000 02817cam a22003257i 4500
001 44158
008 170330s2017 nyu 000 0 eng
010 _a 2017015481
020 _a9780062651235
_q(paperback)
035 _a(OCoLC)
040 _aDLC
_beng
_erda
_cDLC
_dBAUN
049 _aBAUN_MERKEZ
050 0 0 _aGV1469.3
_b.S37 2017
082 0 0 _223
100 1 _aSchreier, Jason,
245 1 0 _aBlood, sweat, and pixels :
_bthe triumphant, turbulent stories behind how video games are made /
_cJason Schreier.
250 _aFirst edition.
264 1 _aNew York :
_bHarper Paperbacks,
_c[2017]
300 _axxi, 278 pages ;
_c21 cm.
336 _atext
_btxt
_2rdacontent
337 _aunmediated
_bn
_2rdamedia
338 _avolume
_bnc
_2rdacarrier
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 unparallelled inside look at one of the biggest entertainment industries in the world"--
650 0 _aVideo games.
650 0 _aVideo games
_xEconomic aspects.
650 0 _aVideo games industry.
650 0 _aVideo games
_xDesign.
776 0 8 _iOnline version:
_aSchreier, Jason, author.
_tBlood, sweat, and pixels
_bFirst edition.
_dNew York : Harper Paperbacks, [2017]
_z9780062651242
_w(DLC) 2017034583
942 _2lcc
_cKT
999 _c43110
_d43110