little bit more forgiving of the people who make our hobby possible through their tireless effort. I highly recommend it, and think if you choose to pick it up, it will enhance your enjoyment and appreciation of video games. -Kevin, for TWIOCH
C**.
Recommended for those interested or involved in the game development industry
I've been making games for 10+ years as an independent game developer, doing freelance work and working on my own projects. I knew a bit about what went on in larger studios, but I still learned a lot from this book. It was really interesting and enlightening hearing all the different stories behind the development of all 10 games that were covered. Even though I'm glad I read it, I found the writing to be unrefined. Information is sometimes presented out of order in a way that feels awkward. I recall a point where the book spoke about an E3 demo going really well which raised the developers' spirits, but two paragraphs later the book revealed that the E3 demo was actually heavily scripted which made the developers feel uneasy. There was also quite a bit of redundancy, especially between chapters, but not exclusively. The book assumes you know nothing about video game development, or even computers (it explains what RAM is). This is great for people who are just curious about the industry, but it somewhat limits how much of the nitty gritty the book could really cover. However, it may have struck about as good a balance as one could hope for. The book is carried by the compelling behind the scenes stories that Jason Schreier got access to, not the writing. As such, I found the introduction to be weak in comparison to the rest of the book. He did do a reasonable enough job though, and I'm glad he decided to put in the effort to make this book. Despite its flaws, I'd still recommend this book to anyone remotely interested in game development. You'll learn a lot about the industry, and it's only around 270 pages long.
J**A
Wonderful book, but one issue with the chapter ordering
I've been a reading of Kotaku and a listener of SplitScreen for some time, and I was very excited when I found out Jason was writing this book. The book does not disappoint. The stories of each game's development is well crafted and told expertly. Each story had its own twists, its own suspense, sometimes ending in triumph, other times ending in sadness. Even for the games for which I knew the basic story, I was already surprised by new information and I felt as though I didn't know what was going to come next. That's the sign of a great storyteller, and Jason is certainly that. Two points that stick with me as I think about this book that I hope help you decide whether to read it (which I highly recommend you do). One is that I have a much greater respect for game developers at all levels of the process. Making video games is a cruel, life-sucking process, whether you work for a big studio or are a single developer trying to make the next big thing. The studios that strive to put out good work are busting it every day, and for those studios and individuals that really care about making good games, this book will illustrate why they deserve that praise even if they make a game that doesn't come out great. The other point that sticks with me is that the video game industry seems incredibly broken. Jason talked about this on the podcast and the overall sustainability of the industry, but it certainly seems like something is going to give soon given what game developers have to endure just to get something done. I don't know what that will look like or when it will happen, but this book clearly shows that something has to change. There's only one thing that bugged me about the book, though not enough to knock it down a star. I wish the last two chapters had been switched. Star Wars 1313 is such an incredibly sad story that having that finish off the book left me feeling really depressed about the book as a whole and almost colored the book more negatively as a result. The story of Shovel Knight, on the other hand, with a scrappy team with a huge vision was a much more uplifting, inspiring story even if it doesn't have a perfect ending. I wish the book had led into the epilogue with that ending. I understand why 1313 was put in last: it's the story everyone wants to get the inside scoop on, so save it to the end. Still, I think the book could have ended on a more positive note, and switching the last two chapters I think would have done the trick. That's pretty nit-picky and a bit of a personal preference though. Overall, I highly recommend this book for anyone who likes history, likes videos games, or just likes good stories. Props to Jason on this excellent book. I look forward to his next book, whatever it may be.
J**R
... often happens behind the scenes of some of our favorite games. The torturous
Jason Schreier's treatise on the crazy world of game development pulls back the curtains on what often happens behind the scenes of some of our favorite games. The torturous, complicated, and turbulent world of making a video game is put on display, as we get an insider's glimpse of the politics, the people, and the industry. Most people are unaware of how difficult it is to actually bring a game to market successfully, let alone realizing that doing so usually requires many weeks, if not months, of 80- to 120-hour workweeks for entire teams of people. After finishing the book, the tagline for ABC's iconic Wide World of Sports from the 70's seemed to fit perfectly for the developers, engineers, artists, designers and product leads that gave so much - "the thrill of victory, and the agony of defeat." Jason Schreier is news editor for the gaming website Kotaku, and has also provided articles related to video games to major media outlets, such as Wired, the New York Times, and the Onion. As such, he is able to provide a knowledgeable take on the subject, deftly walking the line between explaining concepts and situations for the uninitiated that most gamers would already know, and still being fascinating and interesting to both. His writing is solid, and easy to follow. Schreier's book consists of the in-depth story behind the making of 10 popular video games. Often the stories read like fiction, with heroes and villains, twists and turns, sacrifices of unbelievable proportions, and evil empires, er, corporations. Sometimes they end good, sometimes not. And sometimes your not sure. You'll have to decide if the price paid by all involved is worth the final product. Because the price is often more than you realize when you boot up your favorite game for a few minutes of escapism. Even though I've given the book a 3 rating, please don't take this as meaning it is a bad book. Quite the contrary. On my scale this means it is still very much worth your time. But at the end of the day, it reads like 10 very good separate, but thinly related, articles, as opposed to a strong and deep book. --------------- I noticed Amazon and Goodreads have a slightly different meanings to their 5-point scale. I thought it was odd to have a different rating for the same book on two different sites, so I came up with my own scale below. For the record, it is fairly close to Amazon's scale, but allows me to be consistent between the two sites. 5 - Fantastic. Life-altering. Maybe only 25 in a lifetime. 4 - Very good. 3 - Worth your time. 2 - Not very good. 1 - Atrocious
J**S
Book
It is a book with words.
M**O
Un gran libro para fanáticos y aquellos que quieran dedicarse a la industria
Siendo uno de mis más grandes hobbies, tenía mucha curiosidad por leer este libro, especialmente al ser escrito por Jason Schreier, del cual he leído y seguido varias de sus notas informativas en el medio de comunicación "Kotaku", me agrada la manera en que informa, y me pareció suficiente para darle comprar a este libro. Cuenta con 10 historias que lo que tienen en común son prácticas que te hacen cuestionar porque hay tanta gente dedicándose a este medio. Los desarrolladores de videojuegos viven un torbellino eterno de estrés y trabajo, horas extras y poco tiempo de familia, cambios repentinos y acciones legales en contra de su voluntad. Es una industria terrible, y este libro es la mejor prueba de ello. Ganarás mucho respeto hacia los grupos que crean todos esos videojuegos que tanto amas. Ya que en verdad hubo mucho sacrificio, lágrimas y sangre detrás de cada uno.
D**O
Fantastic
Effectively makes it clear that working in a video game studio is not worth it due to the crunch culture that will permeate it and delays and disappointments will take place. Teaches you about how much effort creating a video game takes and the success or failure that can happen as a result of that. I think virtually everybody agrees that the best section of this book is about Stardew Valley as that game is great and it is created by a single person and is the best example of individual success through massive effort. It's relatable, realistic, inspirational and nerve-wracking. As a whole the book is very inspiring, intriguing and insightful.
M**O
Un nome, una vera e propria istituzione
Il mercato dei videogiochi è sempre più vasto e diffuso, arrivando a competere con il cinema. Ma dietro la creazione di un capolavoro ci sono spesso migliaia di persone che non vedranno mai un riconoscimento per il loro lavoro. Blood, Sweat & Pixels ci racconta queste storie di anonimi sviluppatori che hanno dato tutto, hanno lavorato ininterrottamente anche a discapito della salute fisica per rispettare i tempi di consegna e garantire il nostro svago.
G**X
A Must-Read for Every Gamer
This is essential reading if you've had even the slightest interest in how games are made. Easy to read and each story is hard to put down. It's insightful and gripping journalism too. I loved it.
Trustpilot
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3 weeks ago