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
|