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Blood, Sweat, and Pixels: The Triumphant, Turbulent Stories Behind How Video Games Are Made (2017)

von Jason Schreier

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4731751,941 (3.75)8
"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 unparallelled inside look at one of the biggest entertainment industries in the world"--… (mehr)
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It's full of lots of interesting stories, most of them well cited but I found 4 fact checking errors in the witcher 3 chapter. Nothing too serious but the research into the game and the studio did not meet the quality bar that the other chapters hit. Sometimes incredibly simple things are overexplained in footnotes, things that anyone who has ever thought about video games would understand. That could be seen as a positive for those who aren't so into the hobby, but they wouldn't have much of a reason to read this book, would they? The big reason to give it a read is getting to see behind the curtain about how publishers interact with developers and about individual games that either didn't end up coming together or came together in the last moment in a crazy hail mary. Especially interesting was the meddling from George Lucas on Star Wars 1313. ( )
  thenthomwaslike | Jul 24, 2023 |
This is an easy book to like. Schreier is a good writer and his access to key figures in the industry is exciting for a behind the scenes on big moments in gaming. Indeed, the first couple chapters he covers are interesting as broad surveys into the perils of game development such as scope creep, marketing and the crunch.

But the longer you go on, the more you get the sense that his attempts to cover the crunch and similar dysfunctions of project and business management in the industry are more an apologia for insiders with survivor bias than a critique of toxic work environments.

In that respect, I found myself getting more irritated as the case studies went on, since every developer's inevitable deadline push and 100hr work week just felt banal and awful rather than a triumph of creative passion. I'm not in game development (thank goodness!) and it's largely because the norms that go relatively unchallenged in this book work really well for select game devs with credibility and power, whereas the common employee is treated like garbage and told that this is for the great good. I doubt this was Schreier's intent, but the sum total of the book reads more like an attempt to spin complete management dysfunction as normal operating parameters. ( )
  Kavinay | Jan 2, 2023 |
i read this while i was interning in Atlanta, going hard and heavy on my bs. i refuse to be a cog in that machine
  djblooky | Dec 7, 2022 |
This is focused on BTS of video game development and games made between 2015-2017.

[Diablo 3, Stardew Valley, Uncharted 4, Star Wars 1313 for example]

This is not an expose or terribly scathing about the development time it takes but rather reads like the author took some of his blog posts, polished them and had them bound in a book.

I was expecting some juicy intel that I hadn't already gotten off of IGN or any other video game website, but alas, that's not what this book is.

Listen, this is a fun book to read but it isn't something that you need to have to call yourself a gamer or even mildly interested in gaming. What's in the book isn't anything you couldn't already look up yourself in public interviews or other blog sites.

The author does acknowledge that the industry is a sausage fest and most of the people interviewed on record are men. This isn't to say that he deliberately did this, it's simply stating a fact of his writing.

Do I recommend this book? Only if you're someone who really has not a single clue about video games or who doesn't know how to work the interwebs.

I gave this 4 stacks because it's clear, simple, and really easy to read.

**All thoughts and opinions are my own.** ( )
  The_Literary_Jedi | Jun 28, 2022 |
Great book going into great detail on a bunch of famous games on their development ( )
  pgarri16 | Mar 5, 2022 |
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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 unparallelled inside look at one of the biggest entertainment industries in the world"--

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