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Blood, sweat, and pixels : the triumphant, turbulent stories behind how video games are made / Jason Schreier.

By: Schreier, Jason [author.]Material type: TextTextPublisher: New York : Harper, [2017]Copyright date: ©2017Edition: 1st EditionDescription: xxi, 275 pages ; 21 cmContent type: text Media type: unmediated Carrier type: volumeISBN: 9780062651235 (pbk.) :Subject(s): Video games | Video games -- Economic aspects | Video games industry | Video games -- Design | Hobbies and Games | Hobbies and GamesDDC classification: 794.8 Summary: 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 \
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Item type Current library Home library Shelving location Class number Status Date due Barcode Item reservations
Book Book Paul Hamlyn Library Paul Hamlyn Library Floor 3 794.8 SCH (Browse shelf(Opens below)) Issued 18/11/2024 06665012
Book Book Paul Hamlyn Library Paul Hamlyn Library Floor 3 794.8 SCH (Browse shelf(Opens below)) Available 06665020
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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 \ 0 million budget down to \ million, even if you have to fire a few people to make it happen? Welcome to video game development.

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