Krew, pot i piksele. Chwalebne i niepokojące opowieści o tym, jak robi się gry

Krew, pot i piksele. Chwalebne i niepokojące opowieści o tym, jak robi się gry

  • Downloads:2472
  • Type:Epub+TxT+PDF+Mobi
  • Create Date:2021-10-19 09:53:54
  • Update Date:2025-09-06
  • Status:finish
  • Author:Jason Schreier
  • ISBN:8381292433
  • Environment:PC/Android/iPhone/iPad/Kindle

Summary

Międzynarodowy bestseller! Jak powstają znane gry – "Wiedźmin", "Dragon Age", "Stardew Valley", "Destiny", "Diablo"?

Tworzenie gier komputerowych w dzisiejszych czasach jest często bardziej fascynujące niż efekt końcowy。 Jason Schreier zabiera czytelników w niezwykłą podróż za kulisy przemysłu gier wideo, gdzie twórcą może być zespół 600 przepracowanych geeków lub jeden geniusz。 Opisując artystyczne wyzwania stojące przed producentami, techniczne bariery, żądania graczy i pracę przypominającą robotę w korporacji, autor dochodzi do wniosku, że każda z gier jest swoistym cudem。

To podróż do istnego piekła, jakim jest świat twórców gier, a jednocześnie hołd dla wszystkich tych, którzy próbują sprostać niebotycznym oczekiwaniom otoczenia i stworzyć najlepszą grę, jaką tylko można sobie wyobrazić。

Największe tajemnice gier wideo w jednej książce:
- "Pillars of Eternity"
- "Uncharted 4"
- "Stardew Valley"
- "Diablo III"
- "Halo Wars"
- "Dragon Age: Inkwizycja"
- "Shovel Knight"
- "Destiny"
- "Wiedźmin 3: Dziki Gon"
- "Star Wars 1313"

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Reviews

Julie

This shouldn't have been as interesting to me as it was since I'm not much of a gamer and had never heard of the majority of the games。 But it is short enough and moves along at a brisk pace while capturing enough of the human element of game design and development to make it intriguing and worthwhile。 This shouldn't have been as interesting to me as it was since I'm not much of a gamer and had never heard of the majority of the games。 But it is short enough and moves along at a brisk pace while capturing enough of the human element of game design and development to make it intriguing and worthwhile。 。。。more

Jason Bourg

Enjoyable review of 10 video games and some insight into stress and problems that arise。 Had a hard time not reminding myself that these people are all likely doing dreams work regardless of the grind and crunch time。 Would have liked to read more about the waste these development cycles produce。 Seems like you could start a company and make money with solid project management and develop designers。 Like trying to predict when an unreliable contractor will come fix your roof。 Just give me some o Enjoyable review of 10 video games and some insight into stress and problems that arise。 Had a hard time not reminding myself that these people are all likely doing dreams work regardless of the grind and crunch time。 Would have liked to read more about the waste these development cycles produce。 Seems like you could start a company and make money with solid project management and develop designers。 Like trying to predict when an unreliable contractor will come fix your roof。 Just give me some one who will come when they say they will and I’ll pay a little more。 。。。more

Taylor

I’m a software designer so the money, change, and deadline problems weren’t that surprising to me。 I enjoyed learning more about each of the games and especially the art direction challenges many of them faced。

Andrew Balyk

Дуже класна книга з купою історій, які стоять за розробкою компютерних ігор。 Вона буде цікава не тільки "геймерам", а всім, хто так чи інакше задіяний в створенні продуктів。Я завжди вважав, що компютерні ігри це один з найскладніших продуктів для запуску。 Це роки роботи, які базуються на припущеннях, що гра сподобається цільовій аудиторії, яка складається не з найбільш поблажливих клієнтів。А насправді все ще більш складніше :) Бо не важливо чи над грою працює сотні людей з маркетинговим відділом Дуже класна книга з купою історій, які стоять за розробкою компютерних ігор。 Вона буде цікава не тільки "геймерам", а всім, хто так чи інакше задіяний в створенні продуктів。Я завжди вважав, що компютерні ігри це один з найскладніших продуктів для запуску。 Це роки роботи, які базуються на припущеннях, що гра сподобається цільовій аудиторії, яка складається не з найбільш поблажливих клієнтів。А насправді все ще більш складніше :) Бо не важливо чи над грою працює сотні людей з маркетинговим відділом Microsoft за плачеми, а чи це один розробник без жодних звязків з видавцем。 Результат буде крутим, якщо люди будуть горіти над створенням продукту。 На жаль, в прямому і переносному значенні цього слова。 。。。more

Gabriela

achei um pouco irresponsável a forma que o jason schreier fala sobre as horas extras deles no trabalho, isso não deveria ser algo normal e corriqueiro。 de resto, adorei, mas eu sou nerdola que gosta de joguinho e design então óbvio que eu ia gostar。

Annie

The audiobook narrator gets 5 stars from me。I haven't played ANY of the video games in this book, but hearing their stories made me want to。 I appreciated that the first couple stories have a bit more exposition about the general challenges of video game development。 While the book could have become repetitive (as software development tends to have the same issues of dealing with sudden, drastic directional changes and inevitable pushing back of deadlines), the prose was varied enough to keep me The audiobook narrator gets 5 stars from me。I haven't played ANY of the video games in this book, but hearing their stories made me want to。 I appreciated that the first couple stories have a bit more exposition about the general challenges of video game development。 While the book could have become repetitive (as software development tends to have the same issues of dealing with sudden, drastic directional changes and inevitable pushing back of deadlines), the prose was varied enough to keep me interested。 。。。more

Peter Gyongyosi

A collection of fun little stories about the birth of a dozen or so games, some of which you have surely sunk hundreds of hours into。 Don’t expect an overarching narrative or any big takeaways though。

Rob Olson

Blood, Sweat, and Pixels is about 300 pages in length and covers 10 different games。 If you take out the prologue, epilogue, footnotes, etc, this is about 25 pages per game。 This was both an advantage and a disadvantage for the book。 I liked that Schreier was able to talk about 10 different games—all popular titles that I've played, or want to play—but, the coverage of each was very shallow。 Each game was in development for at least 4 years but the story for each had to be told in an incredibly Blood, Sweat, and Pixels is about 300 pages in length and covers 10 different games。 If you take out the prologue, epilogue, footnotes, etc, this is about 25 pages per game。 This was both an advantage and a disadvantage for the book。 I liked that Schreier was able to talk about 10 different games—all popular titles that I've played, or want to play—but, the coverage of each was very shallow。 Each game was in development for at least 4 years but the story for each had to be told in an incredibly brief way。 I believe my favorite chapter was the one on Stardew Valley。 Because Stardew Valley was entirely developed by a single individual, Schreier was able to tell the story with some depth。 I was able to connect with Eric Barone and learn about his life。 This was in stark contrast to the story of the development of Destiny where a studio of hundreds of people were involved。I love reading about video game development so I of course liked this book but the story as whole did not resonate with me enough to give more than 3/5。 。。。more

Joel Anderson

overall really interesting history, but a little bootlicky and lacking in material analysis of the industry。 Way too apologetic of bosses and crunch

John Salvadore

*Audiobook* Good audiobook。 Makes you appreciate the art of making video games and the people who make them。 What I didn't like about the book was sometimes it felt like a drawn out advertisement for the video game company being interviewed。 *Audiobook* Good audiobook。 Makes you appreciate the art of making video games and the people who make them。 What I didn't like about the book was sometimes it felt like a drawn out advertisement for the video game company being interviewed。 。。。more

Tab Williams

10 stories about specific games and their development。 The uniting theme is that video games are f'ing hard to make and their release is a small miracle。 Other than that, the stories are stand-alone。 It does provide an outside in the inner workings of the industry and how it operates (the good and the bad)。 To me, the book is akin to 10 developers sitting in a bar telling their own war story with some more entertaining than others。 10 stories about specific games and their development。 The uniting theme is that video games are f'ing hard to make and their release is a small miracle。 Other than that, the stories are stand-alone。 It does provide an outside in the inner workings of the industry and how it operates (the good and the bad)。 To me, the book is akin to 10 developers sitting in a bar telling their own war story with some more entertaining than others。 。。。more

Viktor Lototskyi

For the hardcore gamer and somehow related to the game industry, this book is a true gem。

Sarthak Dev

Outstanding。 Must read if you have the slightest interest in any kind of video game, even if it is Snake on your Nokia 3310。 I was unaware of the scale of effort that goes into ideating, designing, and then planning games。 I also love that the author has chosen different chapters/games for different aspect of this process。 Halo went through different challenges than Age of Empires, so it was cool to read about the challenges that the biggest studios face for their game。

sharky

Fantastic book。 A really insightful look into how games get made (and how some don't)。 I felt it was a little repetitive, with underestimating and overpromising leading to crunch and burnout, only to repeat that for the next game, but that's a reflection of the industry。 I learned a lot by reading this。 Fantastic book。 A really insightful look into how games get made (and how some don't)。 I felt it was a little repetitive, with underestimating and overpromising leading to crunch and burnout, only to repeat that for the next game, but that's a reflection of the industry。 I learned a lot by reading this。 。。。more

Zoltán Zsombor

I've been reading Jason's reporting on the gaming industry for years now, so I was familiar with his writing and I think the work he is doing is important and meaningful。 That means that while I enjoyed this book a lot, some of it was already very familiar to me from his Kotaku days。Then again, if someone is new to the topic and wants to learn more about what happens behind the curtains in video games, I can wholeheartedly recommend this book as it's very well written and despite the heavy stori I've been reading Jason's reporting on the gaming industry for years now, so I was familiar with his writing and I think the work he is doing is important and meaningful。 That means that while I enjoyed this book a lot, some of it was already very familiar to me from his Kotaku days。Then again, if someone is new to the topic and wants to learn more about what happens behind the curtains in video games, I can wholeheartedly recommend this book as it's very well written and despite the heavy stories, it's still somehow strangely positive in the end? 。。。more

Ryan Mac

A book that makes you wonder how any video game is made and that big projects everywhere have too few resources and unrealistic timelines。

Dan

A fascinating look at the largely invisibly process of making videogames。 Both entertaining and dispiriting, this book highlights the many challenges and rampant dysfunction involved in making our little goblin murder simulators。 But it also reveals the passion and joy persisting through that dysfunction, as year after year teams of artists and engineers excavate rich, complex worlds from piles of malfunctioning code, an act that seems like nothing short of witchcraft。

Carlos

I've liked it very much。 I would love that Jason would explain -just a bit- how coding works, because for those outside of it, it feels a bit esoteric, because we can't imagine (literally) how games are made。Still, this book is great! I've liked it very much。 I would love that Jason would explain -just a bit- how coding works, because for those outside of it, it feels a bit esoteric, because we can't imagine (literally) how games are made。Still, this book is great! 。。。more

Vitaliy

Давно чув про цю книгу і тому, коли побачив таки на Арсеналі, вирішив дати шанс)Написана ігровим журналістом, який до того вже декілька років працював новинарем на геймерському порталі Kotaku, розповідає 10 історій зі світу геймдеву, на прикладі конкретних ігр。 Тут є і позитивні історії з хепіендом, і сумні, де все зрештою завалилося。Книга радше для фанів геймінгу чи зацікавлених у геймдеві。 Історії самі по собі непогані, але по суті своїй доволі подібні, то ж після 3-4ї почав трохи скучати і че Давно чув про цю книгу і тому, коли побачив таки на Арсеналі, вирішив дати шанс)Написана ігровим журналістом, який до того вже декілька років працював новинарем на геймерському порталі Kotaku, розповідає 10 історій зі світу геймдеву, на прикладі конкретних ігр。 Тут є і позитивні історії з хепіендом, і сумні, де все зрештою завалилося。Книга радше для фанів геймінгу чи зацікавлених у геймдеві。 Історії самі по собі непогані, але по суті своїй доволі подібні, то ж після 3-4ї почав трохи скучати і чекати вже конкретних ігр, які мені були добре відомі і тим цікаві。 Власне, мене особливо цікавили лише три: Diablo 3, Stardew Valley та Witcher 3。 В іншому ж це зазвичай одна й та сама схема: захоплення класною ідеєю, неадекватні оцінки ресурсу, який потрібен для її втілення, перші завалювання дедлайнів, другі завалювання дедлайнів, конфлікт з інвесторами і таки вихід гри в тому чи іншому вигляді)) В книзі багато вставок і коментарів працівників студій, що з одного боку класно, бо дає бачення з середини, з іншого, знов таки, вони в більшості своїй однотипні。То ж, як на мій погляд, написана вона непогано, але не більше ніж це。 Декілька історій видались цікавими, але загалом якихось суперінсайдів тут не знайдеш。 Тому нмд читабельна переважно лише для фанатів та й навіть будучи фаном можна місцями піднудьгуватись。 Та й таке) 。。。more

Rob

This book was not exactly what I expected, but when I realized what it was about I enjoyed it well enough。 While I would normally be really excited to read more of Video Game history。 However most of the stories in this book were about publishers or games I really didn't care about。 I wish there had been more of Nintendo history in the book。 If I had spent the time to read the synopsis more, I may have ended up with a clearer picture of what I was in for。 Basically what I am saying is, most of m This book was not exactly what I expected, but when I realized what it was about I enjoyed it well enough。 While I would normally be really excited to read more of Video Game history。 However most of the stories in this book were about publishers or games I really didn't care about。 I wish there had been more of Nintendo history in the book。 If I had spent the time to read the synopsis more, I may have ended up with a clearer picture of what I was in for。 Basically what I am saying is, most of my complaints about this book are from my lack of pre-reading and not any fault of the book itself。 Having read it, I actually thought it was pretty well written for the video games and publishers it was focusing on。 I actually felt like I learned a lot about how a video game is published。 The stories also proved to be very well written anecdotes about the industry。 I just have this wish that there had been more written about my favorite big publishers, that really is my only complaint about the book。 If you read the synopsis, unlike me, and think you'll like it then I encourage you to give it a shot! 。。。more

Talha Tosun

3。5

Jonathan Drouin

A major issue I often have with works of non-fiction is structural。 This issue can manifest in a multitude of ways。 For example, the subjects covered may not have a compelling central narrative to connect to; or, there is a strong central topic with many abstruse, difficult to explain concepts with each new topic abstractly connected leading to hamfisted attempts of collecting the disparate ideas and assembling them together。 Even if I find the subject fascinating, I may just not enjoy reading a A major issue I often have with works of non-fiction is structural。 This issue can manifest in a multitude of ways。 For example, the subjects covered may not have a compelling central narrative to connect to; or, there is a strong central topic with many abstruse, difficult to explain concepts with each new topic abstractly connected leading to hamfisted attempts of collecting the disparate ideas and assembling them together。 Even if I find the subject fascinating, I may just not enjoy reading about it due to the way it is presented。Jason Schreier beautifully stepped past these structural pitfalls with Blood, Sweat, and Pixels。 A quick prologue conveyed the basic hypothesis of the book: making video games is difficult and there are many reasons why。 Each subsequent chapter provided a mini-narrative and an example of a specific game。 I never felt burned out on a subject as the end of a chapter provided me with a well-contained story arc and fed seamlessly into the greater narrative of the book without feeling repetitive。 The chapters provided diverse stories and situations focusing on different aspects of the treacherous development cycle of an average game。 An epilogue neatly wrapped up the open-ended question left in the prologue。 It didn't feel like there was any extra fat or unnecessary repetition, a rare feat in non-fiction。There is something elegant and simple to the journalistic tone of the book, interviews and quotes are effortlessly laced into every chapter, providing a well-balanced, natural flow to the book。 The topic covered may be a bit niche but I think the themes are universal and would translate well even to someone who is not a die-hard gaming enthusiast。 Classic struggles of passion and human/technological/financial limits, hilarious and sometimes scandalous anecdotes, and getting a peak behind the curtain of how some larger companies can get tripped up by banal details。 There is a lot to admire with what Jason Schreier has accomplished here and it makes me hope we continue to get this kind of coverage and journalism in the gaming community moving forward。 。。。more

Walerian Sobczak

I liked the substance of the book, however, only when I consider it as 10 unrelated articles with a common topic - game development and the accompanying crunch culture。 It really lacked conclusions - or any kind of summary at all。I appreciate the author showcased two indie games (Shovel Knight and Stardew Valley) among all the other AAA productions。 The journalese-based style of Mr。 Schreier's is noticeable, but didn't bother me much in this book。 I recommend it to people interested in video gam I liked the substance of the book, however, only when I consider it as 10 unrelated articles with a common topic - game development and the accompanying crunch culture。 It really lacked conclusions - or any kind of summary at all。I appreciate the author showcased two indie games (Shovel Knight and Stardew Valley) among all the other AAA productions。 The journalese-based style of Mr。 Schreier's is noticeable, but didn't bother me much in this book。 I recommend it to people interested in video game industry, especially to fans of any of the presented games。 。。。more

Richard Hurst

Really interesting book giving great insight to the industry。 I used to work on large business software projects。 Loved looking at the differences!

Antoine Fortin

Mal traduit, mais vaut la peine d'être lu! Mal traduit, mais vaut la peine d'être lu! 。。。more

Ekaterina Dolgova

Very insightful

Omnya Ahmed

عرفت كتير عن العالم الخفي لصناعة الألعاب الإلكترونية، وربما عممت وقولت العالم الخفي لشركات السوفتوير وممكن كل الشركات كمانرحلات مضنية وطويلة وفنفس الوقت ممتعة، مفيش لعبة من اللعب المذكورة متأجلش صدورها كذا مرة ومفيش تيم مكانش متأخر وبيجري عشان يلحق جدوله في المجمل اتبسطت وأنصح بيه أي gamer وأي حد مهتم بما يحدث وراء الكواليس في أشهر الشركات。رغم أني مش جيمر بس طلعت بشوية ألعاب هحاول أجربهم في المستقبل أكيد خصوصاً أن دلوقتي عارفة القصة الصعبة والطويلة ورا محاولة إنتاجهم

Simon Yoong

Excellent writing on the how developers 'crunch' to produce video / computer games。 It helps if you are familiar with the industry and most of the games here。 Excellent writing on the how developers 'crunch' to produce video / computer games。 It helps if you are familiar with the industry and most of the games here。 。。。more

Biminator

ประวัตของเกมส์ดังๆ ที่ถูกพัฒนาอย่าง stardew valley ทำให้เห็นภาพรวมของวงการพัฒนาเกมส์ ซึ่งไกลตัวมาก ประเทศไทย5 6 ปีก่อน ยังโหลดของเถื่อนกันเต็มอยู่เลย แต่ก็ไม่ได้มีเจาะลึกขนาดนั้น เหมือน documentary การพัฒนาเกมส์ หลายๆ เกมส์

Ignat Kandrashou

Довольно интересно было узнать о закулисье современных игровых шедевров, но закулисье это представлено немного однобоко - почти в каждом случае с героическим оттенком, отчего местами создается ощущение поверхностности。