Nuevo:
-41% US$11.26US$11.26
Entrega el martes, 1 de octubre
Enviado por: Amazon.com Vendido por: Amazon.com
Ahorra con Usado - Bueno
US$9.93US$9.93
Entrega el miércoles, 2 de octubre
Enviado por: Amazon Vendido por: ZBK Wholesale
Descarga la app de Kindle gratis y comienza a leer libros Kindle al instante desde tu smartphone, tablet o computadora, sin necesidad de ningún dispositivo Kindle.
Lee al instante desde tu navegador con Kindle para la web.
Usando la cámara de tu celular escanea el siguiente código y descarga la aplicación Kindle.
Imagen no disponible
Color:
-
-
-
- Para ver la descarga de este video Flash Player
Seguir al autor
Aceptar
Blood, Sweat, and Pixels: The Triumphant, Turbulent Stories Behind How Video Games Are Made Tapa blanda – 5 Septiembre 2017
Opciones de compra y productos Add-on
NATIONAL BESTSELLER
“The stories in this book make for a fascinating and remarkably complete pantheon of just about every common despair and every joy related to game development.” — Rami Ismail, cofounder of Vlambeer and developer of Nuclear Throne
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 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.
- Número de páginas304 páginas
- IdiomaInglés
- EditorialHarper Paperbacks
- Fecha de publicación5 Septiembre 2017
- Dimensiones5.31 x 0.68 x 8 pulgadas
- ISBN-100062651234
- ISBN-13978-0062651235
Comprados juntos habitualmente

Los clientes que compraron este producto también compraron
Play Nice: The Rise, Fall, and Future Of Blizzard EntertainmentTapa duraUS$7.18 de envíoEste producto saldrá a la venta el 8 de octubre de 2024.
Ask Iwata: Words of Wisdom from Satoru Iwata, Nintendo's Legendary CEOHobonichiTapa duraUS$7.29 de envíoSolo queda(n) 2 en stock (hay más unidades en camino).
Here’s an alternative theory: every single video game is made under abnormal circumstances. Video games straddle the border between art and technology in a way that was barely possible just a few decades ago.Destacada por 662 lectores de Kindle
Urquhart pointed out that making games is sort of like shooting movies, if you had to build an entirely new camera every time you started.Destacada por 598 lectores de Kindle
The standard burn rate for a game studio was $10,000 per person per month, a number that included both salaries and overhead costs, like health insurance and office rent.Destacada por 573 lectores de Kindle
Opiniones editoriales
Críticas
“Necessary to read… by the end, my only complaint about Blood, Sweat, and Pixels is that there wasn’t more to read.” — Forbes.com
“Making video games is one of most transformative, exciting things I’ve done in my two decades as a freelance writer. Making video games is also an excruciating journey into Hellmouth itself. Jason Schreier’s wonderful book captures both the excitement and the hell. Here, at long last, is a gripping, intelligent glimpse behind a thick (and needlessly secretive) creative curtain.” — Tom Bissell, author of Extra Lives and Apostle, and writer on the Gears of War, Uncharted, and Battlefield franchises
“A meticulously researched, well-written, and painful at times account of many developers’ and studios’ highs and lows. May need to make it required reading for the developers at my studio.” — Cliff Bleszinski, creator of Gears of War and founder of Boss Key Productions
“The stories in this book make for a fascinating and remarkably complete pantheon of just about every common despair and every joy related to game development.” — Rami Ismail, cofounder of Vlambeer and developer of Nuclear Throne
“Jason Schreier brilliantly exposes the truth about how video games are made. Brutal, honest, yet ultimately uplifting; I’ve been gaming for thirty years, yet I was surprised by every page. Turns out what I didn’t know about my favorite hobby could fill a book. This book! Can’t recommend it enough to any serious fan of this generation’s greatest new art form.” — Adam Conover, executive producer and host of truTV’s Adam Ruins Everything
“...his enthusiasm is contagious; even if you’ve never played one of these games, you’ll be riveted by the account of how they came to be.” — Booklist
“Schreier covers the notoriously secretive gaming industry… and he knows it well… He also clearly respects [the] developers and their achievements, and treats their rueful tales of selfless struggle with an admiring deference…a useful survey of the landscape of game production at this cultural moment.” — GQ
“Schreier sets each scene with admirable prowess, giving the reader just enough information to feel the weight of each story. For anyone who has ever wondered how some of the most successful games are made, this book is a real eye-opener… At its heart, Blood, Sweat, and Pixels is an ode to the people who put every fiber of their being into making memorable experiences for gamers all over the world.” — Fiction Southeast
“Lively writing… For fans of video games, Blood, Sweat, and Pixels is a must read, but anyone interested in stories about the hard process of making art is also sure to enjoy it.” — Shelf Awareness
“One of the most insightful pieces of text I’ve ever read… It’s a well-written tale of real sacrifice, struggles, and more, it’s almost inspiring despite how sad it can be at times.” — GameZone
“Blood, Sweat, and Pixels is the instruction manual to the game industry I never realized I needed.” — GameCritics.com
“Schreier creates a compellingly warts-and-all portrait of a profession that so many who grew up playing games idolized.” — Wired
Contraportada
The creative and technical logistics that go into building today’s hottest games can be more fraught with challenges 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 development, where the creator may be a team of six hundred 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.
Examining some of the bestselling games and most infamous failures, 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 multimillion-dollar franchise; or Bungie employees 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.
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.
Biografía del autor
Jason Schreier is the news editor at Kotaku, a leading website covering the industry and culture of video games. He has also covered the video game world for Wired, and has contributed to a wide range of outlets including The New York Times, Edge, Paste, Kill Screen, and The Onion News Network. Blood, Sweat, and Pixels is his first book.
Detalles del producto
- Editorial : Harper Paperbacks; 1er edición (5 Septiembre 2017)
- Idioma : Inglés
- Tapa blanda : 304 páginas
- ISBN-10 : 0062651234
- ISBN-13 : 978-0062651235
- Dimensiones : 5.31 x 0.68 x 8 pulgadas
- Clasificación en los más vendidos de Amazon: nº17,582 en Libros (Ver el Top 100 en Libros)
- Opiniones de clientes:
Sobre el autor

Descubre más de los libros del autor, mira autores similares, lee blogs del autor y más
Opiniones de clientes
- 5 estrellas4 estrellas3 estrellas2 estrellas1 estrella5 estrellas66%27%6%1%0%66%
- 5 estrellas4 estrellas3 estrellas2 estrellas1 estrella4 estrellas66%27%6%1%0%27%
- 5 estrellas4 estrellas3 estrellas2 estrellas1 estrella3 estrellas66%27%6%1%0%6%
- 5 estrellas4 estrellas3 estrellas2 estrellas1 estrella2 estrellas66%27%6%1%0%1%
- 5 estrellas4 estrellas3 estrellas2 estrellas1 estrella1 estrella66%27%6%1%0%0%
Las opiniones de clientes, incluidas las valoraciones de productos ayudan a que los clientes conozcan más acerca del producto y decidan si es el producto adecuado para ellos.
Para calcular la valoración global y el desglose porcentual por estrella, no utilizamos un promedio simple. En cambio, nuestro sistema considera cosas como la actualidad de la opinión y si el revisor compró el producto en Amazon. También analiza las opiniones para verificar la confiabilidad.
Más información sobre cómo funcionan las opiniones de clientes en AmazonOpiniones con imágenes
Extremely intriguing and interesting
-
Opiniones principales
Opiniones destacadas de los Estados Unidos
Ha surgido un problema al filtrar las opiniones justo en este momento. Vuelva a intentarlo en otro momento.
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 absorbing chapters Schreier covers the downright grueling development process behind such hits as Blizzard's Diablo III, Naughty Dog's Uncharted 4, CD Projekt Red's The Witcher 3 and, of course, Bungie's Destiny.
Speaking of Destiny, it was Schreier's crucial 2015 exposé that laid the groundwork for this wonderful little book. (Portions of his chapter on Destiny are taken directly from that article.) As fans of the blockbuster series will remember, that Kotaku piece brought Destiny's murky origin story to light. Importantly, it provided the necessary background for understanding how the company that gave us Halo could have produced — at least at launch — such a lackluster title. Subpar development tools, a strained relationship with publisher Activision, and the complete reboot of the story (following the departure of lead writer Joe Staten) a year out from release had much to do with it. As a source tells Schreier, “A lot of the problems that came up in Destiny 1...are results of having an unwavering schedule and unwieldy tools."
What we learned then from Scheier's keen reporting, and what comes across clear as day in his first book, is that making games is incredibly hard and almost impossibly demanding. Harder, perhaps, than any other creative medium. Thanks to their interactive nature and sheer potentiality, games are capable of delivering the boundless, memorable experiences we've come to love. But it's those same elements that make them such a chore to create, even for seasoned veterans.
One of the designers at Obsidian (of Fallout: New Vegas fame) he interviews puts it this way: "making games is sort of like shooting movies, if you had to build an entirely new camera every time you started." Indeed, the tools and technologies used to develop the latest games are constantly in flux, as is the creative vision of the producers and directors at the top. A change in either area can prove hugely disruptive to the overall process — a process that hinges on pushing a marketable product out the door by an agreed upon deadline. It's that constant give and take between concept and technology, between developer and publisher, that defines the medium.
Internal conflicts can also run a project off course. Artists and programmers might spend months, years even, sketching and coding characters, environments, quests, set pieces and combat mechanics, only to see it all thrown out as a result of higher-ups taking the game in an entirely different direction. When Naughty Dog replaced Uncharted 4's creative director Amy Hennig in 2014 — roughly two years into the game's development — the story was more or less scrapped. That meant that cut scenes, animation, and thousands of lines of recorded voicework on which the studio had already spent millions of dollars got the axe, too. For an artist emotionally invested in their work, this can be heartbreaking and demotivating.
In other cases, such as the abortive Star Wars 1313, a decision by the publisher can bring it all crashing down. As Scheier recounts in the closing chapter, LucasArts, formerly a subsidiary of Lucasfilm, began work on a new action-adventure Star Wars game in 2010. The game debuted at E3 in 2012 to wide critical acclaim. Shortly afterward, the company was acquired by Disney. By 2013, Disney had shuttered the studio and canceled every one of its projects. For all the work the dedicated crew at LucasArts poured into their pet project, Star Wars 1313 was never meant to be.
Given the many technical hitches, logistical nightmares, corporate pressures, and unforeseen obstacles that threaten success, it's no small wonder that any games are shipped at all. As Schreier points out, there's hardly a game on the market today that doesn't run up against insane crunch periods and dramatic setbacks over the course of its development. Whether it's a small team working on a 2D side-scroller à la Yacht Club Games' Shovel Knight or a massive effort spread across hundreds of staff in the case of BioWare's Dragon Age, producing a quality game in today's highly competitive environment is by any measure a herculean effort.
Virtually every insider consulted for the book talks about how taxing the job can be on one's physical health and personal relationships. Burnout is common. And even with working around the clock for months on end — often sans overtime pay, as it's not required in the US — games rarely come out on time. Delays and cancellations are a feature, not a bug. To be sure, any successful career in game development is built on passion and an enthusiasm for creating unique playable spaces, but it's one that comes with significant costs that only the truly dedicated may be equipped to endure.
Closing Thoughts
Leave it to Jason Schreier to shatter any utopic notions about game development. Behind the glossy visuals and destructible environments we take for granted on screen lies a hellish landscape of Sisyphean creative challenges and brutal working hours. As the title suggests, Blood, Sweat, and Pixels constantly reminds us that game production is as much about self-sacrifice as it is about crafting quality interactive experiences. And if these breezy oral histories are any indication, it's a principle that holds true whether you're a bootstrapped indie developer beholden to Kickstarter donors or a lowly cog in the big-budget corporate machine.
Schreier is a most welcome guide, bringing more casual readers up to speed on esoteric conversations ranging from rendering paths and game engines to bug testing and content iteration times. It's a testament to his talents that the book never seems to flag, even when exploring games I didn't particularly care about. While I wish Schreier had ventured more deeply into the ethics of crunch culture, his penchant for meticulous, well researched investigative journalism is on full display here.
If you have even a passing interest in gaming be sure to pick this one up. I came away with a better understanding of the personal sacrifices and creative compromises that appear to go hand in hand with making video games, and a newfound perspective on increasingly commonplace monetization strategies like paid downloadable content (PDLC) and microtransaction (MTX) systems. Above all, it left me with a more profound appreciation for my most cherished hobby.
Each exemplar is well-written and an unexpected page-turner. Part history and part business textbook, each exemplar has lessons for those outside the gaming industry. While each of the 10 games are a good read, Jason Schreier leaves it to the reader to identify the good project practices and lessons. Project management is incredibly difficult, Scherier illustrates how high profile games have multiple teams that are interdependent (for example: the art team is reliant on the tech team and vice-versa). Recommended.
The Good – Each of the ten games that Jason Schreier uses as examples are well known. He goes into how each were developed, the problems, and how they may have been overcome. Few of the games were 100% successful, with many of the production problems dragging down the game’s final reviews and sales. He is sympathetic to the designers and that shines through.
The Bad – Jason Schreier loves videogames – and this book is an ode of those in the industry. The book reads like a series of vignettes as opposed to a unified whole. Each vignette is interesting but if the reader is looking for a book more focused on the business and project management of videogames, than it will be a disappointment, but still a fascinating book. It would have been valuable if Schreier highlighted some of the games that appear to have a less rocky development process (such as Call of Duty or Madden) to illustrate successful production methods.
Opiniones más destacadas de otros países
I'm not sure this book would be very interesting to anyone who isn't interested in video games, but it's a great book for the fans.
Un indispensable para cualquiera que le interese la industria del videojuego.
Essencial para quem pretende ser desenvolvedor de jogos conhecer o que os aguarda e para os amantes de games enxergarem o lado de quem os faz.
Calificado en Francia el 8 de marzo de 2021
Cuenta con 10 historias que lo que tienen en común son prácticas que te hacen cuestionar porque hay tanta gente dedicándose a este medio. Los desarrolladores de videojuegos viven un torbellino eterno de estrés y trabajo, horas extras y poco tiempo de familia, cambios repentinos y acciones legales en contra de su voluntad. Es una industria terrible, y este libro es la mejor prueba de ello.
Ganarás mucho respeto hacia los grupos que crean todos esos videojuegos que tanto amas. Ya que en verdad hubo mucho sacrificio, lágrimas y sangre detrás de cada uno.





