作者:
Jason Schreier 出版社: Harper Paperbacks 副标题: The Triumphant, Turbulent Stories Behind How Video Games Are Made 出版年: 2017-9-5 页数: 304 定价: USD 15.99 装帧: Paperback ISBN: 9780062651235
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 reveal...
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.
You’ll probably notice that most of the people who speak in this book are male, which is a depressing (and unintentional) reflection of an industry that has, for decades now, been dominated by men.
The most important question in video game development has nothing to do with making video games. It’s a simple question that has stymied artists for centuries and put an end to countless creative endeavors: How are we gonna pay for this thing? (查看原文)
非常易读的一本书,十个游戏开发的故事,篇幅不长不短,每个都有不同的主题。 1. Pillars of Eternity:众筹这种新的(当时)funding模式如何帮助游戏公司度过难关并且以不同寻常的方式开发出一部优秀的游戏; 2. Uncharted 4:默契、crunching,living up to one’s legend; ...
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0 有用 吮吸的神奇羽毛 2022-12-23 23:42:36 美国
很难说是秘辛,但是真的浇灭了自己做游戏的一部分热情。
0 有用 灭灭 2018-05-15 15:57:53
其实是线上文章选集
1 有用 Lavie 2020-11-24 05:24:44
干游戏行业和码农感觉是两个物种。怎么这么辛苦
3 有用 辰丁 2020-06-11 16:56:43
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。
0 有用 钚Janus 2022-02-21 07:32:41
每个爆款游戏都是游戏制作者挥洒多年血与泪和多方博弈的结果,本书采写了2010 中叶的几款非常受欢迎的游戏制作者(团队)的幕后故事,总结故事的共同点:豪无规律的工作计划和无休止的加班是游戏程序员的常态,如果是独立游戏制作的个人或者是独立工作室,找不到投资人,还有堵上全部家当,随时破产的可能,所以一个出色的游戏制作人必定对这个行业拥有十二分的热爱和对游戏精益求精的执着。