Blood, Sweat, and Pixels - Jason Schreier

Blood, Sweat, and Pixels

Jason Schreier

出版时间

2017-09-05

ISBN

9780062651235

评分

★★★★★
书籍介绍

xels, Jason Schreier takes readers on a fascinating odyssey behind the scenes of video game development, where the creator may be a team of 600 overworked underdogs or a solitary geek genius. Exploring the artistic challenges, technical impossibilities, marketplace demands, and Donkey Kong-sized monkey wrenches thrown into the works by corporate, Blood, Sweat, and Pixels reveals how bringing any game to completion is more than Sisyphean—it's nothing short of miraculous.

Taking some of the most popular, bestselling recent games, Schreier immerses readers in the hellfire of the development process, whether it's RPG studio Bioware's challenge to beat an impossible schedule and overcome countless technical nightmares to build Dragon Age: Inquisition; indie developer Eric Barone's single-handed efforts to grow country-life RPG Stardew Valley from one man's vision into a multi-million-dollar franchise; or Bungie spinning out from their corporate overlords at Microsoft to create Destiny, a brand new universe that they hoped would become as iconic as Star Wars and Lord of the Rings—even as it nearly ripped their studio apart.

Documenting the round-the-clock crunches, buggy-eyed burnout, and last-minute saves, Blood, Sweat, and Pixels is a journey through development hell—and ultimately a tribute to the dedicated diehards and unsung heroes who scale mountains of obstacles in their quests to create the best games imaginable.

贾森·施赖埃尔:现任职于彭博社,曾在业界领先、报道游戏产业及文化的Kotaku网站担任新闻编辑,就各种复杂的行业问题发表深入报道,享誉业内。他还为《连线》(Wired)杂志进行游戏行业的报道,并为《纽约时报》(New York Times)、《前沿》(Edge)杂志、Paste 网站、《洋葱新闻网》(Onion News Network)等众多媒体供稿。本书是他的处女作。

用户评论
游戏人的痛苦各有不同
读起来很有意思。从别人的热爱里寻找鸡血。其实一般的软件行业也差不多,有ddl的地方就会crunch,错误的预估了复杂度就要用熬夜来弥补,只是大概游戏业能用爱来包装这些血汗,一天到晚写CRUD的软工么连这个幸运都没有了。
这是一本我十分后悔看过的书,看过之后就再也不想做项目、做游戏了 要做好东西,太难太难,要投入的东西太多了. 比较喜欢的几个故事: pillars of eternity, uncharted 4, startdew valley, shovel knight, witcher 3. 希望每本章节都加入更多的图片和timeline梳理,会更加容易读、回顾
仅读了星露谷和铲子骑士两章,我就感觉我不是做游戏的料了。贫穷究竟是激发还是摧毁创造力呢?我害怕贫穷,我更害怕为贫穷出卖灵魂。也许有一天,当我想到了不出卖灵魂的游戏的点子以后才会去做吧。
重点读了巫师3、星露谷和光环战争三章,其实分别说的是发展中国家开发商如何做出大型高质量游戏、个人如何做出高质量游戏和作为一个游戏渠道商的分支机构做游戏面临哪些约束,这么好的书为什么没人翻译?不怎么玩游戏的人都觉得很引人入胜,找回了当年看doom启示录时的感觉。
喜欢星露谷和永恒之柱的
看完只觉得游戏行业好苦逼 疯狂加班 动不动裁员 耗尽心血打造的作品被砍……向仍然坚守在这个行业做好游戏的人致敬
大佬都要出第二本书了。
excitement and hell
喜欢游戏的都应该读一下
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