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LEADER 00000cam a22006137i 4500 
001    dpszgjz5bq763psb 
008    190718s2017    nyu||||||b||||000 0|eng|  
020    9780062651235|qpaperback 
020    0062651234|qpaperback 
041    eng 
082 00 794.8|223 
084    Rd|2kssb/8 
092 0  794.8|bengelska 
100 1  Schreier, Jason|4aut 
245 10 Blood, sweat, and pixels :|bthe triumphant, turbulent 
       stories behind how video games are made /|cJason Schreier 
250    First edition 
264  1 New York :|bHarper,|c[2017] 
264  4 |c©2017 
300    xxi, 278 pages|c21 cm 
336    text|btxt|2rdacontent 
337    unmediated|bn|2rdamedia 
338    volume|bnc|2rdacarrier 
504    Includes bibliographical references 
520    "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    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 
580    Schreier, Jason, author.: Blood, sweat, and pixels 
650  0 Video games industry 
650  0 Video games|xEconomic aspects 
650  0 Video games|xDesign 
650  7 Spelutveckling|2sao 
650  7 Datorspelsindustri|2sao 
650  7 Tv-spel|xekonomiska aspekter|2sao 
655  0 Video games 
907 00 180615 
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 Stadsbibl:Ljusets kalender vån 2 Konst, foto, musik, film, teater, sport  794.8 engelska    CHECK SHELF