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Blood, sweat, and pixels

por Schreier, Jason
Declaración de edición:1ª ed. Publicado por : Harper Parperbacks (Nueva York) Detalles físicos: xxi, 278 p. 21 cm ISBN:9780062651235 . Año : 2017
Tipo de ítem Ubicación actual Colección Signatura Estado Fecha de vencimiento Código de barras
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General Stacks
Non-fiction 004.415.2 SCH (Navegar estantería) Prestado 10/09/2018 0003249
Navegando U-Tad Biblioteca Estantes , Ubicación: General Stacks , Código de colección: Non-fiction Cerrar el navegador de estanterías
004.415.2 ROU Game design: theory & practice 004.415.2 ROU Game design: theory & practice 004.415.2 SAU Game development essentials: Game interface design 004.415.2 SCH Blood, sweat, and pixels 004.415.2 SEL Advanced game design 004.415.2 SOL Drawing Basics and Video Game Art 004.415.2 SWI Game feel

"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 $10 million budget down to $8 million, even if you have to fire a few people to make it happen? Welcome to video game development. In his years covering the industry, Jason Schreier has often heard developers say that any game actually released is a miracle. In Blood, Sweat, and Pixels, Schreier takes you behind the scenes of some of the biggest recent games to share never-before-told stories of the struggles and failures the development teams faced along the way. His reputation for great storytelling and fly-on-the-wall detail will provide readers with the clearest picture yet of what actually goes on behind the scenes. Each chapter will cover a different game, from major studios with nine-figure budgets to indie games with half a dozen people on their teams. The chapters will also focus on a variety of subjects in the process, from building the basics to adjusting for fan reaction post-launch. Blood, Sweat, and Pixels will give readers an unparallelled inside look at one of the biggest entertainment industries in the world"--

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