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.
Blood, Sweat, and Pixels: The Triumphant, Turbulent Stories Behind How Video Games Are Made, by Jason Schreier, is a behind-the-scenes look at the development process of video games. The first step in creating a video game is to secure funding… Purchase this in-depth summary to learn more.
Blood, Sweat, and Pixels: The Triumphant, Turbulent Stories Behind How Video Games Are Made, by Jason Schreier, is a behind-the-scenes look at the development process of video games.The first step in creating a video game is to secure funding...Purchase this in-depth analysis to learn more.
Korean edition of [Blood, Sweat, and Pixels: The Triumphant, Turbulent Stories Behind How Video Games Are Made] by Jason Schreier. 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 Sisypheanit's nothing short of miraculous. Korean edition translated by Kwon Hye Jeong.
From the bestselling author of Blood, Sweat, and Pixels comes the next definitive, behind-the-scenes account of the video game industry: how some of the past decade's most renowned studios fell apart—and the stories, both triumphant and tragic, of what happened next. Jason Schreier's groundbreaking reporting has earned him a place among the preeminent investigative journalists covering the world of video games. In his eagerly anticipated, deeply researched new book, Schreier trains his investigative eye on the volatility of the video game industry and the resilience of the people who work in it. The business of videogames is both a prestige industry and an opaque one. Based on dozens of first-hand interviews that cover the development of landmark games—Bioshock Infinite, Epic Mickey, Dead Space, and more—on to the shocking closures of the studios that made them, Press Reset tells the stories of how real people are affected by game studio shutdowns, and how they recover, move on, or escape the industry entirely. Schreier's insider interviews cover hostile takeovers, abusive bosses, corporate drama, bounced checks, and that one time the Boston Red Sox's Curt Schilling decided he was going to lead a game studio that would take out World of Warcraft. Along the way, he asks pressing questions about why, when the video game industry is more successful than ever, it's become so hard to make a stable living making video games—and whether the business of making games can change before it's too late.
Many of today's most commercially successful videogames, from Call of Duty to Company of Heroes, are war-themed titles that play out in what are framed as authentic real-world settings inspired by recent news headlines or drawn from history. While such games are marketed as authentic representations of war, they often provide a selective form of realism that eschews problematic, yet salient aspects of war. In addition, changes in the way Western states wage and frame actual wars makes contemporary conflicts increasingly resemble videogames when perceived from the vantage point of Western audiences. This interdisciplinary volume brings together scholars from games studies, media and cultural studies, politics and international relations, and related fields to examine the complex relationships between military-themed videogames and real-world conflict, and to consider how videogames might deal with history, memory, and conflict in alternative ways. It asks: What is the role of videogames in the formation and negotiation of cultural memory of past wars? How do game narratives and designs position the gaming subject in relation to history, war and militarism? And how far do critical, anti-war/peace games offer an alternative or challenge to mainstream commercial titles?
While the working lives of tech entrepreneurs and delivery platform workers seem far removed, both are engaged in digital labor. What unites their experience and allows us to speak of their work under the same umbrella? Is it even possible to talk about digital labor as if it were a single form of work? Digital Labor explores these questions and critically examines the economics, politics, and experiences of workers in these new modes of employment. Using a novel definition of the term ""digital labor,"" Kylie Jarrett explores unpaid user activity, platform-mediated gig work, and formal employment within the digital media industries, mapping the common features of these varied practices. Applying a critical Marxian lens, the book interrogates the structures of exploitation in this sector, the organisation of the labor process, the dynamics of alienation associated with this work, and the commodification of workers' lives. It also documents the struggle of digital laborers to resist the iniquities and inequalities of their working environments. Ultimately, the book identifies what is specific about this form of labor and, in doing so, offers insight into the nature of work as it is being reconstituted in digital capitalism. Synthesising an extensive range of studies and sources, Digital Labor offers a comprehensive overview – and a rich critical appraisal – of work in the high-tech economy. It is suitable for students and scholars of media and communication, sociology, labour studies, and anyone interested in emerging forms of work.
With annual gross sales surpassing 100 billion U.S. dollars each of the last two years, the digital games industry may one day challenge theatrical-release movies as the highest-grossing entertainment media in the world. In their examination of the tremendous cultural influence of digital games, Daniel Reardon and David Wright analyze three companies that have shaped the industry: Bethesda, located in Rockville, Maryland; BioWare in Edmonton, Alberta, and CD Projekt Red in Warsaw, Poland. Each company has used social media and technical content in the games to promote players' belief that players control the companies' game narratives. The result has been at times explosive, as empowered players often attempted to co-op the creative processes of games through discussion board forum demands, fund-raising campaigns to persuade companies to change or add game content, and modifications (modding) of the games through fan-created downloads. The result has changed the way we understand the interactive nature of digital games and the power of fan culture to shape those games.
Offers a timely analysis of the sheer ingenuity and persistence of young people who cobble together the resources they need to pursue the lives and careers they want. Young adults are coming of age at a time when work is temporary, underpaid, incommensurate with their education, or downright unsatisfying. Despite these challenges, media scholar S. Craig Watkins argues that this moment of precarity is rife with opportunities for innovation, and that young adults are leading the charge in turning that into an inventive and surprisingly sustainable future. As a result, society is expanding its understanding of who we think of as innovators and what qualifies as innovation, while wealth is spreading beyond traditional corridors of powerful tech companies, venture capitalism, and well-endowed universities. Drawing on over ten years of interviews and data, Watkins reveals the radical ways in which this community of ambitious young creatives is transforming businesses from the outside in. Diverse perspectives that are often ignored or silenced by major corporations are garnering public attention as women and people of color are redefining industries across the globe—all from their computer screens. We meet people like Prince Harvey, a New York–based hip-hop artist who recorded his album entirely on an Apple showroom laptop; screenwriter, producer, and actor Issa Rae, who first used YouTube and Kickstarter to develop the web series that became her hit HBO show Insecure; the Empowerment Plan, a nonprofit organization created by product design student Veronika Scott in Detroit; and start-up companies like Qeyno Group in San Francisco and Juegos Rancheros in Austin that help make tech more accessible to people of color. Forward-thinking and dynamic, Don’t Knock the Hustle shows the diversity and complexity of a generation on the rise. UNIQUE APPROACH TO UNDERSTANDING MILLENNIALS that looks beyond stereotypes about their relationships with tech and labor, based on two years of MacArthur Grant–funded research. DIVERSE AUDIENCE APPEAL that will reach millennials, educators, people seeking to hire millennials, and scholars of technology, media, and labor.
An essential guide for marketers and execs wishing to integrate their brands with modern games and esports In Get in the Game: How to Level Up Your Business with Gaming, Esports, and Emerging Technologies, decorated gaming and social media research and marketing executive Jonathan Stringfield delivers a roadmap to understanding and navigating marketing and business integrations into the gaming ecosystem: who plays games (and why), how modern games are created and oriented around the world of esports, and where brands can get involved with modern games. This book explains the breadth and depth of the gaming audience, describing the rapidly changing demographics of modern games and the various motivations gamers have for playing games. It also unpacks the history of gaming and how it has impacted the creative processes and output from the industry. Finally, it offers a practical guide for brands wishing to integrate themselves into new gaming environments, with an emphasis on maximizing success for marketers, developers, content creators, and fans. Get in the Game provides: A thorough introduction to why marketers and executives must pay closer attention to gaming, as well as existing roadblocks to understanding the gaming industry Comprehensive explorations of the psychology and motivations of gaming, and implications towards messaging and brand safety. Practical discussions of gaming as a competitive platform or streaming viewing experience. In-depth examinations of gaming ad placements, deep marketing integrations between companies and games, and future directions for the industry and how it relates to the emergence of the metaverse. Perfect for marketing strategists, brand managers, and Chief Marketing Officers, Get in the Game will also earn a place in the libraries of executives seeking to connect with the misunderstood yet largest segment in consumer entertainment.