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Blood, Sweat, and Pixels: The Triumphant, Turbulent Stories Behind How Video Games Are Made
by
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 deve
...moreKindle Edition, 304 pages
Published
September 5th 2017
by Harper Paperbacks
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Community Reviews
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I picked this book up for one reason: to learn why Diablo 3 was such a let down. I vaguely remembered a well-known developer posting "F*** that loser" on Facebook in reference to a past contributor criticizing the new game and that being a big deal. I really hoped to get the full story behind what went on there. Speculation on Blizzard's next Diablo venture would have been cool, too. Really, I would have read a book entirely about the Diablo franchise.
By the time I got to the Diablo 3 section, I ...more
By the time I got to the Diablo 3 section, I ...more
Dear Goodreads Father, forgive me, for I have sinned: I love video games as much as I love books. It's true, I put them on an equal level. I know it is blasphemy, but I cannot help this corruption of my heart. Truth is, I love anything with a story, no matter the medium. Film, TV, books, video games, the secret hearts of strangers...
But, yes, video games, the newest and most immature of these media and therefore the one with the most room for growth. I have been there from nearly the beginning ...more
But, yes, video games, the newest and most immature of these media and therefore the one with the most room for growth. I have been there from nearly the beginning ...more
Executive Summary: I think this book can appeal to both software developers and fans of video games alike, but it's definitely targeted more at the latter than the former.
Full Review
This book was previewed with an excerpt from the chapter on Diablo 3 (which incidentally is the ONLY game in this book that I've actually played/plan to play).
When I was younger I wanted to make video games. Somewhere along the way however I felt like I'd rather spend my time PLAYING games instead of making them. ...more
Full Review
This book was previewed with an excerpt from the chapter on Diablo 3 (which incidentally is the ONLY game in this book that I've actually played/plan to play).
When I was younger I wanted to make video games. Somewhere along the way however I felt like I'd rather spend my time PLAYING games instead of making them. ...more
I can't say it really taught me a whole lot about game development, apart from I wouldn't want to do it due to all that "crunch" time.
Basically, people come up with an idea, there is a few problems along the way which are mostly all the same kinda thing - technical issues, often publishers wanting to hurry a game out (Dragon Age 2) and then horrendous crunch time.
Perhaps it would have been more interesting if he'd looked at game development as a whole, rather than breaking it down into chapter ...more
Basically, people come up with an idea, there is a few problems along the way which are mostly all the same kinda thing - technical issues, often publishers wanting to hurry a game out (Dragon Age 2) and then horrendous crunch time.
Perhaps it would have been more interesting if he'd looked at game development as a whole, rather than breaking it down into chapter ...more
Cuando uno entra al típico foro de videojuegos no es raro llevarse la impresión de que la masa consumidora de ocio electrónico está compuesta de críos malcriados que, desde el desconocimiento de conceptos básicos del mundo laboral, la economía e incluso la vida real, despotrican con vehemencia de las desarrolladoras del objeto de sus desvelos. Es como si fueran niños pequeños jugando a castillos en la arena, quejándose del clima y las mareas de un inmenso océano cuyos entresijos desconocen. Pues
...more
Its a miracle that any game is made. Pokud jste seznámeni s konceptem herních post mortemů, takové „jak jsme (ne)udělali hru psané (s) vývojáři“, či dokonce některé z především gameinformer.com tu a tam i čtete, tak přesně víte do čeho jdete. Jde totiž o post mortemy (pravda s přidanou hodnotou, ale o tom později) hned několika profláknutých her.
Což je jedna z hlavních výtek; autor knihy si totiž vybral dost podobné vzorky. Samozřejmě jedno je nezávislé studio financující svůj projekt skrze Kic ...more
Což je jedna z hlavních výtek; autor knihy si totiž vybral dost podobné vzorky. Samozřejmě jedno je nezávislé studio financující svůj projekt skrze Kic ...more
Feb 27, 2018
Caitlin
rated it
really liked it
·
review of another edition
Shelves:
nonfic-tech,
videogames
"One surefire way to annoy a game developer is to ask, in response to discovering his or her chosen career path, what it’s like to spend all day playing video games.”
In Blood, Sweat, and Pixels, Jason Schreier gives readers a behind-the-scenes look at some major videogames (successes, failures and everything in between) to show what it’s like working in the video game industry. Among the games that Schreier looks at are Destiny, Stardew Valley, Shovel Knight, Dragon Age Inquisition and the fable ...more
In Blood, Sweat, and Pixels, Jason Schreier gives readers a behind-the-scenes look at some major videogames (successes, failures and everything in between) to show what it’s like working in the video game industry. Among the games that Schreier looks at are Destiny, Stardew Valley, Shovel Knight, Dragon Age Inquisition and the fable ...more
"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 ...more
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 ...more
So you think your job as a software engineer sucks? Think again, you could be working on games!
Nightmarish environments with total and complete lack of management, direction, tooling or even a common dictionary, a bootload of manual testing and very little feedback until you finally deliver the final game to customers. Now add a sprinkle of 100 hour weeks (yes, you will work on weekends), no overtime pay and very little financial incentive and you end up completely burned out, broke and most lik ...more
Nightmarish environments with total and complete lack of management, direction, tooling or even a common dictionary, a bootload of manual testing and very little feedback until you finally deliver the final game to customers. Now add a sprinkle of 100 hour weeks (yes, you will work on weekends), no overtime pay and very little financial incentive and you end up completely burned out, broke and most lik ...more
This is a very well written book that I think Jason spent a lot of time on. Time that leaves me a quite a bit confused. However, I want to address some very strange misconceptions that people seem to be having having about this book. This is not some guide to game development and this book is not going to help you make your Indie game. If you're buying this book for that reason then you're going to be left disappointed.
Now this is a really solid book and it's very well written but with the exce ...more
Now this is a really solid book and it's very well written but with the exce ...more
Ten separate articles about the making of 10 particular video games, with no connecting materials or conclusions drawn. May be of interest to players of those games, but fails to live up to the cover blurbs, e.g. "A fascinating and remarkably complete pantheon."
The ten games, in order, are Pillars of Eternity, Uncharted 4, Stardew Valley, Diablo III, Halo Wars, Dragon Age: Inquisition, Shovel Knight, Destiny, The Witcher 3, and Star Wars 1313. Only the last was never released. There was only a v ...more
The ten games, in order, are Pillars of Eternity, Uncharted 4, Stardew Valley, Diablo III, Halo Wars, Dragon Age: Inquisition, Shovel Knight, Destiny, The Witcher 3, and Star Wars 1313. Only the last was never released. There was only a v ...more
As much as it hopes to show the "realities" of game development, Jason Schreier's book only succeeds at casually shrugging off crunch, "death marches" and glaringly evident worker exploitation. The stories sell, but his writing is grossly irresponsible.
This quote by Glen Weldon on NPR sums up my thoughts:
This quote by Glen Weldon on NPR sums up my thoughts:
"There's another book lurking beneath the surface of the one Schreier's written, which ditches such blandishments and tackles the culture of gaming — and gaming development — with a saltiness t...more
A revealing insightful look at the trials and tribulations that go into making some of the biggest games of today.
As a gamer it was a revelation of what goes on behind the scenes of game development and how incredibly hard it is for these teams of passionate developers to create these experiences.
Highly recommended if you are interested in game design and development , are a gamer yourself or wish to learn more about the industry.
As a gamer it was a revelation of what goes on behind the scenes of game development and how incredibly hard it is for these teams of passionate developers to create these experiences.
Highly recommended if you are interested in game design and development , are a gamer yourself or wish to learn more about the industry.
Aparte de estar muy bien escrito y narrado, este libro me ha cambiado la forma de ver los juegos y, sobre todo, su industria. Es inspirador conocer las historias de personas que aman lo mismo que tú y han conseguido sacar adelante proyectos inverosímiles de forma brillante (o fracasado estrepitosamente y, aún así, siguen al pie del cañón). Desde que empecé a leer este libro, cada vez que sale un juego me pregunto qué historia habrá detrás. Ya estoy deseando leer el siguiente de Schreier.
I normally don't read nonfiction because it bores me, but I wanted to know more about how video games were made, and most importantly why the fuck Bungie thought their version of Destiny was worth 60 dollars plus over a 100 more in worthless DLC. So when I started reading this book, I did not expect to fall in love with Schreier's writing style. He writes each chapter (and game) as a story - from the birth of the concept to the actual execution and everything that happens in between. My first in
...more
I'm sure it's not intentional, just unavoidable because of the topic, but this book is for gamers. It's that one book the gamers will enjoy for sure, if they don't read anything else ever. This book is incredible fun, just like the best games are. And the amount of info on what's happening behind the scenes... priceless.
Also, just like it's the case with all arts, I strongly believe that increased understanding of laws that govern the production and performance also increases the amount of enjo ...more
Also, just like it's the case with all arts, I strongly believe that increased understanding of laws that govern the production and performance also increases the amount of enjo ...more
Video game development is a hard thing to write about. In most cases, it's such a large, expensive, and lengthy process that trying to describe it in a single chapter is essentially an impossible task. Blood, Sweat, and Pixels attempts to tell the stories of ten games in ten chapters. Largely, it succeeds. The book accurately captures the insane difficulty of creating a game (not to mention making a successful game) and presents it in an engaging, easily readable format. It also has some flaws.
...more
When a book makes you miss your station twice, you know it's a good one. I originally picked this up with the premise of 'I'm reading this for work', but I ended up really enjoying it and even played Stardew Valley and looked further into 'The Witcher 3'! I am not a massive gamer, but I do have my niche of games I get caught into ('The Sims', 'Need for Speed' to name a few) so I was at least hoping that if I read it for work I might find something that I would like to explore further and that wo
...more
Fun to read, indeed.
I've expected something more like an analysis of why game development is different to all the other kind of software (why all the crunch), how does this industry evolve (early access, PTW, internal marketplaces, streaming), etc. What I've got instead is few (6? 7? I don't remember) stories of how few certain high profile (very well known) games were developed, what were the biggest challenges & how did the creators achieve their goal. In fact, not all of the stories are s ...more
I've expected something more like an analysis of why game development is different to all the other kind of software (why all the crunch), how does this industry evolve (early access, PTW, internal marketplaces, streaming), etc. What I've got instead is few (6? 7? I don't remember) stories of how few certain high profile (very well known) games were developed, what were the biggest challenges & how did the creators achieve their goal. In fact, not all of the stories are s ...more
Tahle kniha o zákulisí vývoje současných videoher má dva typy čtenářů: Buď patří k fanouškům jedné z her (Destiny, Zaklínač 3, konzolové Diablo 3 nebo Shovel Knight, Pillars of Eternity a spousta dalších) anebo jsou videoherní / popkulturní novináři, kteří chtějí zůstat v obraze. Pak možná ještě sadističtí voyeuři, kteří chtějí vědět, jak strašně lidi při vývoji trpí, jak se jim rozkládají životy, nemají peníze na kontě, dupou po nich vydavatelé, koroduje jim sebevědomí, zdraví a rodiny a v průb
...more
Having spent several years in a software development house, this provided me with plenty of flashbacks. Admittedly my years in the barrel were not at a game development studio, but I could appreciate the craziness that the game devs go through to get a game out the door. The stories behind the games were fascinating, and if there's one common theme running through each story it's the soul crushing doubt that dev teams go through when working on games. I see this in other creative types I know, a
...more
I have been an avid video gamer in the 1990s and 2000s and pretty much stopped playing video games about a decade ago. Also, I have to mention that I haven't played any of the games covered in this book but was somewhat familiar with them through various media. Nonetheless, I really enjoyed this book since it was a really diverse selection of developer stories: People who developed their first video game, developer companies who became independent and/or switched to crowd-sourcing, developers wh
...more
Yine gereksiz şekilde abartılan bir kitap. Araştırmasının iyi yapılmış olduğunu kabul ediyorum ancak anlatılan öyküler ne yeterince ilginç, ne de öğretici. Keza, tüm kitap boyunca tek bir fotoğraf, tek bir ekran görüntüsü kullanılmaması da belgesel nitelikli bir kitap için iyi olmamış. Sonuçta okuduğunuz için pişman olmayacağınız bir kitap, ancak beklentileri düşük tutun.
Incredibly detailed and both very informative and interesting
An incredibly in depth and interesting look into the development process of some of the most popular video games out there, which didn't fail to keep me hooked to each page, I highly recommend Blood Sweat and Pixels.
With each chapter focusing on the story of a particular game, the book is perfect reading I'm bite size chunks, ie whilst commuting, or in one sitting. The stories behind the games are entertaining, enlightening and surpri ...more
An incredibly in depth and interesting look into the development process of some of the most popular video games out there, which didn't fail to keep me hooked to each page, I highly recommend Blood Sweat and Pixels.
With each chapter focusing on the story of a particular game, the book is perfect reading I'm bite size chunks, ie whilst commuting, or in one sitting. The stories behind the games are entertaining, enlightening and surpri ...more
This review has been hidden because it contains spoilers. To view it,
click here.
This book was written from a third person's view, where the author interviews various key appointment holders of the companies to find out more about the game development process. For those of you who are interested in game development, this book can be quite demoralising. Almost all the case studies mentioned in the book eventually made it big but still all of them went through an incredibly tiring and insane phase to keep the game running.
For some reason, I felt educated on business management ...more
For some reason, I felt educated on business management ...more
I picked this up as a light, fun amuse bouche between other weightier nonfiction reads. I was familiar with at least a few of the games (I've played & enjoyed Stardew Valley, Inquisition, and the Witcher III) and I'm just generally interested in video games because it's an industry where art and commerce are always either dancing or dueling. For a genre writer, there's some useful distance and a lot to learn.
Anyhow, it was a light, fun amuse bouche of a book. But it was a little lighter, a l ...more
Anyhow, it was a light, fun amuse bouche of a book. But it was a little lighter, a l ...more
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“One surefire way to annoy a game developer is to ask, in response to discovering his or her chosen career path, what it’s like to spend all day playing video games.”
—
2 likes
“The biggest differentiator between a studio that creates a really high-quality game and a studio that doesn’t isn’t the quality of the team,” said one person who worked on Destiny. “It’s their dev tools. If you can take fifty shots on goal, and you’re a pretty shitty hockey player, and I can only take three shots on goal and I’m Wayne fucking Gretzky, you’re probably going to do better. That’s what tools are. It’s how fast can you iterate, how stable are they, how robust are they, how easy is it as a nontechnical artist to move a thing.”
—
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